Sept 24, 2017 16:48:01 GMT -6
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EARTH SPECIES
WE HAVE ROAMED THIS LAND AND IT IS OURS
EARTH SPECIES
WE HAVE ROAMED THIS LAND AND IT IS OURS
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Creatures hailing from Earth that are oftentimes regarded as kind souls who were victimized during the War of Traitors since most of the fighting took place on Earth. People tend not to fear the creatures of Earth, seeing them as creatures who are not remotely threatening. Naturally, the creatures of Earth are not harmless, but instead, hold the largest array of abilities with some of their species. Earth is also seen as a place of refuge after Hell and Heaven's gates were closed.
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[attr="class","adspec"]deviants
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A sub-race of gifted, deviants are known for having a single, defining difference in comparison to gifted. These creatures are renowned for their appearance, of which can vary immensely. Deviants, similar to boogeymen, can exhibit traits such as horns, wings and various other features that can lead to them appearing inhuman. Unlike gifted, many have come to fear deviants because of their outlandish appearances. Similar to their gifted counterparts, deviants have a variety of abilities and operate under the ruling of at most 3 gifts, two of which can be powerful or strong (manipulations, healing, rapid regeneration) and one of which can be considered weaker (night vision, omnilinguistics, enhanced eyesight). However, deviants have a fourth ability, specifically a glamour that can hide their extraordinary traits.
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Similar to gifted, each of a deviant’s abilities should have weaknesses that balance them. This makes their powers various and their weaknesses equally various. Additionally, certain deviants because of the manner of their appearance have required to heft the burden of slots being taken in favour of self-sustenance for their assured survival. They also do not have the durability or bodily strength to survive harsh attacks, unless their abilities accommodate for those weaknesses. Their strengths and weaknesses heavily depend on what they have received in the roulette of genes.
[break][break]
As previously stated, deviants are renown for their differing traits. However, the main trait is they do appear at least somewhat human, having a few notable humane traits. When in glamour, a deviant is impossible to spot for they will appear as the most human version of their regular form.
A sub-race of gifted, deviants are known for having a single, defining difference in comparison to gifted. These creatures are renowned for their appearance, of which can vary immensely. Deviants, similar to boogeymen, can exhibit traits such as horns, wings and various other features that can lead to them appearing inhuman. Unlike gifted, many have come to fear deviants because of their outlandish appearances. Similar to their gifted counterparts, deviants have a variety of abilities and operate under the ruling of at most 3 gifts, two of which can be powerful or strong (manipulations, healing, rapid regeneration) and one of which can be considered weaker (night vision, omnilinguistics, enhanced eyesight). However, deviants have a fourth ability, specifically a glamour that can hide their extraordinary traits.
[break][break]
Similar to gifted, each of a deviant’s abilities should have weaknesses that balance them. This makes their powers various and their weaknesses equally various. Additionally, certain deviants because of the manner of their appearance have required to heft the burden of slots being taken in favour of self-sustenance for their assured survival. They also do not have the durability or bodily strength to survive harsh attacks, unless their abilities accommodate for those weaknesses. Their strengths and weaknesses heavily depend on what they have received in the roulette of genes.
[break][break]
As previously stated, deviants are renown for their differing traits. However, the main trait is they do appear at least somewhat human, having a few notable humane traits. When in glamour, a deviant is impossible to spot for they will appear as the most human version of their regular form.
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[attr="class","adspec"]electricytes
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A group of creatures thoroughly discovered when technology became more readily available to the public. Electricytes are renowned for their association with electronics and machines and are capable of generating power to operate machines without batteries if their abilities are trained properly. Their culture is similar to humans due to years of allegedly being other species. Their abilities consist of: electricity manipulation, technopathy, force field generation, enhanced speed, enhanced memory (natural), electricity immunity (natural).
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These creatures have a strong connection to electricity to points where they somewhat feed off it for additional energy. Possessing too little electricity can lead to symptoms of exhaustion meanwhile having too much can lead to sensations of being overcharged. When electricytes are overcharged, this can lead to sickness or potentially dangerous discharges that can lead to explosions when attempting to meddle with technology and damages to the electricyte. Electricytes can face damages to their muscles and bodies from the sudden discharge which can cause seizing of the bottle. If extremely overcharged, death can be a risk factor, thus they are required to maintain their intake.
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There are few visible traits carried by electricytes to imply what they are. For the most part these creatures appear human, however, their eyes if stared deep into can exhibit small lightning bolts moving inside the pupil. These creatures are capable of ceasing the ageing process.
A group of creatures thoroughly discovered when technology became more readily available to the public. Electricytes are renowned for their association with electronics and machines and are capable of generating power to operate machines without batteries if their abilities are trained properly. Their culture is similar to humans due to years of allegedly being other species. Their abilities consist of: electricity manipulation, technopathy, force field generation, enhanced speed, enhanced memory (natural), electricity immunity (natural).
[break][break]
These creatures have a strong connection to electricity to points where they somewhat feed off it for additional energy. Possessing too little electricity can lead to symptoms of exhaustion meanwhile having too much can lead to sensations of being overcharged. When electricytes are overcharged, this can lead to sickness or potentially dangerous discharges that can lead to explosions when attempting to meddle with technology and damages to the electricyte. Electricytes can face damages to their muscles and bodies from the sudden discharge which can cause seizing of the bottle. If extremely overcharged, death can be a risk factor, thus they are required to maintain their intake.
[break][break]
There are few visible traits carried by electricytes to imply what they are. For the most part these creatures appear human, however, their eyes if stared deep into can exhibit small lightning bolts moving inside the pupil. These creatures are capable of ceasing the ageing process.
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[attr="class","adspec"]elementals
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Originally referred to as genasi through the War of Traitors, elemental (modernized name) are creatures known for their capabilities in a specific element. They are creatures of variety, each type of element having two powers differing from their brethren. Elementals can heal faster by using their element. There are 9 different variations of elementals with their overlapping abilities being their healing factor (self only/natural)) and enhanced senses (natural). Their elements and abilities are the following:[break]
- Fire Elementals: Fire manipulation, fire immunity (natural) and enhanced speed.[break]
- Water Elementals: Water manipulation, underwater breathing (natural) and healing of others.[break]
- Air Elementals: Air manipulation, flight and astral projection.[break]
- Earth Elementals: Earth manipulation, enhanced durability (natural) and enhanced strength.[break]
- Ice Elementals: Ice manipulation, freezing immunity (natural) and snow manipulation.[break]
- Electricity Elementals: Electricity manipulation, electricity immunity (natural) and enhanced speed.[break]
- Plant Elementals: Plant manipulation, poison manipulation and poison immunity (natural).[break]
- Darkness Elementals: Darkness manipulation, shadow teleportation and night vision (natural).[break]
- Light Elementals: Light manipulation, fire immunity (natural) and charm creation.[break]
[break]
Despite the variety amidst their different sub-categories of elementals, they possess the bane of being low on stamina. Oftentimes, elementals can only use their ability for approximately an hour should they not use it sparingly. Furthermore, their manipulations are limited to their specific element, meaning water elementals for example cannot manipulate steam, ice or mud. They can withdraw the water, but not use it in tandem with something else. This hinders their variety in their manipulation greatly at times.
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The main trait of elementals is hidden within their eyes, much similar to nymphs. Gazing into the eyes of an elemental allows a person to see their element. Elementals can cease the ageing process. You can find more information about charms here.
