Aetheral

Newrp: Races

Jun 3rd, 2016
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  1. The races:
  2.  
  3. Humans.
  4.  
  5. It is said, that humans were, of the original races, the most populous, having been the first to build settlements. They were also said to have been approached by Yavan, who spent time in the disguise of human flesh, learning their language, and understanding humanity as a concept, before his departure. He is said to have given mankind the Ultimate Wisdom, somehow.
  6.  
  7. Said myth is what is used to explain why humans are basically everywhere, have formed most organizations or nations, and can use any of the four Powers without a problem, by most religious people. Humans are pretty much the standard thing in this setting. You know them quite well already. You are one.
  8.  
  9. Most likely.
  10.  
  11. Minus the part about having super powers or whatever.
  12.  
  13. Dragon-kin.
  14.  
  15. The original dragons were part of the wild fauna, of Balen. The Voices, however saw potential in them, and taught them the ways of magic, and the use of the divine power of the Voices. Thus, dragons evolved from overgrown winged lizards, to reality warping eldritch abominations. Nowadays, the original draconic species are almost extinct, and only some of their hybrid species survive.
  16.  
  17. Dragon-kin look like members of other species (primarily human, or Nordrangir. Enaite exist too, and imps only access their draconic form throughMetamorphosis) but with wings, scales, a tail, or horns. They are highly nomadic, due to a special trait of their species, called the Will Circle.
  18.  
  19. The Soul Circle is basically a measure of one's spiritual power and will (both are factors, but willpower's significance is greater than the Soul Power factor). Dragons "feel" it like a circle, centered at the person exuding it. The smaller a person's Soul Circle, relative to the dragon's, the more invasive, touchy or possessive the dragon-kin is of them. Opposite goes for people with bigger Soul Circles. The dragon-kin feels discomfort, and a sense of dread, and tried to keep out of said Soul Circle. Exceptions, and are not considered common, but nobody will bat an eye at it either.
  20.  
  21. Nonetheless, within the Soul Circle, Dragon-kin can practically sense anything, with a Circle of it's own. A Dragon can transform their draconic parts into clothing, reminiscent of said parts (wings become a fancy cape, scales become clothes, horns, headgear) granting similar boons to their actual draconic parts. Said clothing never tears (unless struck by an especially powerful attack, that could actually make it through a dragon's scales), and never dirties, on top of always being a perfect fit, for the dragon they originated from. Dragons can, temporarily grant this clothing and all of it's boons to other people.
  22.  
  23. Dragons keep their eyes covered at almost all times. Their gaze is incredibly intimidating, and should they unveil it, their Soul Circle's radius will greatly increase, and said Circle will exhibit an aura, that, depending on the people inside it, can have effects ranging from mild discomfort, to weakening of powers, to instantly knocking out. Eye contact must be maintained with them, nevertheless. Dragons have very high resistance to Blue Power/Magic, as well as physical attacks that target their scales or dragon parts. It is very difficult to lie to, or deceive a dragon. They both command a deal of respect, and fear, as well as have great sense for such things.
  24.  
  25. Dragons age until a fixed point, beyond which they stop. Said point is indeterminate, in other words, a 1000 year dragon can look like an 8 year old kid, whereas a 100 year old one can look like Gandalf.
  26.  
  27. Nordrangir.
  28.  
  29. Born in the harsh north, where both the weather and wildlife were incredibly unpleasant the first Nordrangir, had to find unclaimed caverns, and live in there. At first, they waited for smaller animals, ambushed them and ate them, as prey. Then they begun growing stronger, fighting greater enemies, before finally moving on to territorial conflicts with their own kin.
  30.  
  31. Nordrangir have blue or gray skin, of varying hues, although it is never too bright or too dark. Most of them time, it's pale tones. They have small horns, shooting out of their forehead, and hair that's either white, gray or blonde. Their skin is incredibly hard to pierce, although not like a dragon's. They heal frighteningly quickly. Nordrangir usually live anywhere between 120-150 years, although older entities have been noted. Any non-aging caused damage, heals incredibly fast. Said regeneration only goes down when they make it past their 110s.
  32.  
