Sept 18, 2017 18:36:12 GMT -6
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HEAVEN SPECIES
WE HAVE SPOKEN, WE ARE TO LEAD THE WORLD ANEW
HEAVEN SPECIES
WE HAVE SPOKEN, WE ARE TO LEAD THE WORLD ANEW
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Creatures that are believed to have originated from the pearly white gates of Heaven. These various species are often viewed as kind and just souls. Although, this may not always be the case and is oftentimes a lie fabricated from their victory in the War of Traitors. Generally, Heaven creatures are received positively among the people since they believe that these creatures could never do anything wrong.
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[attr="class","adspec"]angels
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To most people, angels are the embodiment of good despite the fact that angels have been known for committing crimes before. However, these facts seem to be ignored by most races, with the exception of Hell species considering their dislike of angels. The capabilities of angels are rather amazing with the species' holy magic. Angels are able to: manipulate light and electricity, create holy water (does require a water source and can only be effective on small vessels like bottles; water cannot be polluted), heal people via touch, wing manifestation, create wards, and bless people in order to protect them. These creatures are also immune to electrocution.
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One common trait in angels is that they tend to have low endurance and have issues taking copious amounts of heavy hits. They can survive the hits but may have a difficult time getting back up. Darkness is another major problem for angels, it makes it very difficult for them to use light magic; this difficulty does exist at night. Their blessings are only capable of mildly assisting in protecting someone and is often simple things like wild animals not being interested in them, or a falling brick missing them by a hair. Making holy water zaps a majority of the energy when it is used since their holy magic gets drained to be infused into the water.
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The common trait of angels is their pure white and feathery wings that they wear sometimes. Some angels will even sport a halo if they are feeling up for it. Angels are capable of ceasing the ageing process. More information about wards/blessings can be found here.
To most people, angels are the embodiment of good despite the fact that angels have been known for committing crimes before. However, these facts seem to be ignored by most races, with the exception of Hell species considering their dislike of angels. The capabilities of angels are rather amazing with the species' holy magic. Angels are able to: manipulate light and electricity, create holy water (does require a water source and can only be effective on small vessels like bottles; water cannot be polluted), heal people via touch, wing manifestation, create wards, and bless people in order to protect them. These creatures are also immune to electrocution.
[break][break]
One common trait in angels is that they tend to have low endurance and have issues taking copious amounts of heavy hits. They can survive the hits but may have a difficult time getting back up. Darkness is another major problem for angels, it makes it very difficult for them to use light magic; this difficulty does exist at night. Their blessings are only capable of mildly assisting in protecting someone and is often simple things like wild animals not being interested in them, or a falling brick missing them by a hair. Making holy water zaps a majority of the energy when it is used since their holy magic gets drained to be infused into the water.
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The common trait of angels is their pure white and feathery wings that they wear sometimes. Some angels will even sport a halo if they are feeling up for it. Angels are capable of ceasing the ageing process. More information about wards/blessings can be found here.
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[attr="class","adspec"]cherubims
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Among most species, cherubims are known to be matchmakers in the species realms, their ability to physically see the strings which tie soulmates together if close enough allowing them to make excellent matches. These creatures are also known as "cupids" as a result. Ultimately, the creation of cherubims was believed to be manifested by a phenomenon which occurred during the regular matings of angels and guardians. When these creatures were born, it was believed to be a unique mutation caused when guardian/angel soulmates conceive a child and give birth. As of abilities, cherubims are capable of: love sensory, blessings, charms, light force fields (defends people from physical attacks except for dark magic attacks such as curses and hexes), healing, and wing manifestation.
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Due to their lack of offensive abilities, cherubims are oftentimes supportive creatures. These creatures are unable to take a large number of hits in battle, making their capabilities to endure injuries rather low. While cherubims with guardians ties may be able to endure more hits, they nonetheless struggle to tough out injuries. These creatures are also susceptible to dark magic, which can do massive damage to them if they are not careful. Furthermore, cherubims are expected to not date their soulmate, their culture oftentimes forbidding it; they are expected to be servants to soulmated couples, assisting in their ordeals. Cherubims who take the forbidden fruit of love are frequently scorned by their fellow species considering their expectations.
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Unlike most species, cherubims are quite small and frequently maintain youthful faces. Their average heights range from 4’-5’ with rare exceptions outside the range. Without their wings, they can look like any young face amidst the crowd, however, their wings can potentially give them away. These creatures can have approximately 1-3 pairs of wings depending on their ties, those with a more guardian-based heritage being more prone to having 2-3 pairs of wings. Cherubims can cease the ageing process. More information about charms and blessings can be found here. Credit goes to Zenon for thinking of these creatures and providing a power list and lore ideas. The species was typed up by staff, but the original idea goes to them.
Among most species, cherubims are known to be matchmakers in the species realms, their ability to physically see the strings which tie soulmates together if close enough allowing them to make excellent matches. These creatures are also known as "cupids" as a result. Ultimately, the creation of cherubims was believed to be manifested by a phenomenon which occurred during the regular matings of angels and guardians. When these creatures were born, it was believed to be a unique mutation caused when guardian/angel soulmates conceive a child and give birth. As of abilities, cherubims are capable of: love sensory, blessings, charms, light force fields (defends people from physical attacks except for dark magic attacks such as curses and hexes), healing, and wing manifestation.
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Due to their lack of offensive abilities, cherubims are oftentimes supportive creatures. These creatures are unable to take a large number of hits in battle, making their capabilities to endure injuries rather low. While cherubims with guardians ties may be able to endure more hits, they nonetheless struggle to tough out injuries. These creatures are also susceptible to dark magic, which can do massive damage to them if they are not careful. Furthermore, cherubims are expected to not date their soulmate, their culture oftentimes forbidding it; they are expected to be servants to soulmated couples, assisting in their ordeals. Cherubims who take the forbidden fruit of love are frequently scorned by their fellow species considering their expectations.
[break][break]
Unlike most species, cherubims are quite small and frequently maintain youthful faces. Their average heights range from 4’-5’ with rare exceptions outside the range. Without their wings, they can look like any young face amidst the crowd, however, their wings can potentially give them away. These creatures can have approximately 1-3 pairs of wings depending on their ties, those with a more guardian-based heritage being more prone to having 2-3 pairs of wings. Cherubims can cease the ageing process. More information about charms and blessings can be found here. Credit goes to Zenon for thinking of these creatures and providing a power list and lore ideas. The species was typed up by staff, but the original idea goes to them.