Originally referred to as genasi through the War of Traitors, elemental (modernized name) are creatures known for their capabilities in a specific element. They are creatures of variety, each type of element having two powers differing from their brethren. Elementals can heal faster by using their element. There are 9 different variations of elementals with their overlapping abilities being their healing factor (self only/natural)) and enhanced senses (natural). Their elements and abilities are the following:[break]
- Fire Elementals: Fire manipulation, fire immunity (natural) and enhanced speed.[break]
- Water Elementals: Water manipulation, underwater breathing (natural) and healing of others.[break]
- Air Elementals: Air manipulation, flight and astral projection.[break]
- Earth Elementals: Earth manipulation, enhanced durability (natural) and enhanced strength.[break]
- Ice Elementals: Ice manipulation, freezing immunity (natural) and snow manipulation.[break]
- Electricity Elementals: Electricity manipulation, electricity immunity (natural) and enhanced speed.[break]
- Plant Elementals: Plant manipulation, poison manipulation and poison immunity (natural).[break]
- Darkness Elementals: Darkness manipulation, shadow teleportation and night vision (natural).[break]
- Light Elementals: Light manipulation, fire immunity (natural) and charm creation.[break]
[break]
Despite the variety amidst their different sub-categories of elementals, they possess the bane of being low on stamina. Oftentimes, elementals can only use their ability for approximately an hour should they not use it sparingly. Furthermore, their manipulations are limited to their specific element, meaning water elementals for example cannot manipulate steam, ice or mud. They can withdraw the water, but not use it in tandem with something else. This hinders their variety in their manipulation greatly at times.
[break][break]
The main trait of elementals is hidden within their eyes, much similar to nymphs. Gazing into the eyes of an elemental allows a person to see their element. Elementals can cease the ageing process. You can find more information about charms here.
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[attr="class","adspec"]elves
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Half-faes are the children of a human Father and Elder, or Noble Fae mother. Like their Magical parents, Half Faes are possessed of intense beauty, however, it is tempered by the comparatively 'plain' looks of their human father, some say this makes their beauty even more stunning, by adding a touch of 'Earthliness' to the otherwise too perfect image of a Faerie.
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Half Faes are often called Elves in traditional Folklore and are indeed the origin of this mythical species. Possessing long lifespans of up to 1,000 years, and ageing incredibly slowly, Half Fae are renowned for their Forestry and Ranger skills. Lightweight, and fleet of foot, they have perfect eyesight, able to see in the dark as easily as they do in the light, they can also focus their vision, like a zooming camera, to see fine details from a great distance. Half-Faes are able to tame any mortal creature through the use of magical music, which is a specialty of theirs. Their special brand of magic utilizes sound and can be a great source of comfort, or a bringer of intense agony.
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Half-Faes are always born from a Fae mother, as a human woman would be unable to sustain the magic needed to gestate a Half-Fae child. If such a child were born, between a human woman and Faerie Man, the child would be human, 99.9% of the time. A female half-fae and male half-fae are also capable of giving birth to a half-fae. Half-Faes are also more likely to be Female, roughly 1 in 6 Half Fae are born male. In addition, Half-Fae can only have children with either Humans or other Half Fae. When it comes to concepts like Marriage Half Fae engage only in limited partnerships, typically, unless a child is born, they stay in a pairing for no more than 3 years.
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Half-Faes are incredibly weak against Dark magic, and the Undead are among their greatest weaknesses. The mere presence of an Undead can cause them to become ill, and the natural curses of undead have double the effect on Half Fae. Half-Fae have the unique ability to focus all damage taken by their group into a single individual, for a limited amount of time. This effect is called 'Tree of Stone', and is best cast on those of intense strength and fortitude. It is not unheard of for a Half-Fae, in desperation, to channel all damage into their own bodies, to allow their comrades to escape.
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Half-Fae and Faekin work well in groups, assisting one another's abilities.
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Written & Created by Dremulf
Half-faes are the children of a human Father and Elder, or Noble Fae mother. Like their Magical parents, Half Faes are possessed of intense beauty, however, it is tempered by the comparatively 'plain' looks of their human father, some say this makes their beauty even more stunning, by adding a touch of 'Earthliness' to the otherwise too perfect image of a Faerie.
[break][break]
Half Faes are often called Elves in traditional Folklore and are indeed the origin of this mythical species. Possessing long lifespans of up to 1,000 years, and ageing incredibly slowly, Half Fae are renowned for their Forestry and Ranger skills. Lightweight, and fleet of foot, they have perfect eyesight, able to see in the dark as easily as they do in the light, they can also focus their vision, like a zooming camera, to see fine details from a great distance. Half-Faes are able to tame any mortal creature through the use of magical music, which is a specialty of theirs. Their special brand of magic utilizes sound and can be a great source of comfort, or a bringer of intense agony.
[break][break]
Half-Faes are always born from a Fae mother, as a human woman would be unable to sustain the magic needed to gestate a Half-Fae child. If such a child were born, between a human woman and Faerie Man, the child would be human, 99.9% of the time. A female half-fae and male half-fae are also capable of giving birth to a half-fae. Half-Faes are also more likely to be Female, roughly 1 in 6 Half Fae are born male. In addition, Half-Fae can only have children with either Humans or other Half Fae. When it comes to concepts like Marriage Half Fae engage only in limited partnerships, typically, unless a child is born, they stay in a pairing for no more than 3 years.
[break][break]
Half-Faes are incredibly weak against Dark magic, and the Undead are among their greatest weaknesses. The mere presence of an Undead can cause them to become ill, and the natural curses of undead have double the effect on Half Fae. Half-Fae have the unique ability to focus all damage taken by their group into a single individual, for a limited amount of time. This effect is called 'Tree of Stone', and is best cast on those of intense strength and fortitude. It is not unheard of for a Half-Fae, in desperation, to channel all damage into their own bodies, to allow their comrades to escape.
[break][break]
Half-Fae and Faekin work well in groups, assisting one another's abilities.
[break][break]
Written & Created by Dremulf
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[attr="class","adspec"]faekin
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Faekin, also called Fairykind, Kinfolk, and 'Warded Ones', are beings who were once human, but through some means were made into Faerie Beings.
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There are three methods of becoming Faekin:
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Method 1: To be welcomed by the Faerie Queen, Tir Na Nog, or Tatiana, herself. this involves powerful magic, attainable only by the highest order of magical creatures, to drastically, and completely the nature of the human recipient, making them no longer human, but not entirely Fae either.
[break]
Method 2: The intended Faekin is taken, from birth, or young childhood (before age 10) and inducted into the Fae-world through a complex, highly involved ceremony. This is typically done to humans with massive magical potential, that would otherwise die due to their human body being too frail to handle the power.
[break]
Method 3: The Faekin Hopeful must capture, and sacrifice fifty Lower Fae (little sprites/pixies with butterfly wings) and drink the blood of an Elder Fae or a Noble Fae (Faeries who look mostly human but have stunning beauty and never age). CAUTION This results in a Dark Faekin, or 'Elder Imp', these beings tend to be guided by greed, pride, and lust for power.
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General Appearances vary, however most Faekin retain their human looks if slightly enhanced to be more attractive. The exception is Dark Faekin, who become blackened husks of their former selves. They must use powerful Glamour to hide their true form to mingle with humans. Their skin is black, with cracks that glow an eerie red, their eyes are empty voids, that can hypnotize the unwary.
[break][break]
Most Faekin were magic-using humans before their change and thus can use the same magic as any (true) mortal human. What separates them from witches and warlocks, is the strength and potency of their magic, and the fact their magic is better suited to healing and defence than to harming, and offence. Light Faekin can increase the speed of growth of plants, and speed the recovery of even a severe injury by up to 10x the base rate for that species. Dark Faekin, by their nature, are more attuned to harmful magic, and curses. They can make fresh wounds turn to fester infected masses within moments, and their skill with poisonous and toxins of a natural origin is unmatched by any mere mortal.