  33. Nordrangir are in a constant state of conflict. Their minds are attuned to two Voices, Orkan, the Voice of Mad Rage and Kaal-Ya, the Voice of Endless Pursuit. Due to this, they are both, left in a constant stage of war with the mental manifestations of Orkan, which they often perceive as a form of rage at...anything, really. The subject said rage is directed to, varies from Nord to Nord. That, and Nordrangir are never out of motivation. If one can somehow engineer a situation where a Nord would truly have nothing to attempt, then the result on their psyche would be...reportedly, terrifying.
  34.  
  35. As a species, Nords are capable of entering a state of trance, when the fury of Orkan and the determination of Kaal-Ya unite. In this state, they are beyond reason, and their capacity as a warrior increase, vastly. Not only their physical attributes receive a boost, their battle instinct does so as well, giving them a natural understanding of how to dodge, and where to strike a specific enemy, to get the most out of it. Other than this, they gain a form of adaptivity. Whatever hurts them in their battle trance, finds it more difficult to hurt them in a future instance. Whenever such a trance ends, a little something of it remains, making older and battle-worn Nords, all the more dangerous.
  36.  
  37. Imps.
  38.  
  39. A race of diminutive, fur, scale or quill covered species. Thin limbs, large heads, and lengthy ears, are the case of the furred variety. Very thin limbs, mostly chubby torso, as well as three toed and fingered extremities, with sharp teeth, and a thin tail for the reptilian, and a combination of the above, minus the tail, and with quills instead...for the quilled subspecies.
  40.  
  41. Imps are mostly perceived as "cute" but their history and their abilities definitely are not so. Imps were one of the very few species that were not allowed inside the golden city, and this had to fend on their own, until they became STRONG. Imps attained the power of Metamorphosis. They can transform into a stronger form, whether physically, magically, or even intellectually or spiritually. This ability, inherited from ancient times, is what makes imps both feared, and respected.
  42.  
  43. Nonetheless, outside of it, they are a surprisingly gentle, and intellectual race, if not a bit isolationist. Imps enjoy company, drinking, poetry and singing in general, and are martial artists of great renown. Most of the ones that are encountered in Balen, are traveling monks, or warriors...or adventurers. At worst, exiles. Imp language is also very difficult to decipher, because of the way it is written. For every Imp family of some renown, every separate letter of the Imp language implies something different.
  44.  
  45. This makes Imp sorcerers/magi, very varied in the way they use their power, as a single Word may mean different things, and thus, the nature of their magic is constantly reevaluated. Imp lifespans seem to be quite random, as they range from 50 to 800 years old. They are highly adaptable beings as well, capable of living in every environment. Their Metamorphosis can also last for different lengths of time, and can be of vastly different natures. Some Imps spend their entire lives in Metamorphosis.
  46.  
  47. Woven
  48.  
  49. Agents of the Voices. Woven were originally golem-like beings, that only served to help build and maintain the Golden City. They differ from normal Golems, in that normal Golems are created through the use of Words, fueled by Mana. Woven are similarly created by Words, but these Words were spoken by the Voices themselves. Thus, they are eternal, making Woven in a way, impossible to kill. Woven do not naturally die, because their existence is very strongly affirmed. They simply go to "sleep" until they can regain new consciousness, and a new form.
  50.  
  51. Woven bodies were originally made of the Golden Weave, the divine material of the Voices, used to build the Golden City. Then, all but three of them died, and there are no more Weave-made Woven. Unlike other races, Woven wear no clothes. Instead, they take in matter and shape/adapt it to their body. If a Woven wishes to be look pretty, they remake their face out of rare stones, or even gemstones. If they want to be harder to bring down, they fund rocks to remake their body into, or if they are lucky/wealthy, diamonds. A Woven is thus, customized by their chose of "flesh".
  52.  
  53. Woven need no sleep, food or any sort of sustenance, have no biological needs, and cannot have sex, all in all, being exempt from most human needs, due to their physiology. However, Woven CAN "possess" a body, by suppressing it's will. Even then this possession lasts for at most one week, maybe two, for really strong bodied targets, and two to three days, for the average living being, and then the body begins to decay. Even if the Woven leaves the body before decay occurs, the will of the person inside it is damaged beyond repair, making this practice heavily forbidden, and taboo.
  54.  
  55. Woven are naturally immune to the Silence, corruption and temptation (unless they do the above mentioned human thing... Their new bodies will require every human need, be able to enjoy everything a human can, and be able to suffer from everything a human can. They are however, infertile, and the possessed body is forever rendered infertile as well). Woven are also unable to use Words (and find it redundant, as their very being is sustained by a degree of Words that no mortal sorcerer would be able to cast) Woven find it difficult to bring forth Soul Power, and rely on White Power almost entirely.
