Races

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Started by giratina, Sep 08, 2018, 01:20 PM



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giratina

beautiful disaster
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24
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Money can't buy happiness, but it can pay the bills and buy the new Pokemon game, and that's pretty dang close.
Sep 08, 2018, 01:20 PM Last Edit: Sep 09, 2018, 10:46 AM by giratina
Daeva
Once living people that have been born and reborn many times, gaining many lifetimes of experience, the daevas are guides appointed by the Light to other races. Each daeva has a focus, which may be a single person, family, group, region, or nation, that the daeva is meant to look after, guide, and protect. Sometimes, this is for their whole lifetime, and other times, through a particular period of their life. When their focus has ended, the daeva returns to crystal stasis, a state of sleep, and someday, vanish, returning to the creator.

Human (Mundane)
Normal, every-day humans, mundanes cannot use magic, and generally cannot see much of what a supernatural being will see. They may be aware of supernatural occurrences, but are typically incapable of seeing magical energy, or its effects. This includes weaker ghosts, but very strong ones, and daevas, can be seen by mundane humans if they wish to be seen by them.

Necromancer
Carrying a trait passed down since Roman times, necromancers act as a bridge between the living and the dead. They can innately see, and interact with, even weak ghosts, but this goes a bit beyond just being mediums. Necromancers can feel and experience the pain of ghosts that are too lost in despair to move on, and help them find closure. A slight caveat is that not all ghosts know how, or are mentally and emotionally capable, of interacting back, and often haphazardly transfer emotions and memories to, or cause hallucinations in, a necromancer in order to communicate. This can be highly disturbing, and difficult for a necromancer to handle. While necromancers are capable of controlling spirits, a well-trained one knows that doing so is exceedingly dangerous, and won't unless necessary. They exist to help those that cannot move on by themselves do so, and sometimes this means helping them come to terms with their own death, or complete unfinished business. As a ghost continues to remain in the living realm, they tend to become angrier, or fall deeper into despair, and can be very difficult to reason with.

Reborn
Some are reincarnated innately different. While they may be supernatural, depending upon their bloodlines, they have extra abilities and powers from their soul being aligned to a god-like aspect. These are natural forces, occurrences, and emotions, that play a large part in the lives of humans. When humans were still strongly believing of gods, these reborns carried with them the strength of their worship, and were known as many names in many places across the world, but they are not quite gods as most know the term, instead existing to ensure the continuation of the natural forces they command. How much of their former incarnations, and what they are, they know and understand, varies between reborn. See the reborn listing to see which aspects are taken.

Sidhe
The sidhe are sentient creatures born of the natural world. One could liken them to manifestations of the world's elements, personifications of natural cycles, and likewise. The sidhe are varied, and were, at one time, many, but as humans expand their empire and their actions damage the planet, more and more sidhe tribes die off as a consequence. Most sidhe now have blended into human society in order to survive, and some have taken on interesting adaptations in reaction to how the planet is changing. The sidhe may be fairies, pixies, selkies, most Japanese youkai, elves, and more; but they all call one another sidhe, and see no reason to separate them.

Vampire
Beings of the night, the vampires are a magical accident, created when a magical experiment went awry. Some say they are cursed, but, older vampires eventually become rather powerful in return. Due to this, the first few vampires have put in place a vampire council, on which sits the heads of every vampire coven in the world, and strict regulations, to prevent vampires from ever going out of control.

Witch
Witches are fairly populous; they are humans that have the ability to use magic, descended from the first witch, whom merged with the All and was granted power over reality. Blood witches are born, they are not made, but some mundane humans can be in tune with natural forces enough to hold some measure of basic magical ability in potions and scrying. Witches remain severe minorities in comparison to mundane humans, but there are enough for them to have their own central government bodies; in the US, this is ACMA, the American Center for Magical Affairs, which works with mundane government and law enforcement to handle supernatural trouble. Witches blend in with every day society, but some may have more magical job descriptions than the typical office worker. Both males and females are called witches. There are several different school complexes across the world that accept magical students, including witches, and teach magical subjects, Luxerion International being one. Witches do not tend to gather together into covens; that's a vampire thing, but there are many witches present in several different vampire covens, typically the oldest covens.
How we walk with the broken speaks louder than how we sit with the great.

giratina

beautiful disaster
Age
24
Gender
Fluid
Money can't buy happiness, but it can pay the bills and buy the new Pokemon game, and that's pretty dang close.
Sep 08, 2018, 05:26 PM #1 Last Edit: Sep 09, 2018, 10:49 AM by giratina
The Daevas have existed for as long as humans have, in some form or another. Many believe them nothing more than a tale conjured up to give men hope, but they are quite real. They exist on a level beyond life and death, beyond a state where most can understand them, and they both are, and are not, a race, depending upon what criteria one uses to define a race.

