𝓐𝓭𝓲𝓻𝓪 likes this
Jul 24, 2019 20:14:00 GMT -6
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NEW SPECIES
LET US RISE!
NEW SPECIES
LET US RISE!
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As usual, the staff and I have thought of some species we thought would be incredible additions to the site. It is our pleasure to welcome 2 undead species, 2 earth species and 2 more heaven species to our mix. We hope you enjoy these additions to the site and will be using them!
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[attr="class","adspec"]draugrs
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The souls of warriors who have returned from the depths of Purgatory. Under most circumstances, these creatures lost their lives in battle. Draugrs are undoubtedly fighters, most people believing these creatures return for vengeance. While this could potentially be the case, there are others who return for glory or heroics. There are two types of draugrs created, the type one becomes depending heavily on the circumstances of the individual’s death.
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The honourable death of a warrior in battle or a good-hearted fighter are the first type. Honourable draugrs are known for being heroes in their cultures and are considered upstanding individuals. They are known for strength and provided light magic for their heroics. The capabilities of an honourable draugrs are: light manipulation, enhanced strength, charms, enhanced durability (natural), enhanced senses (natural) and weapon/armour summoning. While these creatures are praised for their power, they are slower, especially when they summon their armour. The more armour summoned, the slower they become. They are weak against magic, a majority of magic-based attacks having devastating repercussions if they are not careful.
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The alternative is the dishonourable draugr who are individuals with black hearts, coward away from battle or accomplished traitorous acts. As controversial as it is, suicide is considered dishonourable in draugr culture, even when it is to protect another individual. They are frequently disrespected by the honourable draugrs and considered horrible people. Their abilities reflect their believed darkened hearts. They are capable of using darkness manipulation, enhanced speed, curse, enhanced endurance (natural), enhanced senses (natural) and weapon/armour summoning. Unlike honourable draugrs, these creatures are unable to take nearly as many hits. Their armour is more designed to take light hits and not restrict the draugr’s movements. They tend to do better against dark magic, but physical hits and light-based magic can leave devastating damages. These creatures are also sensitive to sunlight which bothers their eyes and can irritate their skin.
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Draugrs do not have any notable features to easily detect them, however, they do radiate different vibes. Honourable draugrs give a sense of comfort when they entered the room meanwhile dishonourable draugrs tend to spark a sense of worry and fear. More information about charms and curses can be found here.
The souls of warriors who have returned from the depths of Purgatory. Under most circumstances, these creatures lost their lives in battle. Draugrs are undoubtedly fighters, most people believing these creatures return for vengeance. While this could potentially be the case, there are others who return for glory or heroics. There are two types of draugrs created, the type one becomes depending heavily on the circumstances of the individual’s death.
[break][break]
The honourable death of a warrior in battle or a good-hearted fighter are the first type. Honourable draugrs are known for being heroes in their cultures and are considered upstanding individuals. They are known for strength and provided light magic for their heroics. The capabilities of an honourable draugrs are: light manipulation, enhanced strength, charms, enhanced durability (natural), enhanced senses (natural) and weapon/armour summoning. While these creatures are praised for their power, they are slower, especially when they summon their armour. The more armour summoned, the slower they become. They are weak against magic, a majority of magic-based attacks having devastating repercussions if they are not careful.
[break][break]
The alternative is the dishonourable draugr who are individuals with black hearts, coward away from battle or accomplished traitorous acts. As controversial as it is, suicide is considered dishonourable in draugr culture, even when it is to protect another individual. They are frequently disrespected by the honourable draugrs and considered horrible people. Their abilities reflect their believed darkened hearts. They are capable of using darkness manipulation, enhanced speed, curse, enhanced endurance (natural), enhanced senses (natural) and weapon/armour summoning. Unlike honourable draugrs, these creatures are unable to take nearly as many hits. Their armour is more designed to take light hits and not restrict the draugr’s movements. They tend to do better against dark magic, but physical hits and light-based magic can leave devastating damages. These creatures are also sensitive to sunlight which bothers their eyes and can irritate their skin.
[break][break]
Draugrs do not have any notable features to easily detect them, however, they do radiate different vibes. Honourable draugrs give a sense of comfort when they entered the room meanwhile dishonourable draugrs tend to spark a sense of worry and fear. More information about charms and curses can be found here.