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[attr="class","adspec"]dragons
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Powerful creatures that lived in Heaven, dragons are known for being heroic and wise; although, this species does have its share of cowards and ignorant ones. Dragons are creatures of control, often appearing human until they begin their gradual shift. They shift slowly, eyes, teeth and tongue appearing first, progressing to claws then wings and tail. Afterwards, their scales gradually start appearing and they grow larger; but be wary, a full transformation means no return to becoming human. Their tongues are capable of tasting magic, allowing them to gauge magic ability by licking the air like a snake. Dragons are durable creatures, capable of fighting even after taking heavy damage. They also possess powers like enhanced strength, enhanced durability (natural), thermal resistance (natural), pain suppression and fire, electricity, darkness, light, earth, water, air or ice manipulation (only one manipulation). There are several distinct types of dragons, which are characterized by the element they control. Each element of dragons carries a specific natural characteristic that is only specialized in that species. Fire ones cannot be burned by flames, electric ones cannot be electrocuted, dark ones get more power at night, light ones get more power during the day, earth ones can sense toxins in natural plants, water ones can breathe underwater, air ones can levitation and ice ones cannot die of freezing. Dragons can cease the ageing process.
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Unfortunately, dragons do have their set of weaknesses. First off, dragons are very slow creatures and as they transform it becomes more obvious. They can move faster on their wings, but walking and running are often done slowly for a dragon. Next, dragons are sensitive to poisons, medical drugs and illness which can cause them to be hit hard by tiny dosages. Losing control is also something that can happen to dragons the further they transform since once they are too far there is no going back. Once a dragon transforms completely they become a feral monster that will harm anything in sight. They have no sense anymore and cannot stop themselves from acting out. They begin acting more like a beast than a human.
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As of physical traits, dragons do not possess any unless they choose to reveal them. If the traits are not revealed then they look like a normal human, although, some may have horns in their human form. Usually, their draconic features will reveal the element the dragon is. Fire is displayed by red and orange colours, electricity by stark whites and pale blues, darkness by black and dark greys, light by white and faint yellows, earth by brown and beige and then ice by shades of blue. Dragons have been known to have draconic colours that do not openly display their element due to interbreeding.
Powerful creatures that lived in Heaven, dragons are known for being heroic and wise; although, this species does have its share of cowards and ignorant ones. Dragons are creatures of control, often appearing human until they begin their gradual shift. They shift slowly, eyes, teeth and tongue appearing first, progressing to claws then wings and tail. Afterwards, their scales gradually start appearing and they grow larger; but be wary, a full transformation means no return to becoming human. Their tongues are capable of tasting magic, allowing them to gauge magic ability by licking the air like a snake. Dragons are durable creatures, capable of fighting even after taking heavy damage. They also possess powers like enhanced strength, enhanced durability (natural), thermal resistance (natural), pain suppression and fire, electricity, darkness, light, earth, water, air or ice manipulation (only one manipulation). There are several distinct types of dragons, which are characterized by the element they control. Each element of dragons carries a specific natural characteristic that is only specialized in that species. Fire ones cannot be burned by flames, electric ones cannot be electrocuted, dark ones get more power at night, light ones get more power during the day, earth ones can sense toxins in natural plants, water ones can breathe underwater, air ones can levitation and ice ones cannot die of freezing. Dragons can cease the ageing process.
[break][break]
Unfortunately, dragons do have their set of weaknesses. First off, dragons are very slow creatures and as they transform it becomes more obvious. They can move faster on their wings, but walking and running are often done slowly for a dragon. Next, dragons are sensitive to poisons, medical drugs and illness which can cause them to be hit hard by tiny dosages. Losing control is also something that can happen to dragons the further they transform since once they are too far there is no going back. Once a dragon transforms completely they become a feral monster that will harm anything in sight. They have no sense anymore and cannot stop themselves from acting out. They begin acting more like a beast than a human.
[break][break]
As of physical traits, dragons do not possess any unless they choose to reveal them. If the traits are not revealed then they look like a normal human, although, some may have horns in their human form. Usually, their draconic features will reveal the element the dragon is. Fire is displayed by red and orange colours, electricity by stark whites and pale blues, darkness by black and dark greys, light by white and faint yellows, earth by brown and beige and then ice by shades of blue. Dragons have been known to have draconic colours that do not openly display their element due to interbreeding.
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[attr="class","adspec"]familiars
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Familiars are animal-shaped spirits who serve all species except other familiars and assist them in their craft. Familiars themselves possess minor magical abilities that allow them to protect and assist their masters. One of several abilities that Familiars hold is the ability to shift from their animal form to a human form. They also possess both offensive and defensive abilities, some based on their animal form. Familiars form contracts with other species and once a contract is signed by both parties they are bound together for life. Basic powers of this species are shield creation, the casting of counterspells, and healing. Familiars can achieve immortality, but only if their master possesses immortality. Should they get un-binded or their master dies, they will start ageing again.
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Some examples of familiars (you may go outside of these) and their animal-based powers:
Contracts - Contracts are made when a familiar makes a binding deal with someone of another species. These deals bind the Familiar’s soul to their master’s, this allows them to sense each other’s emotions and know when they are needed. It also allows them to transfer energy in the form of strength. Contracts can be broken through a long and arduous process. It is immensely painful and not all who go through it survive. Most pairs prefer to keep their contracts for life rather than endure the physical torment. The pain from breaking a contract is originated within as a result of two souls being ripped apart. This pain affects both master and familiar and generally puts them out of commission for several days before they are able to venture off on their own.
To break a contract, one must gather the necessary ingredients for the spell:
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Written & Created by Finnegan
Familiars are animal-shaped spirits who serve all species except other familiars and assist them in their craft. Familiars themselves possess minor magical abilities that allow them to protect and assist their masters. One of several abilities that Familiars hold is the ability to shift from their animal form to a human form. They also possess both offensive and defensive abilities, some based on their animal form. Familiars form contracts with other species and once a contract is signed by both parties they are bound together for life. Basic powers of this species are shield creation, the casting of counterspells, and healing. Familiars can achieve immortality, but only if their master possesses immortality. Should they get un-binded or their master dies, they will start ageing again.
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Some examples of familiars (you may go outside of these) and their animal-based powers:
- Feline - Enhanced balance, Night vision, enhanced stealth
- Snake - Fangs, venom secretion (from fangs), enhanced flexibility, enhanced taste
- Lupine(dog/wolf) - Enhanced scent, enhanced speed, enhanced hearing
- Bat - Echolocation, etc
Contracts - Contracts are made when a familiar makes a binding deal with someone of another species. These deals bind the Familiar’s soul to their master’s, this allows them to sense each other’s emotions and know when they are needed. It also allows them to transfer energy in the form of strength. Contracts can be broken through a long and arduous process. It is immensely painful and not all who go through it survive. Most pairs prefer to keep their contracts for life rather than endure the physical torment. The pain from breaking a contract is originated within as a result of two souls being ripped apart. This pain affects both master and familiar and generally puts them out of commission for several days before they are able to venture off on their own.
