TECHNOLOGY [hider=Technology]Heavy Industrial Heavy industrial technology involves the near ubiquitous usage of mainly heavy machinery, often to the determent of the natural environment. It ranges from the more archaic, such as fuel-driven operated system fully optimized, to extremely highly advanced state of the art cybernetics. The Valguard Federation is a prime example of a nation that utilizes these heavy industrial technologies, especially in its capital the heart of the The Valguard Federation - Aeon City - a technopolis mainly devoid of most if not all natural presence. It is also a reason why Aeon suffered dearly, because of it, and makes it difficult - for even plant life to manage to survive in this habitat. Eco-Industrial Eco-Industrial technology, also known as light industrial which isn't as harmful as heavy industrial and is quite more efficient and pollution free, involves use of environmentally sensitive machines that react whenever the environment or atmosphere in the area is threaten making it far superior to heavy industrial. Eco-industrial societies preserve the natural ambiance from the region they are allocated, and the installations are sometimes even "invisible" meaning they lack even the slightest bit of omnipresence of heavy industry, and are instead well-integrated into the ecosystem as not to harm or destroy it. The Anzier Empire is the best example of a nation that uses Eco-Industrial technology and is arguably even more "advanced" than Cimmeria in most areas. Bright Future "Bright Future" technology involves installations that are clean, very sterile, smooth, ergonomic, and streamlined, with mostly curves instead of hard edges and corners. Digital interfaces and LEDs are very common in this field, as are abstract structural designs that are implemented. Bright Future installations are built to be very efficient, both in technical terms and even in preserving resources as not to consume them unlike other technologies. Steamtech Steamtech was originally the predecessor to heavy industrial, but continued to develop as a separate and parallel branch of technology though in some areas it is now completely obsolete. Mainly it relies upon the use of steam-powered engines or turbines, which although they may look very unsophisticated, are often every bit as efficient as their cybernetic counterparts. The discovery of new fuel sources, the most important and latest discover the etherium crystals, have greatly enhanced the productivity of steam engines making them an environmentally safe alternative in the same vein as Eco-Industrial and often it can outclass heavy industrial in some terms. The most well-known users of steam technology are the Steel Barons, who use it for their airship convoys and strange junk-work gadgets. Magitech "Magic Technology" or Magitech seems to be a complete contradiction in terms of most other forms of technology. Relatively for the fact it uses magic as a fuel source other than other technologies and can tend to be potentially hazardous draining the planet of its necessary fuel sources to maintain its stability. Magitech can upset the balance of nature and it can have a harmful effect on it if not properly monitored. It is one of the more ancient forms of technology, sometimes decreed as the legendary technology or long lost technology that was just recently rediscovered though not fully mastered or understood. It utilizes automated devices like any other technology though unlike other technologies like aforementioned above, it employs magic without the use of a practitioner and uses it as its main fuel source. Often powered by the eight classical elements though there are rumored to be more than that by some researchers who have come across discoveries of other elements aside from the ones they discovered in the past. Magitech is heavily reliant upon the environment as its main fuel source, meaning that its installations can only be established in very specific locations. Then Ancient Elven Empire was very well-known for its diverse technology. One of them being the use of magic technology - much of which is starting to be revived by archaeologists studying the many ruins scattered across the planet. The once unpopulated Ancient Elven Empire now is residence for humans who desire technologically advanced technology. Magitek is easily leading the humans to understanding how Ether-Tech and Harken Biotechnology works. It is a belief that Arkadian technology was Magitek based though there isn't enough evidence to support this claim. Ether-Tech Ether-Tech, or Etherium Technology is mostly recognized as one of the most highly advanced technology to ever exist in the Universe and also requires high standards to even achieve at even the lowest level. Not much is known about Ether-Techs, since there are no longer any functional installations currently since none have been discovered as of yet. Some believe that they may exist beyond the Dividing Holy Line which divides the corrupted part of Gaea from the healthier lands. It was known only to the legendary Ancient civilizations such as Phaedrians, Sindel, ect. Ancient records and historical documents claim that Ether-Tech involved the widespread usage of pure Etherium which is said to be Elan energy crystalized, which at the time existed in greater abundance throughout the Material Plane than it does now. It is said that most Ether-Tech installations themselves