Notably, Daevas cannot tell direct, actual lies. This does not, however, mean they always must tell the truth.

Biology

Both living and not, Daevas are the next stage up from the reincarnation cycle humans exist in. Once a human soul reaches a certain level of enlightenment, they are ascended into Daeva status by a mysterious being known as the Light, sometimes the Darkness. The Light recreates their physical shell from cosmic debris, and this may take only a few weeks, or a few months, before something in the vast universe destroys itself, that the Light can snatch its mass for reuse.

Most Daevas, being comfortable with it, will retain a human shape, never the same one they had in life, but some will shapeshift back into what they used to look like before their death. They can, however, shift into virtually any form as they have need of different ones; a core tenant of Daeva teaching is that one must not know a Daeva for what they are, until they have gone. Being as Daevas are deceased, technically, necromancers can pin-point a Daeva on sight, no matter what form they take, seeing a slight gold glow around them. Many necromancers will refer to Daevas as "shiny" due to this. As they are already dead, Daevas are far more durable than living humans. They are highly difficult to kill, nigh impossible. What would normally kill a human, Daevas can withstand many times over. Further, their magical power roof seems to be many times higher.

Daevas have both a set of horns, usually rather small, and wings. They can fly. The colours of a Daeva's wings give some insight into how they died. Those that die peacefully will have white wings. Those with drawn out, or painful, deaths, albeit still relatively peaceful, will tend toward gold and brown. Traumatic or particularly painful demises give rise to red wings. Those painfully and traumatically tortured to death will have maroon wings. These colours may blend together in varying amounts, if their death doesn't happen to very neatly fall into any one category. The Daeva of Death always has solid black wings, even if he or she's wings were not black before.

Origins

The originator, a collection of the experiences of mortals that have lived and died over millions of years, eventually calls souls back, that they may give their experience to the collective, and then return to the reincarnation cycle. A Daeva has become very close to returning to the originator. As they are, in effect, highly enlightened souls, they are given the task to guide and guard the mortal races, called a Focus. This Focus may be a single individual, a family or bloodline, or a specific, or not so specific, location. Sometimes, Daevas are set to guide and protect this Focus throughout the entirety of its existence; other times, only for a specific reason, or through a particularly difficult time of their lives.

To become a Daeva, one must reach a state of enlightenment; this means about themselves, and come to terms, and be at peace, with themselves, their lives, and the world around them. Inner turmoil, unresolved trauma, and varying other personal issues, such as abysmal self-esteem, will prevent this ascension. Most will die beforehand, spending time with the Light as a soul in the world between, before being sent back as a Daeva. Vampires, however, having already died once, can ascend into Daeva status without dying again, if absolutely necessary (ergo, the time in the world between would potentially be too long and cause complications, or their dying would be somehow problematic-most often this is in the case of very old coven Alphas, whose absence would send their coven into chaos).

One specific Daeva, called the Daeva of Death, exists for a specific reason. He or she was, before their death, a necromancer, and continue to be one after, set to command and oversee the flow of souls from one life to the next, sustaining the cycle of living and dying. The Daeva of Death holds dominion over all souls, incarnated or not, and is the source of the magic that keeps Daevas difficult to truly damage. Through the magic of the Daevas, and the Daeva of Death, other Daevas do not die when their Focus has come to a natural end, instead entering a crystallised stasis. When the Daeva is given another Focus, they reawaken, and continue on as before.