To break a contract, one must gather the necessary ingredients for the spell:
- A scale from each type of dragon, given willingly
- A drop of blood from both an angel and a demon, given willingly
- A drop of blood from both master and familiar
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Written & Created by Finnegan
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[attr="class","adspec"]guardians
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Guardians are beings of Heaven, resembling a dog, or wolf, or fox in appearance (this varies from individual to individual) They are Heavens Answer to Hellhounds.
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Extremely weak against Hexes and other Hell Magic, Guardians are only able to set foot on Earth if they are bound by contract to protect someone. The only exception is if a Guardian is born on Earth, under these circumstances, Earth becomes their "Heaven". This results in them being unable to leave Earth unless summoned. They cannot be summoned or contracted to the person they protect, they must be summoned and contracted to someone who wishes to protect the person in question, and the contract must be made in sincerity.
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The Guardian Weakness to magic is strongly shaped by the intentions and morals of the caster. An enemy who believe they act in a manner that is morally right, and even for the betterment of all, will have less effect, magic wise, than an enemy who is aware they are acting in the name of evil. This does not affect their weakness to Hell Magics, applying only to Earth-based Magics. Guardians can also be contracted to protect a place, or a structure, such as a Temple or a Forest.
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Guardians have two forms, their 'human' form, which more closely resembles an angel due to their wings, and their Guardian Form, which resembles a common ancestor of all dogs, foxes, wolves, and other modern Canids.
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Guardians have two classes:
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Guardians as a whole possess very little magic, and almost all of it is focused more on healing and defensive buffing. Guardians are incredibly strong, and in possession of almost divine healing prowess, and capable of incredible speeds when they run or fly. However, due to their lack of powerful magic, they are weak against non-physical attacks. A single Higher Guardian can take a maximum of 5 direct hits from a Brute, but just one hex from a Demon or Hellhound can leave them struggling to stand.
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Guardians have above human level intelligence, and while personalities do vary, they were created to be companions, like dogs, and their personalities typically reflect this.
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Written & Created by Dremulf
Guardians are beings of Heaven, resembling a dog, or wolf, or fox in appearance (this varies from individual to individual) They are Heavens Answer to Hellhounds.
[break][break]
Extremely weak against Hexes and other Hell Magic, Guardians are only able to set foot on Earth if they are bound by contract to protect someone. The only exception is if a Guardian is born on Earth, under these circumstances, Earth becomes their "Heaven". This results in them being unable to leave Earth unless summoned. They cannot be summoned or contracted to the person they protect, they must be summoned and contracted to someone who wishes to protect the person in question, and the contract must be made in sincerity.
[break][break]
The Guardian Weakness to magic is strongly shaped by the intentions and morals of the caster. An enemy who believe they act in a manner that is morally right, and even for the betterment of all, will have less effect, magic wise, than an enemy who is aware they are acting in the name of evil. This does not affect their weakness to Hell Magics, applying only to Earth-based Magics. Guardians can also be contracted to protect a place, or a structure, such as a Temple or a Forest.
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Guardians have two forms, their 'human' form, which more closely resembles an angel due to their wings, and their Guardian Form, which resembles a common ancestor of all dogs, foxes, wolves, and other modern Canids.
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Guardians have two classes:
- Higher Guardians are of moderate strength and possess only one pair of wings, they are the most common.
- Arch-Guardians possess three pairs of wings and are much larger, and much stronger than their 'siblings'.
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Guardians as a whole possess very little magic, and almost all of it is focused more on healing and defensive buffing. Guardians are incredibly strong, and in possession of almost divine healing prowess, and capable of incredible speeds when they run or fly. However, due to their lack of powerful magic, they are weak against non-physical attacks. A single Higher Guardian can take a maximum of 5 direct hits from a Brute, but just one hex from a Demon or Hellhound can leave them struggling to stand.
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Guardians have above human level intelligence, and while personalities do vary, they were created to be companions, like dogs, and their personalities typically reflect this.
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Written & Created by Dremulf
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[attr="class","adspec"]jackalopes
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Derived from the breeding of zlatorogs and usagi, jackalopes are rabbit shifters with the unique additions of large horns atop their head. Similar to the creatures they derive their abilities from, jackalopes retain a fast and dexterous movement skill. Making them proficient scouts throughout the War of Traitors. Jackalopes are capable of: light manipulation, enhanced speed, enhanced jumping, jackalope shift, enhanced dexterity (natural) and enhanced senses (natural).
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Similar to zlatorogs, jackalopes have delicate bodies and legs. Injuries can cause them to topple to the ground and any damage to the legs can leave them a sitting duck. In addition, these creatures are given the bane of enhanced senses. Loud noises such as dog whistles can leave them immobilized and suffering under the noise. Sound is a powerful weakness because of their enhanced senses, their hearing is among the most powerful.
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At times, jackalopes can display traits of their animal form. From horns, ears or tails, their species can become evident from this. The most notable traits are when the ears and horns are represented at the same time, although most cannot confirm things until they completely shift. Due to the nature of their parent species, some jackalopes are capable of ceasing the ageing process while others are not. It entirely depends on which traits represent themselves more.
Derived from the breeding of zlatorogs and usagi, jackalopes are rabbit shifters with the unique additions of large horns atop their head. Similar to the creatures they derive their abilities from, jackalopes retain a fast and dexterous movement skill. Making them proficient scouts throughout the War of Traitors. Jackalopes are capable of: light manipulation, enhanced speed, enhanced jumping, jackalope shift, enhanced dexterity (natural) and enhanced senses (natural).
[break][break]
Similar to zlatorogs, jackalopes have delicate bodies and legs. Injuries can cause them to topple to the ground and any damage to the legs can leave them a sitting duck. In addition, these creatures are given the bane of enhanced senses. Loud noises such as dog whistles can leave them immobilized and suffering under the noise. Sound is a powerful weakness because of their enhanced senses, their hearing is among the most powerful.
[break][break]
At times, jackalopes can display traits of their animal form. From horns, ears or tails, their species can become evident from this. The most notable traits are when the ears and horns are represented at the same time, although most cannot confirm things until they completely shift. Due to the nature of their parent species, some jackalopes are capable of ceasing the ageing process while others are not. It entirely depends on which traits represent themselves more.
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[attr="class","adspec"]nekomatas
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Among heaven species, nekomatas are notorious for their stealth abilities and light-footed nature. They were frequently used as spies since they could sneak up to window sides and listen for the words being exchanged. Furthermore, unlike most heaven species, nekomatas are among the few capable of manipulating darkness. With their additional abilities, they are useful as scouts during present times. These creatures are capable of: feline shift, darkness manipulation, enhanced speed, enhanced dexterity (natural), enhanced senses (natural), night vision (natural) and enhanced stealth (natural).