  56.  
  57. Woven can meditate on the meaning of the Words inside them. From this, they can retain knowledge of a fighting style, or various techniques and sorceries, imparted to them by the Voices, in case they would really need them. Not only this, but Woven can also access knowledge of something called Taint, and become able to sense it in people. How Woven interact with Taint is another matter, and seen in a different paste though.
  58.  
  59. Watchers
  60.  
  61. The Watchers are an odd species. They are natives of the Lotus, not of Balen. Their legends, seem to paint them as beings which inhabited the Lotus since time immemorial, and bore majestic forms, outside of the human conscience. But with the passing of time, and with Balenian influence growing on the Lotus, the Watchers had to adapt. To talk to the dream-forms of the many visitors of their world, they adapted masks, which spoke in their languages, and expressed the equivalents of their emotions. They reshaped their bodies too, mostly, to resemble the likes of their visitors, to blend in more easily.
  62.  
  63. And eventually, they moved to Balen too, occupying the area now known as the Shadowed Forest, a area half in Balen, and half into the Lotus. Due to their unique capabilities they can easily wrap in and out of the Lotus, and can even bring objects through, with them. This had allowed them to set up trade for materials between the Lotus, and Balen. Not just that, but they have also integrated into Balenian society as well, as respectable merchants, artisans, fighters, sorcerers and more. The Watchers however, still bear a few unique capabilities.
  64.  
  65. All of them wear a mask, the shape, material, color, patterns (basically everything customizable about it) etc. are individual to the Watcher wearing it. The rest of their bodies seem to be made of some odd "elemental" matter. Essentially, the matter of the Lotus. It either appears as a vaporous, gaseous substance, a liquid, sometimes, a body of pure fire...rarely, a glowing crystalline form, of a darker, hardened shell. Sometimes, they seem to even be slime like. Variations exist. The color of their form is also shifty, depending on the Watcher.
  66.  
  67. Older, wiser, and more powerful watchers seem to still maintain their original shapes. Some for example, appear as a vast assortment of floating spheres, each with a mask on the "front", or an ever spawning mass of tentacles, that spin around themselves, and collapse upon the very same point that spawns them....or outright object-like beings, like a steed-less chariot, or a flying machine...with actual wings. Watchers have no set lifespans, and do not "die". Should their mask be shattered, their bodies will disperse, until they can acquire another mask. The mask, seems to also determine the personality and behavior of the Watcher, to an extent. How they are made and where they come from, is a well guarded secret.
  68.  
  69. Watchers seem to have a penchant for Soul Power. It seems their "body" and "spirit" are one and the same, or more specifically, their spirit IS their body, and the mask allows it to come to contact with the natural world. (Should it be put on a living being, they would disappear, and take on the form of a Watcher-like being...or so they SAY) Hence, they generate Soul Power naturally. Sorcery comes to them just as naturally, but they have less potential for it. White Power is almost inaccessible, and the Silence is...weird, on Watchers. Some Watcher's body can be made entirely of Silence, and their minds remain clean of the influence...but another Watcher's body can come in contact with just a slight bit of it, and their minds become tainted in that very instant.
  70.  
  71. Seafolk.
  72.  
  73. Why not Merfolk? Well, because Merfolk are a subdivision of the Seafolk, who themselves are a vast and broad species. What Seafolk have in common, really, is the fact they spend most of their time underwater (and not even that, as Sirens would love to point out). There ARE several greater divisions. The Seafolk are composed of the Merfolk, Sirens, Deepfolk, River-kin and Nymphs.
  74.  
  75. Merfolk are a wide spectrum of beings, that can shapeshift, into anything from a monstrous, largely fish-like creature, with few human traits, to a full human being, barring their hair or eye colors that might make them stand out from otherwise passing as humans proper. This said, Merfolk can adapt anything in between, and most of the time do so. This is where the classical mermaid or merman surfaces. Merfolk are the most populous and widespread subspecies of the Seafolk. They live for anything between 3500 to 5000 years, and their human appearances range from 19-25 years old, during their entire lives. Their skin bears no flaws, and all of their wounds heal, except for ones they sustain during shapeshifting (or in the case that they shape-shift while a wound hasn't healed fully) which remain forever. Merfolk have white, glowing blood.
  76.  