Power among the Daevas has always been in constant shift, but the true authority among them is the Light. At present, the Hamadaeva, or the Daevas' day-to-day leader, whom heads the Daeva Council (the five senior-most Daevas have a place on the Council, and they are known as the Daeva Warlords), is an older Daeva called Azrael. Some believe Azrael to be The Light, due to his powers feeling exactly like The Light's, and he has gathered a small cult of daevas that have turned from the real Light to Azrael. The Light is a shard of the originator, a shard that created, guides, and oversees the Daevas, that they do not lose their way, but some still might, someday. Even so, the Light chooses and ascends Daevas, assigns Focuses, gives the Daevas advice, and tries to ensure they don't stray too far from their path.

However, the Light is very benevolent, and his laws are few, as he still gives them quite a bit of free will. The overarching doctrine commonly subscribed to by the vast majority of the Daevas states, however, a list, of laws that supposedly come from the Light. These tenants are dogmatic. The Light never set these laws at all. The primary one is that a Daeva must never fall in love, particularly with his or her Focus, but the Light finds that coming to care for their Focuses makes the Daevas more efficient at their defensive duties. Only those that truly lose their way, become unable to hear his whispers, and become consumed by their own power, are those that are truly fallen, not the ones the Daeva Council tears the wings from and casts out of Daeva society.

The Daevas, many centuries ago, became embroiled in civil war, a war known as the Daeva Wars. These wars nearly led to the split of the Daevas into two different races, but an older daeva, Livia Asheron, interrupted the fighting, and through the Light's interference, the Wars were calmed. Many of the Daevas alive at the time were thrown into sudden crystal stasis, forcing the fighting to end, whether the Daevas liked it or not. In some ways, the current conflicts among the Daevas could be considered a continuation of the Daeva Wars.

The Daevas live on several floating islands, far above typically remote locations on earth. The largest of these is Maharaja, hundreds of miles above Madagascar, where the Daeva Council is centred. The Daevas are currently amid a Daeva of Death shift; the corrupt Daevas led by Azrael seek to murder the next one, before they are ready to ascend to Daeva status, and end the Daeva of Death cycle. Doing so would stop life and death from continuing; no one would be born, and no one would die. Several vampire covens and small clusters of necromancers and more sane Daevas seek to protect them until they can ascend. All anyone knows is the next daeva of death is a student at Luxerion International.

The Light has been, for the last about thirty years, female, when originally, the Light was male. The Light often communicates to the daevas telepathically, when a daeva needs to know something, but daevas can block the words out; often this happens because the daeva has reached a mental or emotional low, so far down the Light's words no longer reach them, but older daevas can block out the Light temporarily. The Light is currently incarnated as Kassander Essair, albeit most daevas do not know this. With the daeva of death presently absent, Kassander has shifted to keeping the cycle of life and death moving, but he was not meant for this, and it is proving to be tiring. To keep the daevas going while he focuses on other things, Kassander shed off part of his soul and gave it to Natalia Vasilyeva, one of the purest souls still in the reincarnation cycle, who is the voice daevas are now used to hearing. It is, however, an incomplete shard, that couldn't properly merge with Natalia's actual soul, and will eventually fade away, returning to where it belongs, most likely when the strain of keeping the life-death cycle going finally knocks Kassander out.

The current five Daeva Warlords are: Azrael, Gabriel, Michael, Kamael, and Samael. Each Warlord has five Generals below him or her. Gabriel and Michael have both turned from the Light to Azrael. Kamael has not decided one way or another, but Samael and the Generals below him have remained mostly on earth, doing what they know is right, and not bothering with Azrael and his brood, more for their own protection than anything. Collectively, the Warlords and their Generals are referred to as the Daeva Host.
How we walk with the broken speaks louder than how we sit with the great.

giratina

beautiful disaster
Age
24
Gender
Fluid
Money can't buy happiness, but it can pay the bills and buy the new Pokemon game, and that's pretty dang close.
Sep 08, 2018, 05:26 PM #2 Last Edit: Sep 09, 2018, 10:47 AM by giratina
Variant and tricksters by nature, the Sidhe come in many different shapes and sizes. Despite their differences, they see no reason to separate one another, and instead insist they are all the same race, and are known to get notably annoyed when others continue to separate them with ignorant terminology like 'fairy,' and 'elf.'