[break][break]
Due to the nature of Faekin being not of Earth, Heaven or Hell (more a blending of the three) Faekin healing spells can be used on both Demons and Angels, without risking harm. Unique to the Faekin is the technique called Aura Cast, which casts an Area of Effect Healing. Every living thing within 6 meters of the Faekin Castor, will experience 6 weeks of healing over the course of 6 minutes. This spell can only be cast once per day and requires 24 hours before the Faekin can cast it again. They will fall into a deep sleep roughly 10 minutes after casting, however, it drains their magic reserves entirely, leaving them defenceless for the rest of the battle.
[break][break]
Faekin, being magically focused creatures, are normally very weak, physically speaking. Although they are highly resistant to disease, and age very slowly (10 humans years is equal to 1 Faekin year, the Average Faekin can live to be 800 to 1,000 years old, however, magic can allow for longer life) They are very weak against physical attacks. Faekins are also reliant on nature for their power, highly polluted cities cannot only weaken their magical strength but can affect their physical health as well.
[break][break]
Faekins are considered rare beings, and although the true number is not known, it is estimated there are fewer than 50 thousand currently alive, worldwide.
[break][break]
Written & Created by Dremulf
Faekin, also called Fairykind, Kinfolk, and 'Warded Ones', are beings who were once human, but through some means were made into Faerie Beings.
[break][break]
There are three methods of becoming Faekin:
[break]
Method 1: To be welcomed by the Faerie Queen, Tir Na Nog, or Tatiana, herself. this involves powerful magic, attainable only by the highest order of magical creatures, to drastically, and completely the nature of the human recipient, making them no longer human, but not entirely Fae either.
[break]
Method 2: The intended Faekin is taken, from birth, or young childhood (before age 10) and inducted into the Fae-world through a complex, highly involved ceremony. This is typically done to humans with massive magical potential, that would otherwise die due to their human body being too frail to handle the power.
[break]
Method 3: The Faekin Hopeful must capture, and sacrifice fifty Lower Fae (little sprites/pixies with butterfly wings) and drink the blood of an Elder Fae or a Noble Fae (Faeries who look mostly human but have stunning beauty and never age). CAUTION This results in a Dark Faekin, or 'Elder Imp', these beings tend to be guided by greed, pride, and lust for power.
[break][break]
General Appearances vary, however most Faekin retain their human looks if slightly enhanced to be more attractive. The exception is Dark Faekin, who become blackened husks of their former selves. They must use powerful Glamour to hide their true form to mingle with humans. Their skin is black, with cracks that glow an eerie red, their eyes are empty voids, that can hypnotize the unwary.
[break][break]
Most Faekin were magic-using humans before their change and thus can use the same magic as any (true) mortal human. What separates them from witches and warlocks, is the strength and potency of their magic, and the fact their magic is better suited to healing and defence than to harming, and offence. Light Faekin can increase the speed of growth of plants, and speed the recovery of even a severe injury by up to 10x the base rate for that species. Dark Faekin, by their nature, are more attuned to harmful magic, and curses. They can make fresh wounds turn to fester infected masses within moments, and their skill with poisonous and toxins of a natural origin is unmatched by any mere mortal.
[break][break]
Due to the nature of Faekin being not of Earth, Heaven or Hell (more a blending of the three) Faekin healing spells can be used on both Demons and Angels, without risking harm. Unique to the Faekin is the technique called Aura Cast, which casts an Area of Effect Healing. Every living thing within 6 meters of the Faekin Castor, will experience 6 weeks of healing over the course of 6 minutes. This spell can only be cast once per day and requires 24 hours before the Faekin can cast it again. They will fall into a deep sleep roughly 10 minutes after casting, however, it drains their magic reserves entirely, leaving them defenceless for the rest of the battle.
[break][break]
Faekin, being magically focused creatures, are normally very weak, physically speaking. Although they are highly resistant to disease, and age very slowly (10 humans years is equal to 1 Faekin year, the Average Faekin can live to be 800 to 1,000 years old, however, magic can allow for longer life) They are very weak against physical attacks. Faekins are also reliant on nature for their power, highly polluted cities cannot only weaken their magical strength but can affect their physical health as well.
[break][break]
Faekins are considered rare beings, and although the true number is not known, it is estimated there are fewer than 50 thousand currently alive, worldwide.
[break][break]
Written & Created by Dremulf
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[attr="class","adspec"]gargoyles
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Frequently known for their creative statues on various establishments, gargoyles are known as a guardian of sorts. When the species came about, they were requested to protect locations as opposed to people. By performing a ritual, people can bind a gargoyle to a location in order to protect certain areas. These creatures are known for being durability, thus making them capable of taking many hits. Their abilities consist of: earth manipulation, wing manifestation, claw retraction, enhanced durability (natural), night vision (natural), regenerative healing factor (natural).
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These creatures lean slightly on the slower side, being under the level of a fit human being. Thus, their instincts are similarly slower, however, their durability oftentimes makes up for these errors when in battle. During daylight hours, these creatures tend to be weaker because of their light-sensitive eyes. They cannot see as well during the day as opposed to when night falls. Bright, strobing lights have been known to stun gargoyles because of their light sensitivity.
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Amidst crowds, gargoyles can be difficult to spot. Their most defining traits being their wings when manifested and retractable claws. Sometimes, these creatures do have horns evident on their heads and longer teeth than usual. These traits are believed to be the reason behind their statue’s beastly appearance. Gargoyles have a lifespan similar to humans.
Frequently known for their creative statues on various establishments, gargoyles are known as a guardian of sorts. When the species came about, they were requested to protect locations as opposed to people. By performing a ritual, people can bind a gargoyle to a location in order to protect certain areas. These creatures are known for being durability, thus making them capable of taking many hits. Their abilities consist of: earth manipulation, wing manifestation, claw retraction, enhanced durability (natural), night vision (natural), regenerative healing factor (natural).
[break][break]
These creatures lean slightly on the slower side, being under the level of a fit human being. Thus, their instincts are similarly slower, however, their durability oftentimes makes up for these errors when in battle. During daylight hours, these creatures tend to be weaker because of their light-sensitive eyes. They cannot see as well during the day as opposed to when night falls. Bright, strobing lights have been known to stun gargoyles because of their light sensitivity.
[break][break]
Amidst crowds, gargoyles can be difficult to spot. Their most defining traits being their wings when manifested and retractable claws. Sometimes, these creatures do have horns evident on their heads and longer teeth than usual. These traits are believed to be the reason behind their statue’s beastly appearance. Gargoyles have a lifespan similar to humans.
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[attr="class","adspec"]giants
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The gently and docile creatures of Earth, giants are often considered sweet and kind creatures despite there being plenty of ill-tempered and downright evil ones. These creatures of well-known dream manipulators and are believed to be the creators of dreams because of this. When it comes to abilities, giants tend to be more powerful in a physical sense when their target is not asleep. A giant's abilities consist of: enhanced strength, enhanced endurance, size-shifting (can grow up to 2 stories tall at most) and of course dream manipulation. These creatures can make the target have the most magnificent dreams or have horrible nightmares, allowing the giant to dig into the intended victim's worse fears.