  77. Their lives are marked by a "Maturity Peak" in which their mind is at it's sharpest, and they are the most rational. Then, they begin a slow descent towards airheaded-ness and childishness. The lengthier their "mature" period is, the faster they descend into immaturity. The sharper their thoughts during this period, the more childish and foolish they become. Merfolk can survive on land for up to one week, without needing to transform back. Then, they require immediate hydration (in a fish-like form).
  78.  
  79. Sirens are actually very human looking beings. They are born, generally, through magical means, from another Siren, or occasionally, when a male Merfolk impregnates a human woman. Sirens only inherit the above mentioned bizarre hair or eye colors, as well as the ability to survive underwater indefinitely and a slower aging process (they live twice the amount they'd live as a human). Sirens do however, possess a host of unique psychic abilities, not found in other Seafolk (besides Deepfolk). Their voice, when targeted to work as such, can provide strong suggestions and can also be used as a means to seduce. They have a very keen empathic sense, being able to understand people very well, this power amplifying exponentially towards ones they are close to (with them it's practically mind reading).
  80.  
  81. They also understand cultural elements that are difficult to grasp of reconcile and have an instinctual understanding of how to befriend someone. They are the ultimate social butterflies, in a way. They possess an unnatural nimbleness (vastly greatened while in water) and can also use their voice to exert authority, in certain situations. Given the opportunity, a Siren could easily become a strong leader, or ruler of some sort. They are mostly female.
  82.  
  83. Deepfolk, are much like Merfolk, except their bodies always remain mostly monstrous. They are the cephalopod or crustacean variation of the Merfolk (who only ever resemble fish, or sea-dwelling mammalians, like whales or dolphins). Most of the time, they seem to be akin to octopi or squids. Their sizes vary, from being as tall as two imps, or a very short human, to gigantic sea monstrosities. They hate strong lights, and their bodies are very frail outside of water. However, this is hardly an inconvenience. They are already h... Immortal, and very powerful psychics. Telekinesis, hallucination-indusing, hypnosis and full blown mental overrides for their stronger members, are what some of the stronger Deepfolk deal with. Lesser ones, have to live with "just" telekinesis.
  84.  
  85. However, as said before, their bodies are exceptionally frail, and large company doesn't suit them. Not just this, but until they develop the greater spectrum of their psychic potential, they also need sleep, during which they are unprotected. It is probably why there are few Deepfolk going around. Their bodies are highly sensitive to loud sounds as well, and they do not heal well. Most Deepfolk, do in fact fall back to the two step strategy: 1. Survive until you are practically Cthulhu. 2. Brainrape any motherfucker who thinks he can tussle with you.
  86.  
  87. River-kin (also, technically Lake-kin and Swamp-kin) are variations of the Merfolk species, found on rivers, lakes or swamps. Some of them overlap (as there ARE a few species that inhabit both rivers and seas) but most of the time, there are differences. Mainly, in that a specific species of turtle-like Merfolk populate these rivers, or their sides. (Leave your Kappa memes at the door though, these people, are outright massive, at the very least standing at 2-something meters, and having the girth to match it). What makes River-Kin (and lake, and swamp kin) different is their capacity to live on land for further-extended periods, allowing them to even build cities. They are in this regard, sort of amphibian.
  88.  
  89. That said, River-Kin usually have duller eyes, and their bodies seem to be wetter at times. Their skin is also unnaturally pale, and their hair most of the time, is really long. Swamp-kin are even greater offenders, due to their hair resembling or sometimes even BEING plant-like. Lake-kin appear purer, and have a more regal and mystic air about themselves.
  90.  
  91. Nymphs are elemental beings...in a way. Whereas Nymphs exist in many varieties (forest nymphs/dryads, for example) the only ones who had encountered mankind enough in it's early days (Nymphs and Deepfolk, are in fact the oldest Seafolk, and the ones to have made contact with the Voices first) to be labelled as THE Nymphs. Found almost anywhere, Nymphs bear the distinction of being immortal nature spirits that got in touch with humans and now can recognize and connect to some of their civilization. Nymphs can speak any language of any civilized species (the ones listed in this paste) and can appear as members of each said species that they wish. However, they have a single form for every species. They may shapeshift into one specific human appearance, one specific dragon-kin appearance etc.
  92.  