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Smoke inhalation is largely an issue for nekomatas with it congesting their lungs and depriving them of oxygen quicker than other species. Getting too close to fire can irritate their eyes, causing inflammation, redness and sight difficulties. These creatures are sensitive to fire, burns being a painful experience and heat causing them great discomfort and at times heat stroke. This makes them weaker against those who manipulate fire.
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As most would expect, nekomatas do have cat traits in their human form. At times, this is ears and tails, however, they have been known for having claws, teeth, eyes and various other traits. These creatures are capable of ceasing the ageing process.
Among heaven species, nekomatas are notorious for their stealth abilities and light-footed nature. They were frequently used as spies since they could sneak up to window sides and listen for the words being exchanged. Furthermore, unlike most heaven species, nekomatas are among the few capable of manipulating darkness. With their additional abilities, they are useful as scouts during present times. These creatures are capable of: feline shift, darkness manipulation, enhanced speed, enhanced dexterity (natural), enhanced senses (natural), night vision (natural) and enhanced stealth (natural).
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Smoke inhalation is largely an issue for nekomatas with it congesting their lungs and depriving them of oxygen quicker than other species. Getting too close to fire can irritate their eyes, causing inflammation, redness and sight difficulties. These creatures are sensitive to fire, burns being a painful experience and heat causing them great discomfort and at times heat stroke. This makes them weaker against those who manipulate fire.
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As most would expect, nekomatas do have cat traits in their human form. At times, this is ears and tails, however, they have been known for having claws, teeth, eyes and various other traits. These creatures are capable of ceasing the ageing process.
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[attr="class","adspec"]nocturi
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Considered a gift from Heaven, nocturi are known as guides of the night tasked with bringing people home with light while plunging the malicious into darkness. Oftentimes, these creatures lead a nocturnal life, feeling most at home under the embrace of a night sky. Protectors and guides of the night and walkers of dreams, nocturi are revered by many both inside and outside of heaven. The abilities of these creatures consist of: darkness manipulation, light manipulation, night vision (natural), dream walking, healing factor (beneath the night sky/natural), cold resistance (natural) and force field creation.
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Beneath the sun, nocturi can be considerably weaker. Excessive exposure to light can cause them to start feeling exhausted and potentially sick if they spend too much time in it. Thus, nocturi must monitor their exposure to sunlight and assure they do not spend too much time in it. Additionally, these creatures tend to be uncomfortable around immense light as it can stimulate the sun exposure of their body, however, to a less effective degree. This less effective response merely consists of tiredness. Their dream walking does not give them the power to manipulate, but rather to be an observer and participant in dreams. Additionally, when the night sky is not above them, a nocturi’s healing factor becomes slower, being barely above their regular healing factor.
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The most notable method of detecting a nocturi are their eyes. Deep within them are stars shining inside, glittering in the colours of their eyes. Depending on the colour of the nocturi’s eyes, this can gain a slightly galaxy-esk appearance. Otherwise, nocturi appear similar to regular people. These creatures are capable of ceasing the ageing process.
Considered a gift from Heaven, nocturi are known as guides of the night tasked with bringing people home with light while plunging the malicious into darkness. Oftentimes, these creatures lead a nocturnal life, feeling most at home under the embrace of a night sky. Protectors and guides of the night and walkers of dreams, nocturi are revered by many both inside and outside of heaven. The abilities of these creatures consist of: darkness manipulation, light manipulation, night vision (natural), dream walking, healing factor (beneath the night sky/natural), cold resistance (natural) and force field creation.
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Beneath the sun, nocturi can be considerably weaker. Excessive exposure to light can cause them to start feeling exhausted and potentially sick if they spend too much time in it. Thus, nocturi must monitor their exposure to sunlight and assure they do not spend too much time in it. Additionally, these creatures tend to be uncomfortable around immense light as it can stimulate the sun exposure of their body, however, to a less effective degree. This less effective response merely consists of tiredness. Their dream walking does not give them the power to manipulate, but rather to be an observer and participant in dreams. Additionally, when the night sky is not above them, a nocturi’s healing factor becomes slower, being barely above their regular healing factor.
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The most notable method of detecting a nocturi are their eyes. Deep within them are stars shining inside, glittering in the colours of their eyes. Depending on the colour of the nocturi’s eyes, this can gain a slightly galaxy-esk appearance. Otherwise, nocturi appear similar to regular people. These creatures are capable of ceasing the ageing process.
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[attr="class","adspec"]nymphs
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Nymphs are believed to be creatures of nature that originated from Heaven but came to Earth to keep the life there alive. They are often regarded as gentle sorts to the general populace, but naturally, not all nymphs are. These creatures are capable of mastering one element (although overuse makes them tired) and are often split into their elemental categories of: air, water and plant. Air nymphs are capable of: manipulating air, flight and soaring at high speeds. Water nymphs are capable of: manipulating water, breathing underwater (natural), and swimming at high speed. Plant nymphs are capable of: manipulating plants, clearing pollution (natural) and eating any plants even if they are poisonous (natural). All types of nymphs have the ability to ward and charm items.
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One of the well-known weaknesses of nymphs is that they have to take refuge in a healthy forest (plant nymphs), mountain region (air nymphs) or lake (water nymphs only) once every 10 years. The area cannot be polluted or else it will not restore the nymph's power or life force. Highly polluted areas can cause nymphs to get very sick if they are not cautious about the area that they enter; the only type of nymph that has grown resilience to this are plant nymphs, but the effects can still be similar.
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There is one more interesting fact about nymphs, which is that if you look into their eyes you can see healthy scenery that represents their element. Nymphs are often known for getting tattoos of the element they represent, however, not all nymphs do or some keep them hidden. Nymphs have a similar lifespan to humans. More information about wards and charms can be found here.
Nymphs are believed to be creatures of nature that originated from Heaven but came to Earth to keep the life there alive. They are often regarded as gentle sorts to the general populace, but naturally, not all nymphs are. These creatures are capable of mastering one element (although overuse makes them tired) and are often split into their elemental categories of: air, water and plant. Air nymphs are capable of: manipulating air, flight and soaring at high speeds. Water nymphs are capable of: manipulating water, breathing underwater (natural), and swimming at high speed. Plant nymphs are capable of: manipulating plants, clearing pollution (natural) and eating any plants even if they are poisonous (natural). All types of nymphs have the ability to ward and charm items.