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[attr="class","adspec"]ghouls
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These creatures were once living, but upon being cursed prior to dying they came back as a ghoul. They normally appear like that of a skeleton, possessing the appearance of no nose, eyes, or skin. Fortunately for these creatures, they possess a powerful glamour which allows them to hide their decayed appearance, allowing them to blend in like normal everyday people. They can temporarily summon people or animals back to life, sorta like a puppet master if you will. Ghouls are capable of: necromancy (summons undead back to life, max is 3 people or animals, animal limited based on size), mind control (the persons or animals that were summoned from the dead, people summoned can potentially fight the mind control), possession (able to attempt to possess the living, the more strong-willed are less susceptible), psychic shield (allows them to be immune to being controlled), enhanced durability
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Once they die they can never come back, that includes anybody attempting to summon them. Blessings, hexes, curses, wards, tomes are harmful to these creatures, the magical energy created when these are used making them sick. Due to their darker calibre of magic, they are immune to both hymns and charms. Magic is unable to heal these creatures, thus they must be extremely careful to avoid fatal damage even with their powerful durability. The more creatures under a ghoul’s control, the more energy they must place into controlling those creatures.
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Written & Created by @spiritfoxxy
These creatures were once living, but upon being cursed prior to dying they came back as a ghoul. They normally appear like that of a skeleton, possessing the appearance of no nose, eyes, or skin. Fortunately for these creatures, they possess a powerful glamour which allows them to hide their decayed appearance, allowing them to blend in like normal everyday people. They can temporarily summon people or animals back to life, sorta like a puppet master if you will. Ghouls are capable of: necromancy (summons undead back to life, max is 3 people or animals, animal limited based on size), mind control (the persons or animals that were summoned from the dead, people summoned can potentially fight the mind control), possession (able to attempt to possess the living, the more strong-willed are less susceptible), psychic shield (allows them to be immune to being controlled), enhanced durability
[break][break]
Once they die they can never come back, that includes anybody attempting to summon them. Blessings, hexes, curses, wards, tomes are harmful to these creatures, the magical energy created when these are used making them sick. Due to their darker calibre of magic, they are immune to both hymns and charms. Magic is unable to heal these creatures, thus they must be extremely careful to avoid fatal damage even with their powerful durability. The more creatures under a ghoul’s control, the more energy they must place into controlling those creatures.
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Written & Created by @spiritfoxxy
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[attr="class","adspec"]merfolk
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For centuries, merfolk have lived peacefully lived inside the extensive oceans of earth’s world, their underwater breathing allowing them to comfortably beneath the waves. Some have traded the blue waters for the grey streets or green forests of land life. Merfolk are known for being incredibly beautiful, plenty of people searching them out for their attractive appearances. Furthermore, they are known for their enchanting singing voices, increasing most individual’s desires to find them. Merfolk were ultimately capable of: water manipulation, enhanced swim speed, enhanced beauty, temperature resilience, underwater breathing, aquatic zoopathy and hymns.
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Pollution is extremely problematic for merfolk, making them incredibly sick whenever exposed to it. They can get a high fever, nausea, stomachaches, headaches and vomiting, the intensity possibly killing the merperson. These creatures are required to be exposed to open water and swim for approximately an hour daily no matter the weather conditions. Without exposure to water, their abilities will slowly wither with each day they stay away. Lack of exposure for a month will kill the merperson, making them sickly as a result. At this point, they must be exposed to unpolluted water.
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While their beauty can provide hints to somebody being a merperson, they are most noticeable when exposed to water. That is when their merfolk tail will appear, allowing people to see what the individual is. When they are shifted into a completely human form, merfolk are undetectable. These creatures are capable of ceasing the ageing process. More information about hymns can be found here.
For centuries, merfolk have lived peacefully lived inside the extensive oceans of earth’s world, their underwater breathing allowing them to comfortably beneath the waves. Some have traded the blue waters for the grey streets or green forests of land life. Merfolk are known for being incredibly beautiful, plenty of people searching them out for their attractive appearances. Furthermore, they are known for their enchanting singing voices, increasing most individual’s desires to find them. Merfolk were ultimately capable of: water manipulation, enhanced swim speed, enhanced beauty, temperature resilience, underwater breathing, aquatic zoopathy and hymns.