  93. Nymphs, in their true forms are made of pure water, and they can regenerate from gathering more of it. The only way to kill them would be to take them to somehow alter the contents of the water. Should a Nymph's body be tainted with toxic substances, or magic, then their personality and mindset is irrevocably changed. Should their entire body be tainted, the original Nymph is practically gone, forever. Nymphs are physically immortal, and almost always and exclusively female.
  94.  
  95. Nymphs have a peculiar ability involving being able to bless or curse other people, as long as it is related to their environment. This involves anything from temporarily granting someone water breathing abilities, to turning then into Seafolk, or even Nymphs. One can resist such curses/blessings should their willpower or Spirit Power be high enough.
  96.  
  97. The Awoken/Woken/Sleepless/Undead.
  98.  
  99. All names refer to the same type of species. The undead. It is said that Baltheor, the Monster of Procrastination, achieved enlightenment one day, for the briefest of moments. When his enlightenment was over, only a sliver of the great wisdom remained...that his followers had been the biggest lazy asses around. That made him angry (which would not have happened, were he still enlightened). In his rage, he cursed all of them...to attain a stagnant, (spiritually) never changing form, yet never be able to truly rest. Hence, the Awoken are a perfect replica of their master's beliefs. Capable of dragging on...but never properly resting.
  100.  
  101. Woken possess a light blue spirit-flame, with dark portions, occasionally appearing. Their bodies are mostly skeletal, and most of these skeletons, for the first century or so resemble the shape of whatever they came from. Meaning, singular species... Most of the time. Over time, Undead seem to grow more of a sentience, and a will. Their bones seem to harden as the blue, deathly soul-flames seep into their skeleton, transforming said bones's composition into something not unlike metal. Spikes, horns, and an overall quite...thorny disposition, is sure to follow. Also, an enlargement of the body, in general. This is what happens to most undead over time.
  102.  
  103. Some however, chose to grow their aura instead, and take the path of sorcery, utilizing something that is, in between the Black and Blue powers (as the color of their fire so fittingly hints to) yet is powered by neither. Their bodies however, are in turn less sturdy due to the flame being held outside of the bones. Necromancy, as a practice involves the manipulation of this black fire, at it's core. Undead with strong soul-auras, can impose their will onto ones with weaker auras, even if their bodies are stronger. This is why undead lords, are followed by many brutes, while themselves not being very mighty. (Exceptions however... Exceptionally powerful undead, that is, do exist.)
  104.  
  105. In the most extreme cases, these undead's bodies collapse, and the only thing remaining is their own cursed will (it requires a tremendous amount willpower to destroy one's own undead form through the use of one's own Soulfire), possessing the body of flame. These manifestations are often left very weakened, in the form of a Wisp... Stronger manifestations, appear as phantoms, being capable of possessing bodies.
  106.  
  107. Soulfire Fiends.
  108.  
  109. The Monster of Rage, Arcanaan (once, The Voice of Flames, Arcanaan) is the creator of the Soulfire fiends. A little known fact, is their origin, from the Order of the Weaponmasters. It is said, Arcanaan decided to target them, as part of his scheme to bring chaos and strife into the world. For some, their magical, or sometimes outright legendary weapons, infused with their own soulpower, or with some odd Art, or Voice or even power from the Silence, were given a will and sentience of their own, as they begun to eat their owners' souls from the inside. For others, it was the owners who were corrupted by Arcanaan.
  110.  
  111. In the end, however, the first Soulfire fiends were created. A Soulfire Fiend, is a mutated being, whose body has MERGED with a weapon. They are covered in normal, orange flames, but if this weapon is sufficiently powerful or magical, the flames become pure red. Parts of their bodies also change. The weapon merger can be had anywhere, the arms, the face, the torso... Sometimes it is not even a weapon, but some form of armor, or shield. Generally, Soulfire Fiends are very muscular, and whatever wounds they once had, now release fire (.soulfire, that is. ) And even if the Fiend has no wounds, the process of one being made into one, guarantees a few. Sometimes their teeth grow larger, and sharper...the canines, mainly.
  112.  
  113. Sometimes, they turn into a centaur-like creature, sometimes, they grow wings, or their skin becomes metal. Sometimes their weapon multiplies... A wielder of a single sword may find both of his forearms replaced by two identical copies of his sword. A knife thrower may find her hair bunched in several braids, each ending in a replica of her knives' blades. A common occurrence, however, is their whole skin turning black, charred, specifically, and their veins showing as fiery markings on their skin. It is not uncommon for one's blood to turn to a fiery substance, due to becoming a Soulfire fiend.
