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Races
May 27, 2010 16:49:25 GMT -5
Post by F.S.M. on May 27, 2010 16:49:25 GMT -5
Humans
Overview: Humans are the most prolific race on Halfmoon. Their numbers are by far the greatest, though their population is centered in the few major cities that still exist. Known for their ingenuity and ability to adapt, humans are constantly striving to discover and develop new technology. Though the vast majority of their population chooses to stay within the cities for the security they offer, there are those that opt for a different path (with varying levels of legality.)
Characteristics:
Genders: Male and Female
Gender Characteristics: Generally there are features easily distinguished as feminine and masculine, though there are individuals that can appear androgynous.
Physical Characteristics: It’s safe to assume you know what a human looks like. There’s a diverse range of skin colors, eye colors, and facial and body structures. Dwarfism and other genetic conditions also apply in the world of Halfmoon.
Ears: Rounded ears.
Tails: Some humans are born with tails. This is a recessive trait. When designing your character, keep in mind that the types of tails you can have can only be drawn from mammalian inspiration. This means that tiger tails, monkey tails, etc. are fine. Reptile tails are not allowed.
Lifespan: The humans on Halfmoon grow and mature at the same rate that they do in the real world. This means that what constitutes as ‘teenaged’ years in the real world directly correlates to what ‘teenaged’ years would be on Halfmoon.
The average life expectancy of a human is around 70-80 years. People may live longer or shorter lives depending on variables like health, standard of living, and lifestyle.
Magic: Some humans are born with natural magic abilities. The typical can only do cheap tricks, but once in a blue moon a witch pops into play.
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Races
May 29, 2010 21:31:28 GMT -5
Post by Rip on May 29, 2010 21:31:28 GMT -5
Witches
Overview: A witch is a human born with acute potential for magic. They look, sound and act like any given human, but they have a rusty scent due to the energy emitting from their bodies. Like all humans, they're adaptive and can work most jobs, but society has a stigma against them. They're forced to pay 'taxes' in magical energy to their Kingdoms' capitols, so many witches attempt to hide their abilities in mixed public.
Characteristics:
Terminology The word 'witch' can refer to both males and females, just as the word 'sorcerer' can refer to both genders. However, when in direct conversation, it is considered impolite to call a male 'witch' or a female 'sorcerer'.
Also, witches avoiding the magic tax are known as 'rogue witches'. There is a specific branch of military that hunts them down, known as Witch Hunters.
Genders: Male (warlock, sorcerer) and female (witch, sorceress)
Gender Characteristics: Generally there are features easily distinguished as feminine and masculine, though there are individuals that can appear androgynous.
Physical Characteristics: It’s safe to assume you know what a human looks like. There’s a diverse range of skin colors, eye colors, and facial and body structures. Dwarfism and other genetic conditions also apply in the world of Halfmoon.
Ears: Rounded ears.
Tails: Some humans are born with tails, so this also applies to witches. This is a recessive trait. When designing your character, keep in mind that the types of tails you can have can only be drawn from mammalian inspiration. This means that tiger tails, monkey tails, etc. are fine. Reptile tails are not allowed.
Lifespan: The humans on Halfmoon grow and mature at the same rate that they do in the real world. This means that what constitutes as ‘teenaged’ years in the real world directly correlates to what ‘teenaged’ years would be on Halfmoon.
The average life expectancy of a human is around 70-80 years. People may live longer or shorter lives depending on variables like health, standard of living, and lifestyle. Witches in particular might seek out different methods to elongate their lives.
Magic: Witches tend to specialize in their magic. They will know spells from other genres, but they don't like to leave their comfort zones. This is especially true for trained witches. Think of it as a college major.
The genres are: Healing or Spiritual (constitutes defense magic; also known as white magic. Barriers, mending wounds, dismantling curses, etc.) Elemental (fire, water, air, earth) Curse (also known as dark magic or voodoo. used to impair a foe from a distance. very nasty stuff) Foresight (seerers. these are particularly rare because while all witches can exhibit spells in healing, elemental and curse, only a few have the gift of foresight)
Schooling: Bastion Tower, private tutoring or self mastery (this is very doubtful)
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Races
May 29, 2010 22:10:09 GMT -5
Post by Rip on May 29, 2010 22:10:09 GMT -5
Fairies
Overview: Fairies are a displaced race. Their original home used to be in Errare, the area now called The Grey Wastes, but the Halfsun bomb obliterated their country. Survivors cluster in remaining cities, clinging to their cultures.
They share similar characteristics to humans except for their wings, and they have a knack for potions, charms and science.
Characteristics:
Terminology Fae (f-ay) is another term for fairy, usually referring to females.