Biology

It is difficult to give a standard for the Sidhe, as they do not really have one. Some may be pixies or fairies, while others more elfish in appearance. Selkies, most Japanese youkai, and more, all also fall under the header of Sidhe. As varied as the Sidhe are, their ageing and development are also varied. Some remain small, perhaps a few inches tall, with or without wings, while others may be about sized and shaped like a human, or even animals. Typically, however, Sidhe mature very rapidly, and then can appear any age they wish, as most Sidhe are capable of shape-shifting to some degree.

Sidhe are not, however, immortal. They live perhaps a few thousand years, assuming they aren't killed. Half-Sidhe live about half a full-blood Sidhe's span. Their ageing slows to compensate.

Origins

Sidhe ( shee ) are silvers of natural energy that pooled together and became sentient. It is said they are the first settlers of the world. Whether this is true or not has never been proven or debunked. As the first magical creatures to exist, Sidhe are believed to have discovered the different kinds of elemental magic.

Originally, the Sidhe lived in clusters, much like tribes, and the vast majority of Sidhe still are tribal, if left to their own devices. They prefer to live in harmony and balance with the natural world, because, as they are slivers of natural energy, they are the most in-tuned to the natural world, and the most impacted when that natural world is damaged in some manner. Many Sidhe tribes around the world have been impacted and ultimately destroyed by humans' inability to do... well, much of anything without causing some kind of collateral damage to the planet. With the natural, untainted, untouched world becoming smaller and smaller, the Sidhe tribes are steadily dying out, most often their tribe's home destroyed by humans' machines.

As such, many Sidhe don't hold much care for humans, and will often mess with their heads whenever they can. Their magic is not really designed to cause damage, just give others a headache, or a good laugh, or both, so one couldn't consider the Sidhe at war with humans; simply, certain ones may well make humans' lives harder for the sake of it.

Most Sidhe have, now, blended in with human societies. The sad fact of reality is, they must adapt and learn to grow with humans, or they will die out. The only remaining Sidhe tribes out there, which remain separate from humans, are learning this the hard way, as they die off, one by one by one. New Sidhe, however, are being born, those that have adapted and changed in reaction to the introduction of technology. There are some Sidhe, now, with some measure of control over and attunement to technology and mechanics. Very old Sidhe tend not to much care for these, viewing them as little more than unruly teenagers going through a phase, but these technologically adapted Sidhe are more likely to survive into the next eras.

Half-Sidhe are also becoming more common, as Sidhe blood finds its way into human and daeva lineages. Notably, however, Sidhe are very alive, and being bitten by a vampire will cause them to die entirely, not turn. Half-Sidhe will turn, but they will be cut off from their Sidhe half forever, as it completely dies off. Due to how much pure, vibrant magic runs through a Sidhe's veins, vampires can actually become addicted to it, as it gives them a bit of a high, and may incidentally starve themselves by becoming single-mindedly focused on only finding Sidhe blood to sustain them.

While the Sidhe have had disagreements, they generally don't fight among one another. Well, any more, anyway. Some of those ancient human wars may not have been so human at all...
How we walk with the broken speaks louder than how we sit with the great.

giratina

beautiful disaster
Age
24
Gender
Fluid
Money can't buy happiness, but it can pay the bills and buy the new Pokemon game, and that's pretty dang close.
Sep 08, 2018, 05:26 PM #3 Last Edit: Sep 08, 2018, 05:31 PM by giratina
Most are aware of the concept of a vampire, but the truths of them are a little different than mundane Hollywood movies imagine. Some of them are close, but most couldn't be farther from right. Vampirism was a magical accident, technically, the result of toying with sorcery too much. Some consider it a curse, but it isn't entirely a terrible outcome.

Biology

Vampires all appear to be human, or at least, very close to it. Whatever age they were when they were turned is typically where they will freeze at, never ageing beyond this stage. The virus can be passed on from parent to child, and bloods rather true, but born vampires stop ageing at a seemingly random point; some stop rather early, but others take longer. Born vampires don't tend to stop much farther beyond physical maturity.