  114.  
  115. Fiends often form skeletal protrusions, such as a demonic half-skull, over the upper half of their face... Or a monstrous skull lower-jaw, growing out of, or even on too of their actual lower jaw. The general consensus is that being a Soulfire Fiend, is suffering. Soulfire Fiends also have an innate craving for conflict and murder. They are nomadic, in general, and seem to be consumed by constant pain for which their own minds and bodies have granted a cure. Rage. Soulfire Fiends, strangely enough age as their original body would have. It is also possible to be "cured" of being a Soulfire Fiend...even if something out of that part of one's life, will always remain.
  116.  
  117. Anthromagi.
  118.  
  119. Zelphia, the Monster of Want, is well known for her terrible lust...for immortality. Now, Monsters, all seven of them are ageless, impervious to illness (they are too impure even for disease) and most other things that ail mortals. Beyond this, they are also difficult to kill. However, they are not invincible (bar Arcanaan, who reincarnates). They can be murdered, by sufficiently powerful foes. It was Zelphia, that first tried to find a way to become truly deathless. Some say she succeeded. But if we are to be honest, nobody truly knows, because, at some point, Zelphia just...vanished.
  120.  
  121. One of her latest projects however, spawned a species of beings, that could alter the nature of their body. The Anthromagi. Sometimes, also called Flesh Mages. In their natural state, their heads, and faces appear human, whereas the rest of their bodies, from somewhere around the neck, and down, are a mass of "matter", that is, flesh infused with mana. The overall shape is still humanoid, however, there simply are...tendrils, of the odd matter, occasionally emerging from it. Small ones, NOT massive, tentacle sized protrusions, mind you. The color of this "flesh" is often black, dark purple, or blue. Dark red, or lighter variations of it, are also known to exist however.
  122.  
  123. Then again, this is hardly an inconvenience. They are already h... Capable of altering their form. Taking on the guise of animals, or other species, barring any abilities members of said species may have, unless that specific part of the species body, is integrated into their form. For example an Anthromage that came from a Nordrangir, would be able of using a Dragonkin's eyes, if they had...somehow, taken them from a Dragonkin, and stuck them inside their now mana-woven bodies. Not just this, but in their true form, they can use their mana-flesh to a variety of ends. Turning it into sharp, or blunt forms, spreading it over, and using it as a catalyst for magic, all is available.
  124.  
  125. Anthromagi, however have a penchant for infecting others, with said flesh. Turning them into their thralls, if the amount of flesh is big enough or if they are sufficiently weak. A certain ritual, can allow one to "transform" such a thrall, or even an unsuspecting victim into a perfect copy of the Anthromage, which has no will of it's own. In fact, when this clone manages to differentiate itself from it's creator, both mentally and physically, a new Anthromage is created. This, is how Anthromagi reproduce. The original person that the clone came from, is often erased, with little traces of them prevailing as they regain their free will. Anthromagi, are naturally ageless, and very adaptable.
  126.  
  127. They can, at the brink of death, infest someone, nearby, slowly turning them into a perfect host, before, over time, erasing the original person. Parasites, through and through. However, both capable fighters, with near unlimited ability to use their physiology, and wizards, with a much greater energy supply than the average member of any other species, bar perhaps Woven and Echo Walkers, yet unfortunately, this energy supply is tied to their life. They have no "soul" and if their body is somehow destroyed, an Anthromage is gone for good. They possess the unique Mana-Flesh and Flesh-Arts.
  128.  
  129. Harpies
  130.  
  131. Maldroggin, the Silent Wyrm, Monster of Avarice, is perhaps the most sworn enemy of the Woven. Having attained the greatest wealth of all beings, in, allegedly, all of the ages, this strange ...experiment of a being, spent it all to acquire any and all artifacts, presently found, from the Golden City. To this end, he created a host of beings, the Harpies, in a manner that is to this day, a mystery. And the Harpies, were such capable thieves and keepers of their stolen goods, that when the Woven bested Maldroggin and his servants, including these very Harpies, they could not find his Vault for a hundred years. And when found, they could not breach it.
  132.  