[break][break]
Pollution is extremely problematic for merfolk, making them incredibly sick whenever exposed to it. They can get a high fever, nausea, stomachaches, headaches and vomiting, the intensity possibly killing the merperson. These creatures are required to be exposed to open water and swim for approximately an hour daily no matter the weather conditions. Without exposure to water, their abilities will slowly wither with each day they stay away. Lack of exposure for a month will kill the merperson, making them sickly as a result. At this point, they must be exposed to unpolluted water.
[break][break]
While their beauty can provide hints to somebody being a merperson, they are most noticeable when exposed to water. That is when their merfolk tail will appear, allowing people to see what the individual is. When they are shifted into a completely human form, merfolk are undetectable. These creatures are capable of ceasing the ageing process. More information about hymns can be found here.
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[attr="class","adspec"]nagas
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Unlike a majority of earth species, nagas have an extremely hot-cold reception among others, however, still regarded with some decency. While some are fearsome and frightful, others are known for the gracefulness. These creature’s extreme flexibility allows them to perform incredibly as contortionists and sometimes dancers. They are creatures who have existed for years in underground tunnels, some of which are preserved to this day. Nowadays, they have adjusted to modern times. These creatures are capable of: poison manipulation, enhanced speed, minor healing factor, enhanced flexibility, snake shifting, hypnosis, magic-tasting and poison immunity. Nagas are capable of partially and full shifting, resulting in their lower half transforming into a large snake tail.
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These creatures are not very durable with minor hits potentially doing damage to a naga. They are designed to dodge opposed to consistently tank hits and their healing factor oftentimes reflex this. While nagas heal faster than regular humans, it still takes a couple of days for moderate wounds to heal up. Similar to snakes, nagas are cold-blooded creatures and struggle to regulate their body temperature. As a result, they are susceptible to cold conditions and will die if exposed to these conditions for too long.
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There are a variety of traits some nagas can show, however, the most noticeable one is when they are partially shifted. While they have both a human and snake form, their partial transformation results in the snake tail growing in size to allow the naga to properly slither. However, nagas have been known to possess other snake-like traits, particularly with some having snake-like pupils in human form. Nagas are capable of ceasing the ageing process.
Unlike a majority of earth species, nagas have an extremely hot-cold reception among others, however, still regarded with some decency. While some are fearsome and frightful, others are known for the gracefulness. These creature’s extreme flexibility allows them to perform incredibly as contortionists and sometimes dancers. They are creatures who have existed for years in underground tunnels, some of which are preserved to this day. Nowadays, they have adjusted to modern times. These creatures are capable of: poison manipulation, enhanced speed, minor healing factor, enhanced flexibility, snake shifting, hypnosis, magic-tasting and poison immunity. Nagas are capable of partially and full shifting, resulting in their lower half transforming into a large snake tail.
[break][break]
These creatures are not very durable with minor hits potentially doing damage to a naga. They are designed to dodge opposed to consistently tank hits and their healing factor oftentimes reflex this. While nagas heal faster than regular humans, it still takes a couple of days for moderate wounds to heal up. Similar to snakes, nagas are cold-blooded creatures and struggle to regulate their body temperature. As a result, they are susceptible to cold conditions and will die if exposed to these conditions for too long.
[break][break]
There are a variety of traits some nagas can show, however, the most noticeable one is when they are partially shifted. While they have both a human and snake form, their partial transformation results in the snake tail growing in size to allow the naga to properly slither. However, nagas have been known to possess other snake-like traits, particularly with some having snake-like pupils in human form. Nagas are capable of ceasing the ageing process.
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[attr="class","adspec"]seers
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Ancient creatures from Heaven who are known for their psychic abilities. Seers are believed to be wise creatures, their memories reaching no bounds. Some believe their descendants are the same as earth’s humans, however, this is uncertain. Their powers are limited to psychic abilities and are known for not having many offensive abilities. Their abilities are: seance, psychometry, telepathy, telekinesis, future sight, mind control immunity (natural) and enhanced memory (natural).