[break][break]
One of the well-known weaknesses of nymphs is that they have to take refuge in a healthy forest (plant nymphs), mountain region (air nymphs) or lake (water nymphs only) once every 10 years. The area cannot be polluted or else it will not restore the nymph's power or life force. Highly polluted areas can cause nymphs to get very sick if they are not cautious about the area that they enter; the only type of nymph that has grown resilience to this are plant nymphs, but the effects can still be similar.
[break][break]
There is one more interesting fact about nymphs, which is that if you look into their eyes you can see healthy scenery that represents their element. Nymphs are often known for getting tattoos of the element they represent, however, not all nymphs do or some keep them hidden. Nymphs have a similar lifespan to humans. More information about wards and charms can be found here.
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[attr="class","adspec"]pegasi
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From the beginning, pegasi have been known as speedy messengers and protectors of the skies. These creatures can soar high above the clouds, treading through the skies and swooping down from above. This has been their use through the War of Traitors with some even taking the position of steads for other species. These creatures are capable of: pegasus shifting, air manipulation, weather manipulation, wing manifestation, enhanced speed, enhanced stamina (natural) and enhanced senses (natural).
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Similar to their unicorn cousins, pegasi tend to be extremely weak to injuries. These wounds can cause extreme struggles and potentially ground them. In the case of pegasi, electricity is among their most feared weaknesses. Being electrocuted can cause them to crash or suffer from temporary immobilization. Their recovery period from being shocked takes longer than any other injuries.
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These creatures are difficult to detect, the only sign being when they have more unique pelts with wings, however, they have been mistaken as types of bird shifters before. The easiest method to detect them is when they are shifted into their pegasus form. These creatures can cease the ageing process.
From the beginning, pegasi have been known as speedy messengers and protectors of the skies. These creatures can soar high above the clouds, treading through the skies and swooping down from above. This has been their use through the War of Traitors with some even taking the position of steads for other species. These creatures are capable of: pegasus shifting, air manipulation, weather manipulation, wing manifestation, enhanced speed, enhanced stamina (natural) and enhanced senses (natural).
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Similar to their unicorn cousins, pegasi tend to be extremely weak to injuries. These wounds can cause extreme struggles and potentially ground them. In the case of pegasi, electricity is among their most feared weaknesses. Being electrocuted can cause them to crash or suffer from temporary immobilization. Their recovery period from being shocked takes longer than any other injuries.
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These creatures are difficult to detect, the only sign being when they have more unique pelts with wings, however, they have been mistaken as types of bird shifters before. The easiest method to detect them is when they are shifted into their pegasus form. These creatures can cease the ageing process.
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[attr="class","adspecie"]
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[attr="class","adspec"]qilins
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Created from the breeding of zlatorog and dragons, qilins are a mixture of both. Viewed as graceful and wise creatures, qilins are well-respected heaven species. Nonetheless, there have been instances of qilins displaying the more greed-focus ideals in some situations. Unlike their dragon counterparts, they can shift fully into a mixture of a dragon and a deer, having antlers and slender, deer-like legs proportionate to their body. They are approximately 8ft long from head to tail. Their abilities consist of: fire, electricity, darkness, light, earth, water, air or ice manipulation (one manipulation), enhanced dexterity (natural), enhanced jumping, magic tasting, thermal resistance (natural), qilin shift and blessings. Every element has their own sub ability. Fire has fire immunity, electricity has electricity immunity, darkness gets more powerful in dark places, light gains more power in light places, earth can sense toxins in place, water can breathe underwater, air is capable of levitation and ice cannot die from exposure to cold temperatures.
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Similar to their dragon ancestors, qilins are extremely vulnerable to poisons and medical drugs. They can overdose easy because of this, leading them to suffer when exposed to those elements. While their pain tolerance averages out from being a mixture of dragon and zlatorog, their legs maintain the delicateness known of zlatorogs. Damage to their legs can render them partially or completely immobile because of their dependency on them. These damages can lead to struggles moving as a result.
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Qilins can be difficult to detect, however, some have been known to display the large antlers of their zlatorog genes and other times, it can be their long tail. These antlers can appear more horn-like from the dragon genes in their veins. However, when unshifted, it can be difficult to detect a qilin. You can find more information about blessings here. Qilins are capable of ceasing the aeing process.
Created from the breeding of zlatorog and dragons, qilins are a mixture of both. Viewed as graceful and wise creatures, qilins are well-respected heaven species. Nonetheless, there have been instances of qilins displaying the more greed-focus ideals in some situations. Unlike their dragon counterparts, they can shift fully into a mixture of a dragon and a deer, having antlers and slender, deer-like legs proportionate to their body. They are approximately 8ft long from head to tail. Their abilities consist of: fire, electricity, darkness, light, earth, water, air or ice manipulation (one manipulation), enhanced dexterity (natural), enhanced jumping, magic tasting, thermal resistance (natural), qilin shift and blessings. Every element has their own sub ability. Fire has fire immunity, electricity has electricity immunity, darkness gets more powerful in dark places, light gains more power in light places, earth can sense toxins in place, water can breathe underwater, air is capable of levitation and ice cannot die from exposure to cold temperatures.
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Similar to their dragon ancestors, qilins are extremely vulnerable to poisons and medical drugs. They can overdose easy because of this, leading them to suffer when exposed to those elements. While their pain tolerance averages out from being a mixture of dragon and zlatorog, their legs maintain the delicateness known of zlatorogs. Damage to their legs can render them partially or completely immobile because of their dependency on them. These damages can lead to struggles moving as a result.
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Qilins can be difficult to detect, however, some have been known to display the large antlers of their zlatorog genes and other times, it can be their long tail. These antlers can appear more horn-like from the dragon genes in their veins. However, when unshifted, it can be difficult to detect a qilin. You can find more information about blessings here. Qilins are capable of ceasing the aeing process.
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[attr="class","adspec"]raijus
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Often considered the bringers of needed storms, raijus are appraised by heaven species under most circumstances. Storms are a requirement on earth and are believed to have been sent from heaven to assist in bringing forth rain-bearing thunderstorms. These animal shifters are considered similar to a storm, useful and powerful. These creatures are capable of shifting from human form into an animal form. Raijus are capable of: electricity manipulation, storm manipulation, animal shifting, enhanced speed, enhanced endurance (natural), enhanced senses (natural) and electricity immunity (natural).
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There are things capable of weakening a raijus’ capabilities. Firstly, covering these creatures in mud limits the capabilities of their electricity manipulation. This makes it difficult for them to accomplish larger manipulation. Since the goal of electricity is to reach the ground, the mud limits them. Furthermore, anger can lead to a lack of control of their abilities, causing their electricity manipulation and storm manipulation to go wild without fixating on their intended target. Shifting into animal form takes a raiju 30 seconds and during that time they are vulnerable, however, they are often faster in animal form.