  133. The Woven, however, would not tolerate any more such theft, for in their eyes, too much of the golden city was lost. The Harpies, and their creator were forever separated. This means, that as a species, Harpies have little...needs, or cravings, akin to the ones of the other cursed races. With the passing of time, they have also largely reformed, to users of, primarily Soul Power, with Words on the side. Needless to say, Voice Power is locked off to them, and the Silence has a strong grasp if they chose to heed it's call. However, most Harpies stray away from that path and are widely allowed into society as a result.
  134.  
  135. Most of the time, their bodies are humanoid, covered in feathers, of different color and qualities, with either their arms being wings, them having actual wings on their back, or having both, in the form of two pairs of wings, arm-wings and back wings. Their heads are mostly humanoid, with the exception of some specimen who have feathers, instead of hair. Harpies can be flight capable, or only "jump-capable", meaning that they can use their wings to give themselves a boost in a specific direction, but nothing in the way of actual flight. Harpy feathers can have several unique qualities. Some of them can combust, some are incredibly sharp, usable as blades, whereas others can conduct electricity. There are many other possible traits, for such feathers.
  136.  
  137. Harpies have a certain sense, for artifacts and objects of certain properties. Whether coveted, magical or outright alien, a Harpy can sense their presence, or even nature. This makes them excellent treasure hunters, or temple/ruin prospectors. Some of the more moral Harpies, are even taken into service by the Woven, to help detect artifacts from the time of the Golden City. Harpies are capable of a certain ability to "sense" people or things they are closely attached to, this, they will never really lose track of what they hold dear.
  138.  
  139. Unfortunately, this comes with being highly susceptible to addiction, from the Silence, as a Harpy that has been subjected to it, will very likely succumb, becoming little more than a mindless predator. Not only this, but as Maldroggin didn't want his servants to ever, under any unforeseen circumstance disclose the location of his Vault, he gave them short lifespans. In fact, by the time the Vault was found, the original generation of Harpies was dead. They live from 35-50 years, however they do not show their age until their 40th year, or so, where their feathers turn white, or gray, and they start weakening, rapidly. They reproduce sexually, and lay eggs.
  140.  
  141. Mana-Phages.
  142.  
  143. At some point, Thrag, Monster of Hunger, consumed the entire kingdom of Loggor, and had it flung in the Silence. The lower half of the kingdom, became a dark swamp, full of monsters, and beasts that no man should be forced to lay eyes upon. The upper half, still maintained the roads, walls and houses, serving as a decrepit reminder of the monster's malice. And in these two separate environments, a dimorphic species, was propagated by the gluttonous beast. The Mana Eaters... Entities that consumed magic...and eventually, even the very souls of beings. They were...some odd type of entity, really... Consumed, by a hunger for something, hunger, being the core of their being.
  144.  
  145. Light Phages, living in the city-scape, which still bears some illumination by the sun, are plant like beings. Even then, there are separation. Males, appear to be larger, tree like monstrosities, ent-like beings, once pure and clean of corruption, now, mindless juggernauts that trample snd consume everything in their path. Females, on the other hand, are smaller, more humanoid, with green skin, petals, and flowers growing on their bodies, vines extending from certain parts... Yet, with no less hunger for mana. Strangely enough, their magic is NOT Word based. Mana is sustenance to them, and when combined with sunlight, and water, it can allow them to access an odd brand of biological magic. Controlling their own forms, or extensions of said forms..animals...plants...
  146.  
  147. Dark Phages, on the other hand, are much rougher entities. They live as massive blobs, of raw Silence matter. While Light Phages have some sort of more "noble" hunger, in the sense that, they just consume mana to live, and truly hunger for other, more abstract things (according to the individual) that is, these...creatures, are far more malicious. They wish to eat everything. And incorporate it into their forms. Their more advanced members, seem to be able to imitate the shapes of other species...yet are made of the same hungry void-goo as their lesser brethren.
  148.  
  149. To note, Plant people, Ents in the case of the male variation, Cursed Trees, and similar names, are all used for the Light Phages. Slime monsters, Blobs, Goo and the like, are similar terms used to refer to the Darker variation. Something to note, is that actual tree-like sentient lifeforms do exist, allegedly, in other continents, as the kingdom of Loggor WAS composed greatly of foreign settlers. These other species seem to be uncorrupted by the Silence, and have some means of defending against it as well.
  150.  
  151. Dark Phages are ageless, generally, but their bodies diminish and decay over time, when whereas the lifespan of Light Phages depends, generally on the type of plant species they resemble. They can consume members of other species to gain some of their powers, or knowledge, and "grow" as beings... But this requires years and years of hunting and experience. In the end, definitely one of the most secluded and odd species.