Notably, vampires have a slight glow to their eyes. Older vampires may have a brighter one. Vampires are physically stronger and more durable than humans are, can run fast enough to run across walls and water, and jump rather high. Falling from great heights does not hurt them; the older they are, the further up they can fall from. Their senses of smell, sight, and hearing, are enhanced to a fair degree, more so as they age, but their sight is dimmer during daylight hours. They are, however, allergic to UV rays, making most light sorcery very dangerous to all but the oldest vampires. They do recover from injury very rapidly, however, provided their diet is steady. Vampires are also telepathic amongst one another, and capable of flight via shadow melding. This appears as if the user bursts into a streak of shadow. Vampires can sense necromancers, just as necromancers can sense vampires.

Garlic is irritating, but does nothing to them. Most vampires subsist on a beverage called blood wine, which is created with human blood diluted with varying herbal and spice mixes. It tastes a bit like tea. It is, as it happens, designed to help younger vampires control themselves better, and is more filling for less of the content as drinking straight blood. Drinking anything but straight human blood, and blood wine, causes a vampire to become weaker. Due to how much pure, vibrant magic runs through a Sidhe's veins, vampires can actually become addicted to it, as it gives them a bit of a high, and may incidentally starve themselves by becoming single-mindedly focused on only finding Sidhe blood to sustain them.

All vampires have a natural connection to Sati. As he is the first vampire, he is safe, for them. His presence calms frayed nerves, and exudes a safe feeling. There is a small spark of recognition that goes off in their chest that signals he is the father of vampires. He also innately wards off non-physical attacks, such as psychic ones, from those that are vampires and within a certain range of him.

Interestingly, vampires can shapeshift between human and an animal form. Each vampire shifts into the same animal every time; at first, for around the first decade or so, it happens at random, when the vampire is stressed out, panics, or is overwhelmed by a strong emotion. In time, they learn to control their shifting, and will not do so if they do not want to. Given more time, they learn to shift on purpose. A newly turned vampire will most likely shift into an animal within the same subfamily as their sire's; ergo, a lynx vampire may sire a cheetah vampire, and a lion one, but will never sire a wolf vampire.

Origins

At the start of Egypts dynastic period, vampirism began. A young witch decided to toy with the limitations and applications of sorcery, but he went a little far, and his magic backfired. The virus spread across the planet like wildfire, though many died in the attempt to spread it. In time, the earliest vampires congregated together into the first coven, this being the Desert Storm. Shortly after, the pre-existing Drago di Napoli were largely turned, and more covens followed after. The father of vampires, Sati Lucain, chose to create a government body called the Vampire Council, on which sits the alpha of every coven in the world. The humans couldn't control them; the humans didn't understand them. The vampires would need to govern themselves.

Sati, and by proxy, the Desert Storm, and to a smaller extent the Drago di Napoli, have remained intolerant of vampires acting as if they have no sense, and are barbarians. The vampires dive mostly under human radar, because they control, maintain, and police themselves well. Errant members of vampire society, that trick, beguile, murder, or worse, humans or otherwise, are swiftly dealt with. Covens that overstep their bounds and begin to threaten other races with their barbarianism are quickly destroyed. Creatures of the night they may be, but that is unavoidable. Becoming a psychopathic monster is a choice, and neither Sati, nor his brother Surya, or the many coven alphas, have any tolerance for making such choices.

Vampires tend to stick to one another, and covens are scattered across the world. Each coven operates slightly different than the others, but rogue vampires are very rare. As a cultural courtesy, it is an unspoken rule that if a vampire sires another, he or she must teach the new vampire how to handle this change, and remain with them until they can control themselves and operate alone. Several covens across the world exist solely to take fledgling vampires that were abandoned by their sires, accidentally and unknowingly created, or have lost their sire, into their fold.

Vampiric society works akin to how wolf packs are imagined; an alpha is established, and the lower pecking order below that alpha. The alpha must continue to think of the entire coven before themselves, and show of weakness, selfishness, or foolishness, tends to result in the coven becoming tumultuous until a new alpha arises to power.

Known Covens
Desert Storm • Led by Sati Lucain and Surya Lucain
Drago di Napoli • Led by Kassander Essair, Sandalio Essair, Haku Essair, and Icarus Essair
Ten no Ikari • Led by Rakaia Lucain and Makoto Lucain
Dai Li • Led by Fong Beiyan and her husband
Jaaliska • Led by Jamal ud-Din Mehtaji
How we walk with the broken speaks louder than how we sit with the great.

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