were composed of energy instead of physical structures, such as "light tunnels" and even "force-fields". This explains why there are very few various Ancient artifacts in existence today, because once the civilization fell, Etherium was longer contained and regulated, causing the installations to be reabsorbed into the surrounding environment. One of the primary initiatives of the Anzalath Corporation of the Cimmeria Empire is to revive Ether-Tech and place themselves on the cutting edge. It is believed that the Cimmeria Empire capital was built over an Ancient Ruin. Biotechnology Biotech is yet another kind of technology that has been long lost in the sands of time, after the abrupt fall of the once-dominant and tyrannous Harken race. It involved the use of "living machines" such as androids and beings equipped with nanomachines, installations which were genetically engineered as a state of the art science to serve specific purposes within the highly structured Harken societies. Since Biotech was organic, it was well-integrated into the environment, eliminating the usual conflict between nature and artifice. Like the Ascadians and Sindel before them, their biotechnology was connected by way of telepathic network somewhat like telepathy, channeled through a massive "organic computer" known as the Prime. Because of this, Harken societies were incredibly efficient, and able to maintain their dominance for centuries without rivalries. Without regulation, however, Biotech installations eventually became parasitic, sapping energy from other living things in their proximity to empower themselves. Because of this, those remaining that are discovered are usually destroyed immediately to preserve most races. Most Harken Ruins are found where Nymphites live. Elestrial Tech Elestrial Tech, which is considered an advancement of Etherium Tech, uses the power of the legendary Elestrial Crystals as a fuel source for various reasons including a power source that allows people to live within a means of energy that reproduces itself. A lot of the crystals manufactured were by artificial energies such as Prima, Esagir and even Lyra. These crystals are not as strong as the ones that are naturally created when Elan and Lethe collide forming a rare crystalized Aer Crystal or otherwise known as Elestrial Crystal. Unlike Ether Tech and Etherium Crystals, Elestrial Crystals contain an unknown substance within their matrix that allows them to regenerate faster than any other fuel source known to people. These crystals are judged by grades and the stronger ones are usually used for military purposes due to the fact they are hazardous and very unstable. The most advanced civilizations use this technology though the Cruxis have transcended this form of technology into what they call Elan Tech. [/hider] __________________________________________________________________________________________________________ MAGIC [hider=Magic Systems]"Magic" refers to any ability to alter, manipulate or influence energy and/or matter by supernatural methods. The techniques involved do not necessarily rely upon or adhere to the normal physical laws of reality. Magic relies upon principles of chaos and probability, which makes it dangerous and often an unstable practice. Unlike science and technology, which involves strictly learned disciplines, the use of magic often requires an innate ability. Magic was not just something that is natural. During ancient times, an Ancient race developed a program known as Deus which controls all magic. This entity is known to many as the God of Magic. THE MAGIC SYSTEMS Elemental Magic Elemental Magic often uses the classic elements Air, Wood, Ground and Water. There are other elements such as Dark and Light. Elemental Magic manipulates the elemental properties of the surroundings it is used in which comes in various forms such as: Inferno, Aqua, Mountain, Vortex, Vacuum, Eclipse, Radiance, Force, Electricity and Miracle. Elemental Magic is a complex process that involves the understanding of the symbolism between Human and nature. The use of it often affects the elements that make up the core of the ecosystem of Gaea giving its natural beauty. By using these properties, it allows the person to apply those elements as energy. In order to invoke an element to form it into magic, one must understand the symbolism between man and nature. This means you must you must completely understand the nature of the element that is being invoked and how it directly relates toward man. This is usually performed when the elements that make up the foundation of your DNA or genetic code react with elements outside your body which are identical to those inside your body. They are then sent through the nervous system as shockwaves until they reach the brain where they are processed into knowledge that takes the formation of a formula. That formula is then released in the form of a spell or magic that can have drastic affects on the environment and atmosphere around the user. This form of magic can be a double-edged sword and must be handled properly with care. If care is not taken, it can wreak havoc and even devastate the surroundings it was used in. Those who try to use magic without fully understanding it risk injury or death by destroying themselves with it. They can also cause harm to others if the magic or spell used goes out of control from their own apparent