Genders: Male and Female
Gender Characteristics: The old world idea that fairies appear mostly feminine is false. However, they have less muscle potential than humans. You won't see a body building fairy. Otherwise, it's usually easy to tell males from females.
Physical Characteristics: Fairies share many characteristics with humans. They tend to have leaner muscles, however, and are generally much taller. Males average at 7 ft, while females are a little smaller (6'5ft), and they're known to reach max height of 8 feet. Skin color also comes in spades, but it's never bright. For example, you could have a blue or purple fairy, but he'd be dull blue or dull purple. No highlighter fairies.
But, height and skin are not their give away feature. Fairies have wings that resemble translucent leaves or bug-wing shapes. They're usable and stronger then they look, but catch fire easily.
Ears: Rounded or pointed (elf-style). Pointed is the dominant ear trait.
Tails: No tails.
Lifespan: Fairies age once every 10 years.
Magic: Fairies have no natural magic and tend to feel jealous towards humans born with abilities. Regardless of being unable to conjure up any spells by themselves, they're drawn to magical objects and places. Because of this natural homing signal, fairies are excellent treasure hunters and can make good money leading expeditions through the Wastes or Forest.
They ARE very good at potion making and charms, however, since they know where to find all the good ingredients.
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Races
May 30, 2010 11:42:46 GMT -5
Post by Rip on May 30, 2010 11:42:46 GMT -5
Half-Fairies
Overview: Half-fairies are the offspring of humans and fairies. They were considered very rare before the Halfsun bomb killed Errare because fairies did not readily interact with humans, but now that the two races mix company frequently... well, I'm sure you get the idea. Both humans and fairies frown upon the hybrids.
Characteristics:
Terminology 'Half-breed' is a derogatory name for a half-fairy.
Genders: Male and Female
Gender Characteristics: Generally there are features easily distinguished as feminine and masculine, though there are individuals that can appear androgynous.
Physical Characteristics: They can blend in easily enough, if they try. A half-fairy inherits his primary looks from his human parent, which includes height and skin color. However, they are always born with pointed ears (even if both parents had rounded), never have tails, and lack the trademark wings. Still, they have unusually bright eye colors.
Ears: Pointed ears
Tails No tails
Lifespan: Half-fairies do not age as slowly as full fairies, but they still have extended lives. They age once in about 5 years.
Magic: Half-fairies may develop magic in the foresight genre (foresight only), which makes them eligible for the magic tax. They may attend Bastion Tower for schooling, even though the other students may tease them.
Full fairies, being obsessed with magic in the first place, are prone to jealousy towards half-fairy seerers. Some of them may even turn them in to the Witch Hunters if given the chance.
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Races
May 30, 2010 12:21:55 GMT -5
Post by Rip on May 30, 2010 12:21:55 GMT -5
Nivali
Overview: Nivalis are a weasel-like people who once inhabited the coastline of Errare. The Queen invaded and conquered their country long before the Halfsun bomb, so many of them fled as refugees. They've been living in the port cities of Caedere and Sideris with fair comfort for half a century.
They love water and underground travel, but you'd be hard pressed to get a Nivali on an air ship.
Characteristics:
Community: Nivalis live in communities called clans. Clans are run by a ring of elders, consisting of mostly veterans and story tellers. Every full moon, the clan gathers together for an evening of news, games, music and stories. The stories in particular are important and no one misses if they can help it.
Names: The mother gives her kits (children) a name at birth, known as the family name or 'true' name. The true name is considered both powerful and sacred and must only be shared with immediate family and close friends. At the age of 5, (2 and half years), mothers and children gather with the clan elders for a naming ceremony. The elders present children with a common name spliced from two words ('redstone') that can be used in any situation.
Genders: Male (buck) and Female (doe)
Gender Characteristics: Males are bigger in both girth and height, but females have much larger ears and necks. The larger the ears on a female, the more attractive she is.
Physical Characteristics: Nivalis are weasel-like humanoids with ears resembling that of a linx. Males average 7 feet (including the long neck) while females average 6. Their main fur color ranges from rust to black, though some may turn white in the winter. They have excellent night vision due to large eyes, and they love long distance weapons like spears or throwing knives. Their hands contain four fingers and a thumb with sharp claws on each tip. The feet have four toes, also clawed, and padded on the bottom, making shoes useless.
Ears: Female ears are so long that it's difficult to raise them.
Tails: No tails
Hair: Yes. Nivali may have white, grey or black hair.
Lifespan: Ages twice every 1 year. Average life is roughly 45 years.
Magic: Nivali fur repels magic, making it very difficult to cast spells on them. The magic rolls off the fur because of an oily compound and peculiar electric charge. Nivalis can make good money using their shed fur to line magic containing bags.