[break][break]
All giants are known for having particularly sensitive ankles and this sensitivity can sometimes occur in various locations of the foot as well. Oftentimes between their toes is another sensitive location towards damage. Due to this, giants can be downed if the damage to their feet and ankles is severe enough. Their incredible size causes these creatures to oftentimes eat more than other species, which means they require loads of food to be consumed in order to function. At times, giants can also move particularly slow because of their huge size (they move slower if they shift to their larger size).
[break][break]
When it comes to physical appearance, giants are easily spotted since even without their size-shifting, these creatures are very tall. A majority of giants can reach 9-11 feet in height which oftentimes makes them easy to spot amiss a crowd. Giants have similar lifespans to humans. Special credit goes to SteelDragonDan who suggested the idea alongside the movie The BFG (Big Friendly Giant) for giving me creative musing.
The gently and docile creatures of Earth, giants are often considered sweet and kind creatures despite there being plenty of ill-tempered and downright evil ones. These creatures of well-known dream manipulators and are believed to be the creators of dreams because of this. When it comes to abilities, giants tend to be more powerful in a physical sense when their target is not asleep. A giant's abilities consist of: enhanced strength, enhanced endurance, size-shifting (can grow up to 2 stories tall at most) and of course dream manipulation. These creatures can make the target have the most magnificent dreams or have horrible nightmares, allowing the giant to dig into the intended victim's worse fears.
[break][break]
All giants are known for having particularly sensitive ankles and this sensitivity can sometimes occur in various locations of the foot as well. Oftentimes between their toes is another sensitive location towards damage. Due to this, giants can be downed if the damage to their feet and ankles is severe enough. Their incredible size causes these creatures to oftentimes eat more than other species, which means they require loads of food to be consumed in order to function. At times, giants can also move particularly slow because of their huge size (they move slower if they shift to their larger size).
[break][break]
When it comes to physical appearance, giants are easily spotted since even without their size-shifting, these creatures are very tall. A majority of giants can reach 9-11 feet in height which oftentimes makes them easy to spot amiss a crowd. Giants have similar lifespans to humans. Special credit goes to SteelDragonDan who suggested the idea alongside the movie The BFG (Big Friendly Giant) for giving me creative musing.
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[attr="class","adspec"]gifted
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Among the earth creatures, gifted are seen as strong and powerful defenders, almost like knights who follow chivalry, but naturally, this is not always the case. There is plenty of gifted criminals that can be found, their powers sometimes aiding them in the act. Gifted are essentially humans who do not have the magic to perform witchcraft and such, instead, they have abilities that are referred to as gifts. Each gifted has a maximum of 3 gifts, two of which are rather powerful (manipulations, healing, rapid regeneration) and 1 that is rather weak (night vision, omnilinguistics, enhanced eyesight) and are commonly support based.
[break][break]
One defining characteristic of gifted is that each of their abilities has some sort of weakness. The only time this is not the case is with some weaker abilities. Despite having incredible powers, gifted are by no means invulnerable to death, which means they have just as much chance of dying as the next person. They also still remain mortal, which means depending on their abilities gifted could still have the same weaknesses as regular humans.
[break][break]
Gifted essentially just look like regular old humans, however, they may have minor changes in their physical appearance due to their gifts. Otherwise, they have the exact same appearance as humans. You can find out more about abilities here.
Among the earth creatures, gifted are seen as strong and powerful defenders, almost like knights who follow chivalry, but naturally, this is not always the case. There is plenty of gifted criminals that can be found, their powers sometimes aiding them in the act. Gifted are essentially humans who do not have the magic to perform witchcraft and such, instead, they have abilities that are referred to as gifts. Each gifted has a maximum of 3 gifts, two of which are rather powerful (manipulations, healing, rapid regeneration) and 1 that is rather weak (night vision, omnilinguistics, enhanced eyesight) and are commonly support based.
[break][break]
One defining characteristic of gifted is that each of their abilities has some sort of weakness. The only time this is not the case is with some weaker abilities. Despite having incredible powers, gifted are by no means invulnerable to death, which means they have just as much chance of dying as the next person. They also still remain mortal, which means depending on their abilities gifted could still have the same weaknesses as regular humans.
[break][break]
Gifted essentially just look like regular old humans, however, they may have minor changes in their physical appearance due to their gifts. Otherwise, they have the exact same appearance as humans. You can find out more about abilities here.
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[attr="class","adspec"]humans
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Oftentimes, humans are viewed as the weakest race among earth species and will commonly be referred to as 'harmless'. Yet, humans can be some of the most diverse and powerful of the earth creatures. There are two types of humans, warlocks/witches and of course regular old humans with no magical capabilities. Witchcraft is a thing of variety and requires mental strength. Humans can lay curses on items & people or charm items. Spells unlock a variety of mental abilities such as (tome required): force fields, telekinesis, future sight, seance, minor elemental manipulation (air, fire, water, earth; limited to small shields and striker attacks), teleportation (requires the drawing/carving of two teleportation circles; one where you are and where you plan to teleport, it also needs to be large enough to stand in), hypnosis, illusion creation (minor, limited to only a few minutes), make wards, and telepathy. Without the use of a tome, humans can: make potions/salves, perform alchemy and perform voodoo. Witches/warlocks can achieve immortality by using a special potion that they must take monthly. This potion DOES NOT work for other species and can make a witch/warlock sick if taken too frequently.
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With so much power comes a few hefty weaknesses. Humans can only enhance their physical qualities slightly with potions, but all potions only work temporarily. Most of a human's weaknesses come from their spell casting, which requires a tome. Spellcasting is magic of words, requiring the user to be specific, have great focus and be able to speak/read Latin. Being interrupted, stumbling over words or saying something incorrectly all can resort in spell not casting. A lacking in the specification can cause the caster to accidentally hurt themselves or others. Without a tome, spell casting is a dangerous thing that can turn on the human's body causing symptoms like: nausea, fatigue, the coughing of blood, and blackouts after a mere 1-2 spells. Finally, there are potions that require a little bit of magic infusion but also can have very difficult to find ingredients and making mistakes causes potions to not function properly or simply explode. Potions do not function instantaneous, specifically healing ones that can speed up healing to a couple of days (more severe wounds may take roughly a week). However, there are a great number of potions. Recipes vary since certain households interchange ingredients.
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As expected, humans have the same appearance to your everyday person walking down the street, this includes humans with witchcraft. More information about curses/charms/tomes/wards can be found here
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Mages are considered a subclass of humans. They are a type of magically capable human, similar to warlocks, but having their own magic. This branch of humans are known for their sealing magic. They are able to create tomes by sealing raw magic to a blank book, the Latin words being written for the use of a warlock. Mages are capable of: sealing (can seal people into items, items into items, items onto people), psychic shield (allows them to be immune to being controlled) and healing. They can cease the aging process.
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Seals are created from the caster and it drains energy immensely. There is a limit on how long a person can be sealed inside of an item, the longer the person(s) are in the items, the more draining on the caster which could cause them to go unconscious. Another mage can free a person(s) sealed in the item(s), through touch. It is illegal to seal people into items unless it is to protect the sealed person. The idea of mages was made by @spiritfoxxy and written by Chibi Magician. More information about seals can be found here.
Oftentimes, humans are viewed as the weakest race among earth species and will commonly be referred to as 'harmless'. Yet, humans can be some of the most diverse and powerful of the earth creatures. There are two types of humans, warlocks/witches and of course regular old humans with no magical capabilities. Witchcraft is a thing of variety and requires mental strength. Humans can lay curses on items & people or charm items. Spells unlock a variety of mental abilities such as (tome required): force fields, telekinesis, future sight, seance, minor elemental manipulation (air, fire, water, earth; limited to small shields and striker attacks), teleportation (requires the drawing/carving of two teleportation circles; one where you are and where you plan to teleport, it also needs to be large enough to stand in), hypnosis, illusion creation (minor, limited to only a few minutes), make wards, and telepathy. Without the use of a tome, humans can: make potions/salves, perform alchemy and perform voodoo. Witches/warlocks can achieve immortality by using a special potion that they must take monthly. This potion DOES NOT work for other species and can make a witch/warlock sick if taken too frequently.