carelessness. There are ten types of Elemental Magic which have various names. In this RP, they are Inferno Magic, Aqua Magic, Vortex Magic, Electricity Magic, Mountain Magic, Vacuum Magic, Force Magic, Miracle Magic, Radiance Magic and lastly Eclipse Magic. The seven most common elements are: Fire Magic (Inferno), Air/Wind Magic (Vortex), Water Magic (Aqua), Earth/Wood Magic (Mountain), Thunder/Lightning Magic (Electricity), Dark Magic (Eclipse) and Light Magic (Radiance) although "Electricity" can be considered a part of Radiance and Vortex. Miracle, Vacuum and Force Magic are very rare elements that are not completely understood. These elements are very uncommon that many people still are trying to understand how these elements function within the Universe and they are considered a part of what is called aether in many worlds. Alchemy Alchemy is the transmutation of not only metals, but any form of object to form a new object. This is a form of combination of both magic and science that revolves around the principle of transmutation - changing objects from one form to another. It is perhaps one of the most unpredictable classifications of magic, for alchemy requires intense knowledge meaning many years of research and study before it can be put into practical use. Even the basic forms of alchemy require a lot of knowledge and are not easy to perform. The underlying principles behind alchemy can be easily explained by chemistry and physics, it often crosses into the line of the supernatural, where natural laws break down and there are no solid explanations for its results. Alchemy can lead to various forms of new elements or objects, but can be very dangerous if improperly used or applied. Examples of Alchemy can be when you combine the elements Earth and Water to form a byproduct of the two called Ice. Not all elemental compositions are compatible with one another. Alchemy also, more so than any other discipline, relies on the usage of supplementary objects such as special ingredients and talismans. This form of magic is revered as the "Jack of all Magicks" incorporating many of the techniques found inside other magical arts. Alchemy is also capable of causing transformation in living beings too. It is a dangeorus art and should be used with care. If not used properly, the result can be catastrophic resulting in enormous damage or the loss of the user or anyone involved in it. It can also cause serious injury or even loss of limbs. The best way to perform alchemy without human error is to offer something of equal value in exchange for mastery over it for a short time. This is often why it is one of the least used forms of magicks in existence, because it requires high sacrifice for successful results. Atharva Atharva is the ying to Alchemy's yang; arts born in defiance of science and sometimes even surpass those in the laws of nature and physics. It's a magic that far surpasses most magick fields and is very difficult to perform requiring a lot of understanding to use properly. Atharva involves the art of transmogrification, while it is very similar to transmutation - does not adhere to any physical laws, and results are all but unpredictable outside the hands of a true master. The chief limitation of Alchemy - to transmutate a matter in contrast toward Atharva - does not exist in Atharva - as Atharva is usually known as Dark Arts which primarily deals with hexes, curses and gross manipulation of the flesh and spirit. This magic as mentioned before is a form of black art and is strictly prohibited due to its various effects. With Atharva one can perform acts that are usually unexplained by other magic systems. This form of magic allows for transmutation or even the transformation of the physical body of a mortal reshaping it where the DNA patterns are rewritten in a new genetic code. It can be extremely dangerous if misused as it can kill not only the user, but the host as well. Those who master this art cannot teach their findings to other people as in such that the results of this art differ immensely from person to person which is why it is so difficult to master. Atharva can unlock the ability to rise to the power of a divine entity through a process called ascension. Ascension is a term which refers to transcending mortality meaning becoming more pure and releasing oneself from the aspects that make a mortal. If the user has enough knowledge or understanding to reach transcendence then they can transumute themselves preferable method though some have used a catalyst into a divine being. Unlike Alchemy which requires a homunculi to even be able to achieve this process, Atharva due to its mystic mysteriousness doesn't require one to be present. Atharva also allows for powers such as Soul Transmigration which is the ability to remove the spirit or life force that binds the mind to the body and move that target to a new body. Another method is Soul Combination which is when two souls are placed in the same body, but this can lead toward multiple/split personalities and even a power struggle over who rightfully owns the body. This method is often or not very conventional. The last ability is Soul Exchange which is just as forbidden as the other two arts which transmigrates two souls swapping their bodies. Atharva can also make a divine being mortal again if that being's soul is implanted into a host body. The most common forbidden types of Atharva are