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Sometimes in human form, raiju can be noticeable should they be revealing animalistic traits. Their animal form pelts can sometimes possess blue or yellow fur, hence blue or yellow coloured ears, tails or sometimes wings among other trails can reveal their species. Raiju are capable of ceasing the ageing process.
Often considered the bringers of needed storms, raijus are appraised by heaven species under most circumstances. Storms are a requirement on earth and are believed to have been sent from heaven to assist in bringing forth rain-bearing thunderstorms. These animal shifters are considered similar to a storm, useful and powerful. These creatures are capable of shifting from human form into an animal form. Raijus are capable of: electricity manipulation, storm manipulation, animal shifting, enhanced speed, enhanced endurance (natural), enhanced senses (natural) and electricity immunity (natural).
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There are things capable of weakening a raijus’ capabilities. Firstly, covering these creatures in mud limits the capabilities of their electricity manipulation. This makes it difficult for them to accomplish larger manipulation. Since the goal of electricity is to reach the ground, the mud limits them. Furthermore, anger can lead to a lack of control of their abilities, causing their electricity manipulation and storm manipulation to go wild without fixating on their intended target. Shifting into animal form takes a raiju 30 seconds and during that time they are vulnerable, however, they are often faster in animal form.
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Sometimes in human form, raiju can be noticeable should they be revealing animalistic traits. Their animal form pelts can sometimes possess blue or yellow fur, hence blue or yellow coloured ears, tails or sometimes wings among other trails can reveal their species. Raiju 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).
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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.
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[attr="class","adspec"]selkies
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Originally from heaven, it is believed selkies came from the prestigious realm to live in the cooler conditions available on earth. They enjoyed the arctic temperatures, therefore, they enjoyed the earthen realm. Selkies are a human that shifts into that of a seal. When shifting into their seal form, they manifest seal skin, upon shifting into a human, their seal skin sheds. Selkies are capable of: seal shifting, water manipulation, breathing underwater (natural), swimming at high speed (only in seal form) and healing.
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They have to return to the ocean once a year. If they chose to wait any longer they run the risk of becoming sick and being unable to shift into their seal form, furthermore, if they are near polluted areas they become sick.
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Created & Written by @spiritfoxxy
Originally from heaven, it is believed selkies came from the prestigious realm to live in the cooler conditions available on earth. They enjoyed the arctic temperatures, therefore, they enjoyed the earthen realm. Selkies are a human that shifts into that of a seal. When shifting into their seal form, they manifest seal skin, upon shifting into a human, their seal skin sheds. Selkies are capable of: seal shifting, water manipulation, breathing underwater (natural), swimming at high speed (only in seal form) and healing.
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They have to return to the ocean once a year. If they chose to wait any longer they run the risk of becoming sick and being unable to shift into their seal form, furthermore, if they are near polluted areas they become sick.
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Created & Written by @spiritfoxxy
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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. More information about blessings can be found here.
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. More information about blessings can be found here.
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[attr="class","adspecie"]
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[attr="class","adspec"]shifters
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It is believed that shifters were given to Earth by Heaven in order to have people gain a better understanding of animals. These creatures are capable of transforming into a single animal. However, they can understand all animals and are capable of passively walking up to really aggressive animals without being injured. Shifters are well-known animal tamers and can sync very well with animals, especially the one they shift into. In human form, they can adopt certain traits of the creature they are closest with, like hearing, smell, sight and sometimes even physical traits like ears, tails and even claws. When they transform into an animal can be made bigger or smaller. They also gain a slight increase in strength, speed and endurance above that of the animal's physical peak, but this is only obtainable in animal form. Shifters have very sharp senses in both forms alongside razor-sharp instinct and can sometimes sense when something bad will happen. They also have a minor healing factor in both forms which allows them to heal in a few hours, the more severe the wound the longer amount of time. Some small wounds can take a mere few minutes.
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Due to their deep link with animals, shifters can sometimes act more akin to animals opposed to humans. This can cause them to act out in violence, growl when mad or simply run away from people. It also takes time for shifters to transform and during this time they are susceptible to attack. When a shifter transforms fully it can take about 30 seconds until they are completely transformed. There have also been incidents of shifters being shot by hunters while in their animal state. If they survive a fatal/severe attack in their animal state, they are unable to transform for about 5 days. Shifters do transform back when they are severely wounded. They also can not transform into mystic creatures such as dragons, sea monsters, etc.
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The main physical trait of shifters are the animal traits they sometimes adopt. When they transform, their clothes do not get ripped and merely disappear until they change back. Shifters have a similar lifespan to humans.
It is believed that shifters were given to Earth by Heaven in order to have people gain a better understanding of animals. These creatures are capable of transforming into a single animal. However, they can understand all animals and are capable of passively walking up to really aggressive animals without being injured. Shifters are well-known animal tamers and can sync very well with animals, especially the one they shift into. In human form, they can adopt certain traits of the creature they are closest with, like hearing, smell, sight and sometimes even physical traits like ears, tails and even claws. When they transform into an animal can be made bigger or smaller. They also gain a slight increase in strength, speed and endurance above that of the animal's physical peak, but this is only obtainable in animal form. Shifters have very sharp senses in both forms alongside razor-sharp instinct and can sometimes sense when something bad will happen. They also have a minor healing factor in both forms which allows them to heal in a few hours, the more severe the wound the longer amount of time. Some small wounds can take a mere few minutes.
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Due to their deep link with animals, shifters can sometimes act more akin to animals opposed to humans. This can cause them to act out in violence, growl when mad or simply run away from people. It also takes time for shifters to transform and during this time they are susceptible to attack. When a shifter transforms fully it can take about 30 seconds until they are completely transformed. There have also been incidents of shifters being shot by hunters while in their animal state. If they survive a fatal/severe attack in their animal state, they are unable to transform for about 5 days. Shifters do transform back when they are severely wounded. They also can not transform into mystic creatures such as dragons, sea monsters, etc.
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The main physical trait of shifters are the animal traits they sometimes adopt. When they transform, their clothes do not get ripped and merely disappear until they change back. Shifters have a similar lifespan to humans.
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[attr="class","adspec"]tengus
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From the glorious Heavens are the avian shifting guides often known for their quickness and bird-like attributes. Tengu are capable bird shifters believed to have potentially stemmed off from other shifting races into their species, however, this is unconfirmed. By the general populace, tengus are considered wise creatures due to their frequent use as scouts during the War of Traitors and their helpful abilities in these matters. These creatures are capable of: wing manifestation, air manipulation, bird shifting, enhanced speed, enhanced eyesight (natural) and enhanced balance (natural).