[break][break]
With so much power comes a few hefty weaknesses. Humans can only enhance their physical qualities slightly with potions, but all potions only work temporarily. Most of a human's weaknesses come from their spell casting, which requires a tome. Spellcasting is magic of words, requiring the user to be specific, have great focus and be able to speak/read Latin. Being interrupted, stumbling over words or saying something incorrectly all can resort in spell not casting. A lacking in the specification can cause the caster to accidentally hurt themselves or others. Without a tome, spell casting is a dangerous thing that can turn on the human's body causing symptoms like: nausea, fatigue, the coughing of blood, and blackouts after a mere 1-2 spells. Finally, there are potions that require a little bit of magic infusion but also can have very difficult to find ingredients and making mistakes causes potions to not function properly or simply explode. Potions do not function instantaneous, specifically healing ones that can speed up healing to a couple of days (more severe wounds may take roughly a week). However, there are a great number of potions. Recipes vary since certain households interchange ingredients.
[break][break]
As expected, humans have the same appearance to your everyday person walking down the street, this includes humans with witchcraft. More information about curses/charms/tomes/wards can be found here
[break][break]
Mages are considered a subclass of humans. They are a type of magically capable human, similar to warlocks, but having their own magic. This branch of humans are known for their sealing magic. They are able to create tomes by sealing raw magic to a blank book, the Latin words being written for the use of a warlock. Mages are capable of: sealing (can seal people into items, items into items, items onto people), psychic shield (allows them to be immune to being controlled) and healing. They can cease the aging process.
[break][break]
Seals are created from the caster and it drains energy immensely. There is a limit on how long a person can be sealed inside of an item, the longer the person(s) are in the items, the more draining on the caster which could cause them to go unconscious. Another mage can free a person(s) sealed in the item(s), through touch. It is illegal to seal people into items unless it is to protect the sealed person. The idea of mages was made by @spiritfoxxy and written by Chibi Magician. More information about seals can be found here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]kelpies
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[attr="class","adsp"]
These creatures of earth are notorious for their incredible capabilities in the water. Originally discovered around the waters of Scotland, kelpies are renown for their graceful swimming. They can shift into their underwater form which is akin to a horse with front legs while the back legs are mere a large tail designed for swimming; they also have a human form. It is believed these creatures are hunted for the bodies of their shifted forms, their scaly tails have a certain beauty to them. Kelpies are mysterious creatures, believing to have lived on earth for a long time. As of abilities, kelpies are capable of: water manipulation, ice manipulation, temperature resistance (natural), enhanced swim speed, aquatic zoopathy (can speak to only aquatic creatures/natural) and underwater breathing (natural).
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Their primary weakness is pollution, which can cause difficulties breathing underwater and can result in them becoming sick. Every day they must come into contact with a body of non-polluted water; even something the size of a bathtub. Failure to accomplish this task can result in sickness, going lengths to possibly kill should they miss three days. Water is what assists in replenishing a kelpies’ abilities, thus avoidance can result in their abilities slowly depleting. They are highly susceptible to poisons, thus they must be cautious around anything toxic. It takes approximately 25 seconds for a kelpie to switch forms, leaving them vulnerable at that time. If they are badly injured in kelpie form, they will automatically change back.
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Appearance-wise, kelpies lack any discernible features when in human form. Their kelpie form tends to attract attention on account of their unique horse-like looks. They have the front half of the horse when shifted while their back half is a large tail designed for swimming. Kelpies can live for approximately 250-300 years.
These creatures of earth are notorious for their incredible capabilities in the water. Originally discovered around the waters of Scotland, kelpies are renown for their graceful swimming. They can shift into their underwater form which is akin to a horse with front legs while the back legs are mere a large tail designed for swimming; they also have a human form. It is believed these creatures are hunted for the bodies of their shifted forms, their scaly tails have a certain beauty to them. Kelpies are mysterious creatures, believing to have lived on earth for a long time. As of abilities, kelpies are capable of: water manipulation, ice manipulation, temperature resistance (natural), enhanced swim speed, aquatic zoopathy (can speak to only aquatic creatures/natural) and underwater breathing (natural).
[break][break]
Their primary weakness is pollution, which can cause difficulties breathing underwater and can result in them becoming sick. Every day they must come into contact with a body of non-polluted water; even something the size of a bathtub. Failure to accomplish this task can result in sickness, going lengths to possibly kill should they miss three days. Water is what assists in replenishing a kelpies’ abilities, thus avoidance can result in their abilities slowly depleting. They are highly susceptible to poisons, thus they must be cautious around anything toxic. It takes approximately 25 seconds for a kelpie to switch forms, leaving them vulnerable at that time. If they are badly injured in kelpie form, they will automatically change back.
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Appearance-wise, kelpies lack any discernible features when in human form. Their kelpie form tends to attract attention on account of their unique horse-like looks. They have the front half of the horse when shifted while their back half is a large tail designed for swimming. Kelpies can live for approximately 250-300 years.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]luciaes
[attr="class","adspe"]
[attr="class","adsp"]
It is said that the ancestry of luciae came from a mountain kingdom, where the spirits of the people were bonded to the wolves and the skies of that kingdom. Usually creatures of peace-keeping, the luciae are usually seen as a symbol of faith in those around you. Because of their ancient roots and ties to the sky, the wolf form of these beings are always painted in the sky that they were born under. From a fur coat painted black and scattered with white and silver like a night sky full of stars, to the shifting and colorful woven colors of an aurora borealis.
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Being a mainly healing and support creature, the luciae’s abilities are mainly complimentary to that. Luciae can cease the aging process, shift into a sky-themed wolf form, have a natural passive calming presence to them, empathy (natural), healing, enhanced senses (natural), wing manifestation, charms, enhanced speed in canine form and enhanced stamina.
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Unfortunately due to their receptiveness given by their naturally empathetic nature, if they feel too strong of negative feelings themselves, they are prone to becoming sick. The sick sensation can become intensified or last longer if their empathy picks up on strong negative emotions from those around them as well.
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It can be easy to detect a luciae if you are familiar with what to look for. They often have bright, or unnaturally colored hair which has caused many to try to dye it or mask it with purchased hexes or charms. The reason these traits may be hidden is because they are often prized for their unique fur and their calming affects, leading to them being captured for said fur or to serve as servants or glorified pets due to their calming presence. They can also display traits such as ears or a tail, and when they are stressed or sick, may grow the sharper canines of a wolf.
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Written & Created by Kitsu
It is said that the ancestry of luciae came from a mountain kingdom, where the spirits of the people were bonded to the wolves and the skies of that kingdom. Usually creatures of peace-keeping, the luciae are usually seen as a symbol of faith in those around you. Because of their ancient roots and ties to the sky, the wolf form of these beings are always painted in the sky that they were born under. From a fur coat painted black and scattered with white and silver like a night sky full of stars, to the shifting and colorful woven colors of an aurora borealis.
[break][break]
Being a mainly healing and support creature, the luciae’s abilities are mainly complimentary to that. Luciae can cease the aging process, shift into a sky-themed wolf form, have a natural passive calming presence to them, empathy (natural), healing, enhanced senses (natural), wing manifestation, charms, enhanced speed in canine form and enhanced stamina.