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Races
May 30, 2010 12:48:02 GMT -5
Post by Rip on May 30, 2010 12:48:02 GMT -5
The Folk
Overview: The Folk are animals with self-awareness and human-like intelligence. They were originally granted their 'awakening' by the giant beasts in Brumeveil forest, though no one really knows why. One theory is that the Folk were once an army meant to serve the forest, but that doesn't stop them from living in modern society.
Characteristics:
Genders: Male and Female
Gender Characteristics: Varies from animal to animal. Any animal, excluding insects and similar creatures like crabs, can be of the Folk.
Terminology: They have no proper name because species are infinite. However, if an animal can speak they are considered to be 'of the Folk'. When asking if a particular animal is 'of the folk', many other races will simply ask 'is [it] talking?' 'Talking' refers to spoken language.
Physical Characteristics: There is no biological difference between an animal of the Folk and a normal animal of the same species. Behavior, however, is a different story. Many of the Folk will alter their bodies to better suit themselves, such a dog wearing special gloves that will allow it to grasp things with it's forepaws. It's common that they'll wear some type of clothing, like a scarf, saddle bag or mask.
Ears: Depends on species
Tails Depends on species
Lifespan: That of the animal's usual lifespan.
Magic: No animal is ever born with magical abilities. Some of the Folk may learn potion brewing or charm making, and some might train themselves to hunt magical objects or people via scent tracking (Witch Hunters tend to employ such animals to help investigate rogue witches), but they cannot cast spells.
But, if a witch chooses one of the Folk as his familiar, the animal will borrow magic from its master. If the witch dies, the familiar will retain its magic for five years before it drains away. If the master doesn't want the familiar anymore, he can take back the magic granted.
City vs. Rural: Animals of the Folk have two separate ideals. One wants to live like the other races as much as possible, so they stick to the cities and alter themselves to perform similar tasks like running businesses, doing jobs and living in the human world. The other abandons most human inspired technology (except for maybe bags) and lives on the edge of farmland or within the forest. The two types do not often get along, as city folk see the rural folk as uncivilized or uncultured. Likewise, rural folk see city folk as wannabe humans.
On food: Animals of the Folk do not eat each other. Accidents sometimes happen (a cat may kill a talking mouse by accident), but in general it is a huge taboo. Likewise, other races try to avoid killing talking animals.
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Races
Jun 4, 2010 21:50:07 GMT -5
Post by Rip on Jun 4, 2010 21:50:07 GMT -5
Race by Cyril (Deadpool)[/u]
Fel’asaris
Overview:
Characteristics: Fel’asar have no true homeland. The pseudo-race is spawned from magical corruption, especially of the cursed type. When the Halfsun bomb was dropped, many who were not killed by the magical radiation were slowly and painfully mutated into monsters. The race existed before the time of the bombing, but now their numbers are increasing.
Fel’asaris integrate themselves in to already existing human societies. They are spread out all over the world. A large percentage of them make their home in Caedere, as this is where they find the best business.
The corruption in their blood is powerful and fel’asaris are inherently evil. Many fel’asaris have a disturbing, otherworldly demeanor. In most societies fel’asaris maintain a low profile, operating as assassins, thieves, spies, and conmen. A few defy their nature, but suffer stereotyping from other races and sometimes I feeling of discomfort for disregarding their inborn traits.
Genders: Male and Female
Gender Characteristics: Generally there are features easily distinguished as feminine and masculine, though there are individuals that can appear androgynous.
Physical Characteristics: Fel’asaris often appear as normal humans. Others may have horns, pointed teeth, tails, and cloven feet. No two fel’asaris are the same, but they are all somewhat demonic in looks and/or nature.
(Note: Fel’asaris do not have wings or gills or any other ‘demonic’ physical characteristics that allow them to fly or breathe under water.)
Ears: Rounded, pointed, small external ear holes, or animal ears.
Tails: Yes, not limited to mammalian.
Lifespan: Similar to humans.
The average life expectancy of a human is around 70-80 years. People may live longer or shorter lives depending on variables like health, standard of living, and lifestyle. Same goes for Fel'asars
Magic: Limited. Fel’asaris are usually capable of using ONE curse, but otherwise have no magical affinity.
Fel’asars have natural resistance against fire, electricity, and cold. (They are resistant, not immune. They won’t take damage from putting their arm in a fire but a very powerful elemental spell WILL harm them, though somewhat less than an average human).
Other: All children of fel’asaris are also fel’asaris. There is no such thing as a ‘half-fel’asar’ as the term fel’asar applies to ANYONE of this particular lineage.
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