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Alas, these creatures are not without their flaws. Oftentimes, bright lights hurt a tengu’s eyes, especially if they are strobing lights. This can both harm their eyes and stun the poor creature for a few seconds. While these creatures are undoubtedly fast, they lack physical strength, making them easily overpowered. In addition, tengus can take a few hits, making it easier for them to flee.
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Under most circumstances, tengus cannot be spotted unless they are partially shifted and reveal their bird-like qualities. Alas, these Heaven species can still be mistaken as other types of shifters at times. Tengus are capable of ceasing the ageing process.
From the glorious Heavens are the avian shifting guides often known for their quickness and bird-like attributes. Tengu are capable bird shifters believed to have potentially stemmed off from other shifting races into their species, however, this is unconfirmed. By the general populace, tengus are considered wise creatures due to their frequent use as scouts during the War of Traitors and their helpful abilities in these matters. These creatures are capable of: wing manifestation, air manipulation, bird shifting, enhanced speed, enhanced eyesight (natural) and enhanced balance (natural).
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Alas, these creatures are not without their flaws. Oftentimes, bright lights hurt a tengu’s eyes, especially if they are strobing lights. This can both harm their eyes and stun the poor creature for a few seconds. While these creatures are undoubtedly fast, they lack physical strength, making them easily overpowered. In addition, tengus can take a few hits, making it easier for them to flee.
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Under most circumstances, tengus cannot be spotted unless they are partially shifted and reveal their bird-like qualities. Alas, these Heaven species can still be mistaken as other types of shifters at times. Tengus are capable of ceasing the ageing process.
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[attr="class","adspec"]unktehis
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As avid water manipulators, it is believed unktehi arrived through Heaven’s gate to assist with the spreading of water across plant-covered areas. Through the War of Traitors, they were known for being quick-footed tanks capable of transforming into a reptile creature. Oftentimes, they operated as soldiers of Heaven because of their abilities. These creatures are strong, having abilities such as: enhanced speed, water manipulation, reptile shift, enhanced swim speed, enhanced durability (natural), underwater breathing (natural), enhanced senses (natural) and magic tasting (natural).
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These creatures are known for having a heavy connection with their reptile forms. This can occasionally result in knee-jerk animalistic reactions in tense situations. While some are capable of managing themselves, others cannot. Furthermore, unktehi are notable cold-blooded Heaven species. Prolonged exposure to cold temperatures can result in death for the unfortunate unktehi. In addition, areas suffering from drought-like conditions can weaken an unktehi. Similarly, extreme temperatures of dry heat can accomplish this task, weakening the poor creature.
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At times, unktehis can be difficult to detect unless their human form displays traits of their animal form. This can vary in possibilities, from tails to scaling across the body, there are plenty of capabilities. Although, not all unktehi have traits of their reptile form. These creatures are capable of ceasing the ageing process.
As avid water manipulators, it is believed unktehi arrived through Heaven’s gate to assist with the spreading of water across plant-covered areas. Through the War of Traitors, they were known for being quick-footed tanks capable of transforming into a reptile creature. Oftentimes, they operated as soldiers of Heaven because of their abilities. These creatures are strong, having abilities such as: enhanced speed, water manipulation, reptile shift, enhanced swim speed, enhanced durability (natural), underwater breathing (natural), enhanced senses (natural) and magic tasting (natural).
[break][break]
These creatures are known for having a heavy connection with their reptile forms. This can occasionally result in knee-jerk animalistic reactions in tense situations. While some are capable of managing themselves, others cannot. Furthermore, unktehi are notable cold-blooded Heaven species. Prolonged exposure to cold temperatures can result in death for the unfortunate unktehi. In addition, areas suffering from drought-like conditions can weaken an unktehi. Similarly, extreme temperatures of dry heat can accomplish this task, weakening the poor creature.
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At times, unktehis can be difficult to detect unless their human form displays traits of their animal form. This can vary in possibilities, from tails to scaling across the body, there are plenty of capabilities. Although, not all unktehi have traits of their reptile form. These creatures are capable of ceasing the ageing process.
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[attr="class","adspec"]usagis
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A heaven species oftentimes known for fleet-footed and docile nature, usagis frequently find people believe they are not particularly menacing. Alas, there have been documented usagi assassins in history because of their quickness and high jumping capabilities. These creatures are believed to have descended from heaven and discovered happiness on earth where their earth manipulation could thrive. They have both a human and a rabbit form. Their abilities consist of: earth manipulation, rabbit shifting, enhanced speed, enhanced jumping and enhanced senses (natural).
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A usagi’s speed is their ally for these creatures are physically weak. They cannot deal with devastating hits because of their body’s design to be quicker than most. Similarly, usagi are unable to take too many hits, damage devastating their bodies should they be reckless. Sound is considered the greatest, with loud noises stunning them. Dog whistles can result in the usagi being stunned and cause their ears to ring because of the obnoxious noise. At times, people use this to try and tame these creatures.
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While not all usagi have physical traits, the most common are rabbit ears and tails. These are at times telling signs, although, it may not confirm their species due to other animal shifting species.
A heaven species oftentimes known for fleet-footed and docile nature, usagis frequently find people believe they are not particularly menacing. Alas, there have been documented usagi assassins in history because of their quickness and high jumping capabilities. These creatures are believed to have descended from heaven and discovered happiness on earth where their earth manipulation could thrive. They have both a human and a rabbit form. Their abilities consist of: earth manipulation, rabbit shifting, enhanced speed, enhanced jumping and enhanced senses (natural).
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A usagi’s speed is their ally for these creatures are physically weak. They cannot deal with devastating hits because of their body’s design to be quicker than most. Similarly, usagi are unable to take too many hits, damage devastating their bodies should they be reckless. Sound is considered the greatest, with loud noises stunning them. Dog whistles can result in the usagi being stunned and cause their ears to ring because of the obnoxious noise. At times, people use this to try and tame these creatures.
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While not all usagi have physical traits, the most common are rabbit ears and tails. These are at times telling signs, although, it may not confirm their species due to other animal shifting species.
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[attr="class","adspec"]yetis
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Originally, yetis are believed to be sent down from the Heavens to assist wayward travellers in cold environments. As a result, many appreciate yetis for rescuing them from harsh conditions they were not prepared for. Yetis are renown for their beast forms which have thick fur of varying colours, under most circumstances being white, brown, grey, tan or black. In this form, the yeti is stronger. The abilities for yetis are: water manipulation, ice manipulation, cold weather resistance, enhanced strength, enhanced durability, enhanced senses and yeti shift.
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Notoriously, yetis are weak against warmer temperatures and fire because of their resistance against the cold. Overheating is something yetis must be cautious of, especially in relation to flames. Inhaling smoke causes problems and result in suffocation easier than most other species, thus potentially killing the yeti. These creatures also take time to shift into their beastly forms which take roughly 25 seconds, however, they grow larger and gain more hair. At times, this form can result in the yeti becoming more feral should they not learn to control the beast within.
