Aetheral

Summoner Races

Aug 28th, 2017
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  1. Corius Races
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  5. Humans
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  7. A very common race, in Corius. Humans are mostly what you'd expect, except for another trait, that surfaces when exposed to Dream Force. They are a amazingly good at absorbing and transmitting it. This allows for the usage of many special techniques, and abilities that appear to be outright wondrous to other races. Among them, the Dream Arts are the most common.
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  9. Union Summoning is something other races have achieved and used too, however Necro-Binding and Spirit-Summoning especially, are still unique to Humans. Humans also seem to be living everywhere, and are the backbone of some of the largest nations and groups of Cord.
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  13. Frostblood
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  15. Created by the Frostblood Plague, contracted by taking in condensed and then frosted dream force. It interacts with the blood, creating an animating substance that keeps the body alive far beyond it's limits, but makes it susceptible to sunlight, heat as well as renders the need for food and sleep null. Essentially, the diseased becomes a vampire.
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  17. Generally Frostbloods need to consume dream force, but since it is also ambient in most zones, this isn't a problem. They can create and manipulate ice on their own due to their dream force based powers, and are on average about as strong as a level 4 summon. They mostly reach level 5 strength, and their mightier members achieve level 6 as well. They regenerate almost anything, and can only be killed through heat, strong sunlight exposure and damage to the heart.
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  21. Chaos Beings
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  23. Generally, humanoids, with horns somewhere on their bodies, primarily the forehead, and incredibly pale skin, and purple eyes. They seem to be full of Chaos Force instead of Dream Force, and thus, any environment with large amounts of it, makes them uncomfortable and sickened. In turn, they also gain the ability to rapidly burn their Chaos Force.
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  25. This allows for a temporary transformation into a stronger, chaos-force made version of themselves, very difficult to combat, or even stop. However this also hurts their bodies, and is extremely exhausting. They are seen with distrust from other races, even if they aren't inherently bad. If brought onto a Summoning Battle, they behave as Chaos type Summons.
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  29. Zessians
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  31. Humanoids, possessed of several unique traits. The two main ones, are the fact they all have large, feathery wings, and that their skin, anywhere except the neck and face (sometimes the neck too) is made of a hard material, resembling known solids. The material and feathers are all individual to each Zessian. It makes them both very fast, and also very durable. They are very long lived, going up to 300-400 years old. Some legends speak of outright immortal Zessians.
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  33. As a species, heavier, bulkier Zessians seem to prefer living near the main island, with the King and Queen, whereas lighter, fancier looking once, travel with the caravans. Zessians know of and once made use of the art of Bounding, but nowadays, they only rely on it to briefly strengthen themselves, and seeing it on a Zessian is rare.
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  37. Elves
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  39. Elves are an odd race, known for their reclusiveness, and their pointy ears. They also are one of the few species with green hair (it being a very common color among them). Other from this, elves seem to be, largely humanoid, and were once, close to humans. The cataclysm drove the remaining few, into hiding. Elves are one of the most long lived races, being outright immortal, unless slain. Elves can also commune with animals and plants.
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  41. They know of the arts of Bounding, and make liberal use of Union-Summoning, so much that almost half of their Summons are Union variations of the summoners themselves. Elves live everywhere, although mostly in Erilya and the misty valleys if the Alps, organized in tight knit tribal communities.
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  45. Salamanders
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  47. Powerful wizard species of old, the Salamanders are now all but extinct. These diminutive, red scaled and very cute reptilian creatures, that stand upright, use their arms, and can speak, were once populous, and held sway over a lot of matters. Salamanders possess a terrifying capacity for sorcery, so much that their species still has it's own way of CREATING spell gems, a prized ability among all nations.
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  49. Nowadays, they are mostly confined to volcanic territories, and the underground, where they cling to their ancient lifestyle and knowledge. Few Salamanders ever make it out of the tribes as well.
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  53. Merfolk
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  55. Species of the deep seas. Mermaids, mermen and fish-human hybrids, as well as sea-serpent or kraken hybrids, of varying sizes (human to gigantic) are all lumped together under the term Merfolk. Generally, they interact with aquatic dream force, which is similar to the real one, except merged with water. Due to being surrounded with it all the time, Merfolk are oddly close to Summons.
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  57. They are, immortal as a result, and seem to possess very strong dream force manipulation skills. It appears, their abilities are of a psychic kind, involving mental and emotional manipulation of some extent.
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  61. Elementals
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  63. Odd species, made of some form of inorganic matter, and animated by dream force. Elementals are rare, and even rarer to see. Generally, stone or metal elementals are called golems. Fire elementals are rare, and are generally under the command of Salamanders. Air elementals, similarly are reached by Zessians of some degree of power, although they are much more difficult to find now, with Zessalt gone.
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  65. Water elementals are the most ubiquitous, and seem to contact the Merfolk or Frostblood species more often. Their powers are also vast, and they can be made of varying liquids as well.
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  69. Dragons
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  71. Incredibly rare, dragons are the spawn of Katza, who remained pure, and followed Nefrakil or Nefrigas into helping mankind. Some dragons seem to be stuck into a humanoid form. They have a lot of contact with the elves, surprisingly, leading many to believe dragons are in fact mountain dwellers, or seem to prefer mountains either way.
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  73. They do not possess any inherent Dream Force, but Draconic Magic is rare in and of itself. It is the reason why they are the most difficult creatures to usually summon.
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  77. Automata
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  79. Used by a number of factions and organizations as servants. Automata that do not serve any specific faction, or are held in equal capacity to the average, or higher members, are rarer. Some of them are especially difficult to discern from humans as well.
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  81. Automata have a difficult time interacting with Dream Force. This is why Gear type Summons are both difficult to enhance or interact with through Spells...but also possess an immunity to hostile ones.
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  85. Nightmare Beasts
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  87. Mutants and monsters of a sort, that wander the wilderness. Mostly resemble other lifeforms or races. Have very little communicative abilities. Mostly go on their own although there are a few pack creatures. Generally aggressive. Generally just plain hungry too.
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  89. Are rumored to have been created from otherwise normal organisms, subjected to toxic concentrations of dream force, that ended up damaging their bodies, but also mutating them to survive these conditions. This same mutation, affected their brain, turning them into corrupted half-organic half-dream force creations. Little more than wild beasts, most of the time.
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  93. Daemons.
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  95. Daemons are what happens when something enters the realms of one of the Ancients. Daemons themselves, are a vast variety of beings, due to resembling altered/mutated versions of other races. Their presence in the material world, gets them branded as Monsters, sometimes considered worse than the Nightmare Beasts. Maintaining their form and power without a lot of dream force is considered difficult for them.
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  97. Hence why when captured and made into summons, they fall into the Monster category, also known as Daemon. Unlike Nightmare Beasts, Daemons have intelligence, and can communicate normally. Ageless. Purely dream force made. Come in many varieties. Rare, incredibly so, tend to make contracts with other species, and allow themselves to be summoned.
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