[break][break]
Unfortunately due to their receptiveness given by their naturally empathetic nature, if they feel too strong of negative feelings themselves, they are prone to becoming sick. The sick sensation can become intensified or last longer if their empathy picks up on strong negative emotions from those around them as well.
[break][break]
It can be easy to detect a luciae if you are familiar with what to look for. They often have bright, or unnaturally colored hair which has caused many to try to dye it or mask it with purchased hexes or charms. The reason these traits may be hidden is because they are often prized for their unique fur and their calming affects, leading to them being captured for said fur or to serve as servants or glorified pets due to their calming presence. They can also display traits such as ears or a tail, and when they are stressed or sick, may grow the sharper canines of a wolf.
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Written & Created by Kitsu
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]lycanthropes
[attr="class","adspe"]
[attr="class","adsp"]
Most prominently known for their loyalty, lycanthropes are oftentimes seen as brave fighters who easily co-operate with their packs. Lycanthropes bear high similarity to shifters, however, there is one notable difference which is they can only transform into wolves as of animals and have two forms instead of one. They have a feral form, which is a wolfish beast that has high endurance (natural), strength and speed. High endurance, strength and speed do carry onto their human form, although, are slightly lower. In their wolf form, they are capable of accessing an extreme level of speed alongside high endurance. All forms have increased senses that are sharp like a wolf's. These creatures are also capable of eating raw meat without receiving any ill effects. On full moons, a lycanthrope's power peaks which allow them to have a brutal strength and be able to shift in about 40 seconds.
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Once again akin to shifters, lycanthropes can have more animal-like tendencies, causing them to sometimes act more wolf than human. These creature's power is heavily linked to the moon phases, which means that during new moons they can be rather weak. New moons can cause their strength at full capacity to be only slightly above a human's, they also can not access their feral form on new moons. Lycanthropes have a severe allergy to silver, when it touches their skin it can burn them and when it enters the bloodstream it can very easily kill them. On days without full moons, it can take a lycanthrope about 50-80 seconds to transform between forms and at this time they are completely vulnerable.
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Lycanthropes are capable of displaying traits of their wolf, like ears, tails, claws, etc. even while they are in human form. If they do not have any wolf-like traits, lycanthropes merely appear like regular humans. On rare occasions, lycanthropes can be immortal, but these are under specific circumstances. Gifted humans who were immortal and have been turned can result in a lycanthrope ceasing the ageing process.
Most prominently known for their loyalty, lycanthropes are oftentimes seen as brave fighters who easily co-operate with their packs. Lycanthropes bear high similarity to shifters, however, there is one notable difference which is they can only transform into wolves as of animals and have two forms instead of one. They have a feral form, which is a wolfish beast that has high endurance (natural), strength and speed. High endurance, strength and speed do carry onto their human form, although, are slightly lower. In their wolf form, they are capable of accessing an extreme level of speed alongside high endurance. All forms have increased senses that are sharp like a wolf's. These creatures are also capable of eating raw meat without receiving any ill effects. On full moons, a lycanthrope's power peaks which allow them to have a brutal strength and be able to shift in about 40 seconds.
[break][break]
Once again akin to shifters, lycanthropes can have more animal-like tendencies, causing them to sometimes act more wolf than human. These creature's power is heavily linked to the moon phases, which means that during new moons they can be rather weak. New moons can cause their strength at full capacity to be only slightly above a human's, they also can not access their feral form on new moons. Lycanthropes have a severe allergy to silver, when it touches their skin it can burn them and when it enters the bloodstream it can very easily kill them. On days without full moons, it can take a lycanthrope about 50-80 seconds to transform between forms and at this time they are completely vulnerable.
[break][break]
Lycanthropes are capable of displaying traits of their wolf, like ears, tails, claws, etc. even while they are in human form. If they do not have any wolf-like traits, lycanthropes merely appear like regular humans. On rare occasions, lycanthropes can be immortal, but these are under specific circumstances. Gifted humans who were immortal and have been turned can result in a lycanthrope ceasing the ageing process.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]merfolk
[attr="class","adspe"]
[attr="class","adsp"]
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 (natural), temperature resilience (natural), underwater breathing (natural), aquatic zoopathy (natural) 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 (natural), temperature resilience (natural), underwater breathing (natural), aquatic zoopathy (natural) 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.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]nagas
[attr="class","adspe"]
[attr="class","adsp"]
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 (natural), enhanced flexibility (natural), snake shifting, hypnosis, magic-tasting (natural) and poison immunity (natural). 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 reflects 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 (natural), enhanced flexibility (natural), snake shifting, hypnosis, magic-tasting (natural) and poison immunity (natural). 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 reflects 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.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]nephilims
[attr="class","adspe"]
[attr="class","adsp"]
These creatures are often regarded are talented healers, even more, powerful than angels. However, angels frown upon nephilims since they are stated to 'lack of connection to Heaven' due to being part human. Nephilims are part human/gifted and part angel, which gives them a whole new set of abilities. Nephilims are capable of: teleportation, weather manipulation, curse/charm breaking (requires touch long enough to break it), future sight, wing manifestation and healing. They are also able to use blessings, although, a nephilim's blessings tend to be less effective than angels. Nephilims cannot be polluted by doing sins, unlike angels.
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Akin to angels, nephilims are not capable of taking many hits. When it comes to their weather manipulation, it has been known to get out of control if the nephilim is angry or upset; especially if they lack control of their abilities. Sometimes certain aspects, like lightning, can be known to act on its own accord. Creating powerful storms (i.e. hurricanes, F3+ tornadoes, etc.) can not be done alone, but can be done with the help of several nephilims (usually 6-7) and takes a massive energy drain. Curse breaking is an art of complexity, and nephilims have to put a large amount of focus into breaking a curse.
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A common physical trait of nephilims is their wings that are commonly grey but can sometimes be darker or lighter. Nephilims are capable of ceasing the ageing process. More information about blessings can be found here.
These creatures are often regarded are talented healers, even more, powerful than angels. However, angels frown upon nephilims since they are stated to 'lack of connection to Heaven' due to being part human. Nephilims are part human/gifted and part angel, which gives them a whole new set of abilities. Nephilims are capable of: teleportation, weather manipulation, curse/charm breaking (requires touch long enough to break it), future sight, wing manifestation and healing. They are also able to use blessings, although, a nephilim's blessings tend to be less effective than angels. Nephilims cannot be polluted by doing sins, unlike angels.
[break][break]
Akin to angels, nephilims are not capable of taking many hits. When it comes to their weather manipulation, it has been known to get out of control if the nephilim is angry or upset; especially if they lack control of their abilities. Sometimes certain aspects, like lightning, can be known to act on its own accord. Creating powerful storms (i.e. hurricanes, F3+ tornadoes, etc.) can not be done alone, but can be done with the help of several nephilims (usually 6-7) and takes a massive energy drain. Curse breaking is an art of complexity, and nephilims have to put a large amount of focus into breaking a curse.
[break][break]
A common physical trait of nephilims is their wings that are commonly grey but can sometimes be darker or lighter. Nephilims are capable of ceasing the ageing process. More information about blessings can be found here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]penghous
[attr="class","adspe"]
[attr="class","adsp"]
A type of shifter long associated with the realm of nature, these creatures are known for having deep connections to nature. They are believed to be loyal guardians of forests, lakes and other bodies of nature. They are said to protect Earth’s resources and assist the environment in surviving through the years despite the developments of man. These creatures are known for being capable of: plant manipulation, animal shifting (only one animal form), plant growth, zoopathy, camouflage, purify water, enhanced senses (natural) and poison immunity (natural).