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Oftentimes, yetis cannot be noticed unless they transform, although they are frequently taller than a majority of species with most members reaching around 6’ in human form. When shifted, yetis grow to around 8’, their hair grows to cover their body as their appearance changes to that of a giant ape. Yetis have a lifespan similar to humans.
Originally, yetis are believed to be sent down from the Heavens to assist wayward travellers in cold environments. As a result, many appreciate yetis for rescuing them from harsh conditions they were not prepared for. Yetis are renown for their beast forms which have thick fur of varying colours, under most circumstances being white, brown, grey, tan or black. In this form, the yeti is stronger. The abilities for yetis are: water manipulation, ice manipulation, cold weather resistance, enhanced strength, enhanced durability, enhanced senses and yeti shift.
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Notoriously, yetis are weak against warmer temperatures and fire because of their resistance against the cold. Overheating is something yetis must be cautious of, especially in relation to flames. Inhaling smoke causes problems and result in suffocation easier than most other species, thus potentially killing the yeti. These creatures also take time to shift into their beastly forms which take roughly 25 seconds, however, they grow larger and gain more hair. At times, this form can result in the yeti becoming more feral should they not learn to control the beast within.
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Oftentimes, yetis cannot be noticed unless they transform, although they are frequently taller than a majority of species with most members reaching around 6’ in human form. When shifted, yetis grow to around 8’, their hair grows to cover their body as their appearance changes to that of a giant ape. Yetis have a lifespan similar to humans.
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[attr="class","adspec"]zizes
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A ziz is a large bird shifter believed to be a half breed of tengus and shifters. These creatures are capable of shifting into giant versions of bird form capable of coming in at a height of 8ft at maximum. Through the War of Traitors, zizes operators as carriers of injured troops, taking them to safer locations behind ally lines. Depending on the form, these creatures' abilities can be differently imparted to their shifter genes. Their abilities consist of: enhanced strength (animal form only), enhanced speed (animal form only), size shifting (when bird shifting only), wing manifestation, enhanced sight (natural), enhanced balance (natural) and bird shifting.
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Similar to some species of birds, zizes can get entranced by bright objects. This results in them sometimes being fixated on the object and being distracted by it. As a type of bird shifter, electricity tends to become one of their primary weaknesses. When hit with electricity, zizes are unable to work through the pain and will often hit the ground and be writhing in pain for a few minutes. Depending on the size of their chosen shift for that time, it can take longer for a ziz to transform. While they are shifting, they are completely vulnerable to everything around them. When transforming into an average-sized bird, it can take a ziz about 20 seconds, more time being added with the larger the shift.
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A ziz can be difficult to recognize from a mere glance. With a variety of animal shifters, they are often capable of blending in unless forced to shift into their large, bird form. Sometimes, these creatures can have traits of their bird form in human form. Zizes are capable of ceasing the ageing process.
A ziz is a large bird shifter believed to be a half breed of tengus and shifters. These creatures are capable of shifting into giant versions of bird form capable of coming in at a height of 8ft at maximum. Through the War of Traitors, zizes operators as carriers of injured troops, taking them to safer locations behind ally lines. Depending on the form, these creatures' abilities can be differently imparted to their shifter genes. Their abilities consist of: enhanced strength (animal form only), enhanced speed (animal form only), size shifting (when bird shifting only), wing manifestation, enhanced sight (natural), enhanced balance (natural) and bird shifting.
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Similar to some species of birds, zizes can get entranced by bright objects. This results in them sometimes being fixated on the object and being distracted by it. As a type of bird shifter, electricity tends to become one of their primary weaknesses. When hit with electricity, zizes are unable to work through the pain and will often hit the ground and be writhing in pain for a few minutes. Depending on the size of their chosen shift for that time, it can take longer for a ziz to transform. While they are shifting, they are completely vulnerable to everything around them. When transforming into an average-sized bird, it can take a ziz about 20 seconds, more time being added with the larger the shift.
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A ziz can be difficult to recognize from a mere glance. With a variety of animal shifters, they are often capable of blending in unless forced to shift into their large, bird form. Sometimes, these creatures can have traits of their bird form in human form. Zizes are capable of ceasing the ageing process.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]zlatorogs
[attr="class","adspe"]
[attr="class","adsp"]
In Heaven, zlatorogs are considered graceful deer shifters known for their graceful dancing. The creatures have many depictions as dancers. The creatures being known through the War of Traitors as creatures who raised soldier morale with their gorgeous dancing. Nonetheless, zlatorogs have proven to be quick, capable opponents on the battlefield. These creatures are capable of: enhanced speed, enhanced jumping, enhanced dexterity (natural), enhanced senses (natural), light manipulation and deer shifting.
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Alas, these creatures struggle with the burden of being pain-sensitive and having little durability. A well-placed hit can leave a zlatorog writhing on the ground in pain as a result of the strike. Though, the most sensitive portion of a zlatorog’s body is their graceful legs, both in human and deer form. A critical hit to them can leave a zlatorog grounded and unable to return to their feet without assistance.
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The most notable traits of these creatures are their graceful golden horns and magnificent white pelts. Occasionally, their pelts may have a light, golden beige dappling, When in deer form, their otherworldly appearance is something admired and stared upon. In human form, the only method to detect a zlatorog is if their golden horns show. Otherwise, these creatures can be difficult to detect. These creatures are capable of ceasing the ageing process.
In Heaven, zlatorogs are considered graceful deer shifters known for their graceful dancing. The creatures have many depictions as dancers. The creatures being known through the War of Traitors as creatures who raised soldier morale with their gorgeous dancing. Nonetheless, zlatorogs have proven to be quick, capable opponents on the battlefield. These creatures are capable of: enhanced speed, enhanced jumping, enhanced dexterity (natural), enhanced senses (natural), light manipulation and deer shifting.
[break][break]
Alas, these creatures struggle with the burden of being pain-sensitive and having little durability. A well-placed hit can leave a zlatorog writhing on the ground in pain as a result of the strike. Though, the most sensitive portion of a zlatorog’s body is their graceful legs, both in human and deer form. A critical hit to them can leave a zlatorog grounded and unable to return to their feet without assistance.
[break][break]
The most notable traits of these creatures are their graceful golden horns and magnificent white pelts. Occasionally, their pelts may have a light, golden beige dappling, When in deer form, their otherworldly appearance is something admired and stared upon. In human form, the only method to detect a zlatorog is if their golden horns show. Otherwise, these creatures can be difficult to detect. These creatures are capable of ceasing the ageing process.