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Migraines are something seers are known for since using their abilities constantly can result in a painful sensation. Loud noises are a common trigger for seers, manifesting an intense pain because of their mental capabilities. These migraines exist for all seers, the effects only being slightly dimmed by medical drugs and potions. A seer’s abilities require training in focus, otherwise, they may fail. Furthermore, these creature’s bodies are the same to humans, meaning they can only take a limited amount of hits before possibly being downed or killed.
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Among people, seers can appear like your everyday people, making it difficult to find them. Some have been known to have peculiar traits, like a ‘mind’s eye’ on their forehead, however, this is rare. Most seers appear like regular humans, however, they are capable of ceasing the ageing process.
Ancient creatures from Heaven who are known for their psychic abilities. Seers are believed to be wise creatures, their memories reaching no bounds. Some believe their descendants are the same as earth’s humans, however, this is uncertain. Their powers are limited to psychic abilities and are known for not having many offensive abilities. Their abilities are: seance, psychometry, telepathy, telekinesis, future sight, mind control immunity (natural) and enhanced memory (natural).
[break][break]
Migraines are something seers are known for since using their abilities constantly can result in a painful sensation. Loud noises are a common trigger for seers, manifesting an intense pain because of their mental capabilities. These migraines exist for all seers, the effects only being slightly dimmed by medical drugs and potions. A seer’s abilities require training in focus, otherwise, they may fail. Furthermore, these creature’s bodies are the same to humans, meaning they can only take a limited amount of hits before possibly being downed or killed.
[break][break]
Among people, seers can appear like your everyday people, making it difficult to find them. Some have been known to have peculiar traits, like a ‘mind’s eye’ on their forehead, however, this is rare. Most seers appear like regular humans, however, they are capable of ceasing the ageing process.
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[attr="class","adspec"]seraphims
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These creatures are known for being a shining light of Heaven. Seraphims are a species referred to with respect similar to all heavenly creatures. They are a type of angel believed to have been created through an angel breeding with a species with fire manipulation, however, people are uncertain. Unlike angels, seraphims are a lot faster and more agile with their capabilities. Their abilities are somewhat similar to their angel counterparts, however, are quite different. The abilities they are capable of using are: fire manipulation, enhanced speed, blessings, healing, wing manifestation, force fields and fire immunity (natural).
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Oftentimes, seraphims finds themselves feeling weak when exposed to water. Rainstorms can make them feel faint, especially if exposed to these elements. Water can have devastating effects on their abilities if they are exposed to it for long periods of time. Brief interactions with water usually do not affect seraphims too immensely. These creatures can have struggled with tolerating pain, similar to angels, they can only endure a few hits before struggling immensely. Under most circumstances, seraphims are known to be slightly better at managing their injury endurance than angels.
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Only when their wings are exposed can somebody notice a seraphim. Their wings are unique in comparison to angels and glow a subtle, amber colour in the darkness. This usually makes their white wings lean more towards a faint amber colour. These creatures only have one pair of wings. Seraphims are capable of ceasing the ageing process.
These creatures are known for being a shining light of Heaven. Seraphims are a species referred to with respect similar to all heavenly creatures. They are a type of angel believed to have been created through an angel breeding with a species with fire manipulation, however, people are uncertain. Unlike angels, seraphims are a lot faster and more agile with their capabilities. Their abilities are somewhat similar to their angel counterparts, however, are quite different. The abilities they are capable of using are: fire manipulation, enhanced speed, blessings, healing, wing manifestation, force fields and fire immunity (natural).
[break][break]
Oftentimes, seraphims finds themselves feeling weak when exposed to water. Rainstorms can make them feel faint, especially if exposed to these elements. Water can have devastating effects on their abilities if they are exposed to it for long periods of time. Brief interactions with water usually do not affect seraphims too immensely. These creatures can have struggled with tolerating pain, similar to angels, they can only endure a few hits before struggling immensely. Under most circumstances, seraphims are known to be slightly better at managing their injury endurance than angels.
[break][break]
Only when their wings are exposed can somebody notice a seraphim. Their wings are unique in comparison to angels and glow a subtle, amber colour in the darkness. This usually makes their white wings lean more towards a faint amber colour. These creatures only have one pair of wings. Seraphims are capable of ceasing the ageing process.