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Despite being immune to death by poison, penghous are extremely weak to pollution. It causes them to become sick and they can become weaker and weaker. In these circumstances, most require exposure to healthy nature environments. These creatures can additionally not tolerate fire and smoke. While the rays of the sun brings them comfort, they are extremely flammable, making fire a danger around these creatures. Smoke operates similarly to pollution, making the penghou sick, however, over exposure can result in death.
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In human form, penghous are impossible to detect unless they have animal traits showing. Even then, they cannot always be distinguished. The best method to detect a penghou is when they are shifted, for their animal forms sometimes grow small pieces of fauna, such as mushrooms, leaves and even sparse cactus spines at times. Their pelts can sometimes have unique colourings, such as shades of green. These creatures can cease the ageing process.
A type of shifter long associated with the realm of nature, these creatures are known for having deep connections to nature. They are believed to be loyal guardians of forests, lakes and other bodies of nature. They are said to protect Earth’s resources and assist the environment in surviving through the years despite the developments of man. These creatures are known for being capable of: plant manipulation, animal shifting (only one animal form), plant growth, zoopathy, camouflage, purify water, enhanced senses (natural) and poison immunity (natural).
[break][break]
Despite being immune to death by poison, penghous are extremely weak to pollution. It causes them to become sick and they can become weaker and weaker. In these circumstances, most require exposure to healthy nature environments. These creatures can additionally not tolerate fire and smoke. While the rays of the sun brings them comfort, they are extremely flammable, making fire a danger around these creatures. Smoke operates similarly to pollution, making the penghou sick, however, over exposure can result in death.
[break][break]
In human form, penghous are impossible to detect unless they have animal traits showing. Even then, they cannot always be distinguished. The best method to detect a penghou is when they are shifted, for their animal forms sometimes grow small pieces of fauna, such as mushrooms, leaves and even sparse cactus spines at times. Their pelts can sometimes have unique colourings, such as shades of green. These creatures can cease the ageing process.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]sandpeople
[attr="class","adspe"]
[attr="class","adsp"]
Earthen creatures are known for bringing good dreams to those around them. They are renowned as marvellous creatures, oftentimes praised for giving positive dreams to those who require them. However, some are more ambiguous with their uses, at times scaring or pranking people inside their dreams. Sandpeople are capable of: sand manipulation, dream manipulation, flight, cloaking and night vision (natural).
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When exposed to nightmares or bad dreams, sandpeople can grow weaker and weaker the longer they expose themselves to those elements. While they will not die from this weakness, their abilities will be hindered. Additionally, being blasted with intense water can result in weakening sandpeople as well. Well rain and small dosages of water can survive, anything intense will weaken them substantially.
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There are few methods to see sandpeople, however, they are most noticeable when using their sandpeople. Their sands gain a soft, glowing hue to their golden colour. These creatures can cease the ageing process.
Earthen creatures are known for bringing good dreams to those around them. They are renowned as marvellous creatures, oftentimes praised for giving positive dreams to those who require them. However, some are more ambiguous with their uses, at times scaring or pranking people inside their dreams. Sandpeople are capable of: sand manipulation, dream manipulation, flight, cloaking and night vision (natural).
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When exposed to nightmares or bad dreams, sandpeople can grow weaker and weaker the longer they expose themselves to those elements. While they will not die from this weakness, their abilities will be hindered. Additionally, being blasted with intense water can result in weakening sandpeople as well. Well rain and small dosages of water can survive, anything intense will weaken them substantially.
[break][break]
There are few methods to see sandpeople, however, they are most noticeable when using their sandpeople. Their sands gain a soft, glowing hue to their golden colour. These creatures can cease the ageing process.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]serpents
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The origins of serpents derive from the breeding of dragons and nagas, creating an individual capable of transforming into a large, snake-like serpent. Their snake-like form, while nothing compared to the frightful size of a full-blown dragon, their length reaching approximately 15ft, however, these creatures with focus can make themselves smaller for convenience. These creatures are renowned for being frightful because of their naga genes, resulting in them being heavily associated with earth species rather than the notorious heaven. At times, those of heaven believed serpents to be tainted because of their naga genes.
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Their abilities represent a seeming mixture of both species and consist of: fire, electricity, darkness, light, earth, water, air or ice manipulation (one manipulation), minor healing factor (natural), enhanced flexibility (natural), pain suppression and serpent shifting. Each element of serpent gets a sub-power associated with its element. 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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The power of their dragon genes become more prevalent in their weaknesses. Firstly, serpents are still weak to poisons, any types of poisons or medical drugs. Well to a lesser degree than dragons, it will cause them to feel sick at the slightest inflictions and overdosing is easier than other species. In addition, their skin is extremely sensitive, getting irritated by excessive chemicals or products. Furthermore, similar to their dragon parents, serpents are slightly slower than average because of the sheer size of their shift.
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Occasionally, serpents can be discovered because of traits of their serpent forms leaking over. This is frequently the eyes and sometimes their canine teeth appear longer and skinnier than most regular people.Otherwise, additional traits on serpents can be difficult to detect because of their limited available traits. These creatures are capable of ceasing the ageing process.
The origins of serpents derive from the breeding of dragons and nagas, creating an individual capable of transforming into a large, snake-like serpent. Their snake-like form, while nothing compared to the frightful size of a full-blown dragon, their length reaching approximately 15ft, however, these creatures with focus can make themselves smaller for convenience. These creatures are renowned for being frightful because of their naga genes, resulting in them being heavily associated with earth species rather than the notorious heaven. At times, those of heaven believed serpents to be tainted because of their naga genes.
[break][break]
Their abilities represent a seeming mixture of both species and consist of: fire, electricity, darkness, light, earth, water, air or ice manipulation (one manipulation), minor healing factor (natural), enhanced flexibility (natural), pain suppression and serpent shifting. Each element of serpent gets a sub-power associated with its element. 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.
[break][break]
The power of their dragon genes become more prevalent in their weaknesses. Firstly, serpents are still weak to poisons, any types of poisons or medical drugs. Well to a lesser degree than dragons, it will cause them to feel sick at the slightest inflictions and overdosing is easier than other species. In addition, their skin is extremely sensitive, getting irritated by excessive chemicals or products. Furthermore, similar to their dragon parents, serpents are slightly slower than average because of the sheer size of their shift.
[break][break]
Occasionally, serpents can be discovered because of traits of their serpent forms leaking over. This is frequently the eyes and sometimes their canine teeth appear longer and skinnier than most regular people.Otherwise, additional traits on serpents can be difficult to detect because of their limited available traits. These creatures are capable of ceasing the ageing process.
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[attr="class","adspec"]sphinxes
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Sphinxes are cat shifters that originated from Egypt. They were praised throughout the course of ancient times. This resulted in the statues more artistically interpreted forms to support their greatness. These creatures were considered the allies of pharaohs. When shifting they become that of their feline form. Sphinxes are capable of: feline shifting, sand manipulation, wing manifestation, enhanced speed (only in feline form) and healing.
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They are unable to handle cold weather, enjoying areas with sand among other places. The only time they feel warm is when they are in their feline form, else they are required to wear multiple layers of clothing to stay warm.
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Sometimes, sphinxes will sometimes display the traits of a cat. Usually, this consists of ears and tails, sometimes more. These creatures are capable of ceasing the ageing process.