  152.  
  153. Echo Walkers
  154.  
  155. Rhao/Raoh/Rao/Raon (different spellings for different regions), the Monster of Deception/Lies, brought upon the kin of Echo Walkers. Beings, that have been converted to pure essence of the Silence. Practically, they would function like a weird mixture of Woven and Watchers, except corrupted. They are in essence, elemental entities, of Silence energy. They are, as a result, surprisingly easy to destroy. For average versions of them, easier to kill than the average, untrained human. Even the strongest Walkers, are about as strong as your average unpowered soldier. Which IS pretty strong, but considering mana and everything else going on... Yeah...
  156.  
  157. Echo Walkers, surprisingly, age, having lifespans of 300-350 years. They do not reincarnate. Echo Walkers, also possess an unique form of power, called...unsurprisingly, Echo Walking. They can physically observe the underlying power fields, and anomalies in the world surrounding them. This also allows them to make actual USE of them. Echo Walkers can ALSO channel a "cover" of Silence, which can often allow for safe contact with this natural energy, and protect them from being dispersed.
  158.  
  159. Echo Walking is also, something very integral to their survivability. It consists on the above mentioned ability...but it's applications vary from Walker to Walker. Walkers, appear to be phantom-like, yet quite humanoid. They often cover their body in clothes, that they keep wrapped around and suspended with the power of their Silence energy.
  160. They mostly congregate at a particularly distant portion of the Silence, and the "Echo Walker" NAME comes from the very lengthy distances they had to cover originally, to reach Balen, before they discovered means of making it through faster. Echo Walkers have genders, but no sexes, as they are seemingly born "spontaneously" of the Silence. While most of the time they appear like black or dark purple shades, some more advanced Walkers can assume a disguise.
  161.  
  162. As a matter of fact, shape shifting does seem to be a quality of the advanced members of a lot of races. Nevertheless, a Walker can never really "escape" their ghostly aspects. They possess an unique ability to generate more energy, until a fixed amount, that is, the maximum that their form can support. Tiring a Walker out, is, practically impossible. Fortunately enough, they also blend in quite well, despite their...ethereal appearances. Few people truly mind the presence of Echo Walkers in society, as long as they don't involve others in their business.
  163.  
  164. Nightmares
  165.  
  166. Creations of Golgorath, the Monster of Rancor. While she isn't being busy running her casino... Or her mall... Or her multiple hotels... Or...you get it... While she isn't doing this, she spends her time convincing people that psychic powers, used for the express purpose of propelling yourself into greatness, and a favorable position on society... Or using them to haunt others! In exchange, you never really sleep, you just assume a monstrous dream form... Most of the time, reminiscent of some canine beast. Most of the time. Side effects include, that having to use too much of one's powers brings out their...monstrous side, of course. Turning into a giant monster in front of everybody isn't too cool, altogether.
  167.  
  168. But the beastly form has it's own gains. While a specific form of the ability to affect human emotions or thoughts (for example a Nightmare could manipulate feelings of love, while another, feelings of fear, and a third, have the ability to...plant illogical thoughts, or remove them) appears in the HUMAN form of the Nightmare, the monster side has it's own, separate (but occasionally somehow related) abilities. But why, would you ask, does Golgy do this? ... She IS a massive bitch, but beyond that, it appears her sales pitch is quite convincing. Because there are enough Nightmares for the distinction to be assigned to a whole race. In other words, there is a lot of these things.
  169.  
  170. Most of them though, dwell in the Lotus, in their "true" forms, only swooping down pin Balen when they have business, or when their dark mistress commands them to do something. Nightmares are unique, in that they have two separate lifespans. The human side is...normally, human, unless their power or other powers they may have somehow allow them to extend it. Should the human side die, the beast replaces it. The beast's lifespan, is something else...that depends on the well...the form, the monster takes. Also, lowercase m on that monster. If either form dies, the other takes it's place.
  171.  
  172. That is to say, it is as if an entirely different person died. If the monster dies, the human will retain his human form powers, and the dark form will not be available at any point. If the human dies, only the monster remains, incapable of shifting to a more human form, and lacking the powers of the human side! They are unacceptable to society due to their purpose (free, rebellious, or even outright kind and altruistic Nightmares exist) most of the time, but they also have an easier time hiding themselves. The monstrous form may also have, a different personality.
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