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Created & Written by @spiritfoxxy
Sphinxes are cat shifters that originated from Egypt. They were praised throughout the course of ancient times. This resulted in the statues more artistically interpreted forms to support their greatness. These creatures were considered the allies of pharaohs. When shifting they become that of their feline form. Sphinxes are capable of: feline shifting, sand manipulation, wing manifestation, enhanced speed (only in feline form) and healing.
[break][break]
They are unable to handle cold weather, enjoying areas with sand among other places. The only time they feel warm is when they are in their feline form, else they are required to wear multiple layers of clothing to stay warm.
[break][break]
Sometimes, sphinxes will sometimes display the traits of a cat. Usually, this consists of ears and tails, sometimes more. These creatures are capable of ceasing the ageing process.
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Created & Written by @spiritfoxxy
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[attr="class","adspec"]unicorns
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Through the years, unicorns have become known as creatures geared towards supporting others. In some cultures, unicorns are known for protecting forests. With their species symbolizing innocence and healing, many believe unicorns are creatures of excellence and greatness. Alas, not all unicorns follow these values with some slipping through and becoming something to be feared. The abilities of a unicorn consist of: unicorn shifting, healing, blessings, enhanced speed, enhanced jumping, telepathy, zoopathy (natural), and enhanced senses (natural).
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These creatures are known for being weaker during the hours of the evening. Extensive exposure to darkness causes them to feel sleepier and tends to wear on their abilities if they fail to sleep. Furthermore, these creatures must return to unpolluted forests and other natural areas to keep their powers restored every 10 years. Failure to do so will result in the unicorn weakening and potentially dying as a result. Additionally, these creatures cannot handle being heavily injured with their pain tolerance being low and their bodies unable to handle wounds.
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The most defining trait of a unicorn is their singular horn. However, when they are in human form, it can be difficult to notice unless they exhibit traits of their unicorn form. These creatures can cease the ageing process. When shifted, many tend to notice their species because of the singular horn. You can find more information about blessings here.
Through the years, unicorns have become known as creatures geared towards supporting others. In some cultures, unicorns are known for protecting forests. With their species symbolizing innocence and healing, many believe unicorns are creatures of excellence and greatness. Alas, not all unicorns follow these values with some slipping through and becoming something to be feared. The abilities of a unicorn consist of: unicorn shifting, healing, blessings, enhanced speed, enhanced jumping, telepathy, zoopathy (natural), and enhanced senses (natural).
[break][break]
These creatures are known for being weaker during the hours of the evening. Extensive exposure to darkness causes them to feel sleepier and tends to wear on their abilities if they fail to sleep. Furthermore, these creatures must return to unpolluted forests and other natural areas to keep their powers restored every 10 years. Failure to do so will result in the unicorn weakening and potentially dying as a result. Additionally, these creatures cannot handle being heavily injured with their pain tolerance being low and their bodies unable to handle wounds.
[break][break]
The most defining trait of a unicorn is their singular horn. However, when they are in human form, it can be difficult to notice unless they exhibit traits of their unicorn form. These creatures can cease the ageing process. When shifted, many tend to notice their species because of the singular horn. You can find more information about blessings here.
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[attr="class","adspec"]wylderkin
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During the height of the War of Traitors, the magic of the gods flooded the Earth, infusing the beasts, and triggering an evolutionary reaction. From this were born the first Wylderkin, known in modern times as The Ancestors.
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Wylderkin vary in appearance, from Two Legged Beast to befurred human with tails. Among the Wylderkin, the two groups are separated into classes.
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Wylderborne more resembles their four-legged counterparts. With greater physical abilities and more sensitive senses, they look down on the more human-like members of their species as being weak.
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Wyderborne Posses the strength of 2 adult humans, sometimes more if their Kintype is a strong animal. Bears will be stronger than foxes, but Foxes will be quicker. The Wylderborne are less likely to develop magic abilities but are not unable to use it entirely. They make up for this with their physical strengths.
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Wyldermen are more human in appearance, with a light coating of fur, flatter faces, and ears and tails. Although physically weaker than their cousins, Wyldermen has a greater affinity for the special type of Ritual Magic that their kind use.
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Wyldermen often look down on Wylderborne as being savages with no culture.
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In terms of breeding, any Wylderkin can breed with another, regardless of Kintype, however, the offspring will not be hybrids, rather they will be the same species as one parent or the other, rarely a Wylderkin child may ‘throwback’ to a prior crossbreeding.
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Wylderkin cannot shape-change, nor can they speak with wild animals, although they do have higher connections to the wild world, and often keep normal animals of their Kintype as pets.
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Kintype is the term coined by researchers to refer to the animal species that the Wylderkin originated from.
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Ritual Magic is the unique type of magic Wylderkin use. By harnessing the natural flow of magical energies in the world, they can cast powerful, and long-lasting spells. The downside is that these spells take time, from minutes to days, depending on the strength, and effect of the spell. Spells that cause immediate, or instant death will fail and backlash to the spell caster(s), however, spells which cause misfortune or bad luck, can be cast, at the cost of an equal exchange of luck to the caster(s). Ritual Magic operates on a Karmic Scale, too much ill-intentioned ritual magic will eventually lead to the death of the Caster. You can find more information about rituals here.
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Breeding outside of species: Wylderkin cannot have children with humans or other races, but can have children with any other Wylderkin Kintype.
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Written & Created by Dremulf
During the height of the War of Traitors, the magic of the gods flooded the Earth, infusing the beasts, and triggering an evolutionary reaction. From this were born the first Wylderkin, known in modern times as The Ancestors.
[break][break]
Wylderkin vary in appearance, from Two Legged Beast to befurred human with tails. Among the Wylderkin, the two groups are separated into classes.
[break][break]
Wylderborne more resembles their four-legged counterparts. With greater physical abilities and more sensitive senses, they look down on the more human-like members of their species as being weak.
[break][break]
Wyderborne Posses the strength of 2 adult humans, sometimes more if their Kintype is a strong animal. Bears will be stronger than foxes, but Foxes will be quicker. The Wylderborne are less likely to develop magic abilities but are not unable to use it entirely. They make up for this with their physical strengths.
[break][break]
Wyldermen are more human in appearance, with a light coating of fur, flatter faces, and ears and tails. Although physically weaker than their cousins, Wyldermen has a greater affinity for the special type of Ritual Magic that their kind use.
[break][break]
Wyldermen often look down on Wylderborne as being savages with no culture.
[break][break]
In terms of breeding, any Wylderkin can breed with another, regardless of Kintype, however, the offspring will not be hybrids, rather they will be the same species as one parent or the other, rarely a Wylderkin child may ‘throwback’ to a prior crossbreeding.
[break][break]
Wylderkin cannot shape-change, nor can they speak with wild animals, although they do have higher connections to the wild world, and often keep normal animals of their Kintype as pets.
[break][break]
Kintype is the term coined by researchers to refer to the animal species that the Wylderkin originated from.
[break][break]
Ritual Magic is the unique type of magic Wylderkin use. By harnessing the natural flow of magical energies in the world, they can cast powerful, and long-lasting spells. The downside is that these spells take time, from minutes to days, depending on the strength, and effect of the spell. Spells that cause immediate, or instant death will fail and backlash to the spell caster(s), however, spells which cause misfortune or bad luck, can be cast, at the cost of an equal exchange of luck to the caster(s). Ritual Magic operates on a Karmic Scale, too much ill-intentioned ritual magic will eventually lead to the death of the Caster. You can find more information about rituals here.
[break][break]
Breeding outside of species: Wylderkin cannot have children with humans or other races, but can have children with any other Wylderkin Kintype.
[break][break]
Written & Created by Dremulf