Unholy Magic which Holy Magic done in reverse. These Dark Arts refer to the sinuous magic that is commonly used by Necromancers or masters of the death art known as Necromancy. Necromancy is the power to control negative energy otherwise known as sinuous energy applying those effects to the environment and atmosphere around the user which can have a variety of effects depending on how the art is used. The most common forms of Necromancy are Demonetization and Reanimation. Reanimation is not a form of "resurrection" as in such it does not require a Spirit to be present in order to control the host body where a person can manipulate a corpse or a body of the deceased. These beings erected from the dead aren't usually that strong. Higher forms of Reanimation can allow the body to act like it has taken on a will of its own, but is actually a personality that is fabricated by the user of this art to fool those who see it. Without a soul intact though this person is still nothing more than a zombie adhering to the users every command. Demonetization another form of Necromancy which is the transmogrification of spirit using sinuous energy and transforming into a hideous creature. These creature usually have violent minds and have a bloodthirst they need to quench. They are also very difficult to control and only a true master of the art can ever hope to control them. Another form of Demonetization is applying the effects of sinuous energy into a pure person transforming them into a controllable dark entity. This is why someone pure as white snow is usually the subject toward this art. Evocation Evocation requires the creation of a 'Contract" between the practitioner and the divine entity that is in question. Through the use of the user's own lifeforce or spiritual energy, the contract is signed with blood as often a symbolization of a medium of sacrifice for the contract. As such most of these Contracts require blood or even an execution or sacrifice so that the summoner can call these spirits into the Material Plane and bring them "into the flesh". Beings from the Astral Plane and Spectral Plane have no true physical form which are basically amorphous in shape and take various forms while outside the Material Plane. They are composed of a mystical element known as dark matter. The shape of these beings usually is at the whim of the summoner depending upon their mind and personality. The most skilled can even directly control what form these beings take. Invocation Invocation - Invocation is another form of summoning magic except it is quite different from Evocation. Rather you invoke their power using your body as a medium to channel and cast it. Instead of merely giving summoned spirits a separated body, the practitioners bring those entities into their own bodies. The result is a combined entity sharing a symbiotic consciousness. Invocation can be extremely dangerous if the will of the summoner is weaker than the that of the spirit. These situations, or cases where a spirit is placed into the body of a person weaker than them when they are forced against that person's will into that body though that does not apply to all cases. This mysterious occurrence where the host loses control is called Possession. When performed properly, the practitioners can gain knowledge and abilities of their companion spirit, as well as other new supernatural abilities resulting in a compound soul which takes Alchemy and Atharva magic to a whole new level which borders Holy Magic. Natural Magic Natural Magic involves a practitioner attuning his/her mind to the "rhythym" of other living organisms - to petition them for aid or bend them to their will. The most common form is manipulating the movements of vines or other plants. Other forms include drawing out substances and calling animals for aid. Although there are overlaps between Natural magic and the Power of Elementals, it can still provide for a back door toward using The Elementals or main elemental based Ethera's power. It is often referred to as a backdoor form of Evocation and Invocation as some summoners are naturally called Naturalists. Elemental Naturalists also known as Elemental Masters are quite rare, but with this knowledge one could control earth or water at whim and over time cause natural disasters if they master that domain. The most accomplished practitioners are said to even able to control the actions of sentient beings. Glyph Magic Glyph Magic is one of the most mysterious magicks in the world, as the source of its power is not completely understood. It is said that at the beginning of time there was an original prima language" that all things - living or non-living - innately understood. Religious people believe that it is the language of the deities who brought things into existence. The primary theory is that glyphs use ancient characters which are referred to as Glyphos. Glyphos has been established as the language which these glyphs use. These characters are referred to as the ancient language which the ancients used which were in the form of runes or symbols. By gesturing these ancient symbols in the air or inscribing them on surfaces, the practitioner attempts "to speak" to the very nature of an object around the vicinity to bring about a great variety of effects. This form of magic usually requires an invocation meaning "catch phrase" which is basically a saying which appeals toward the symbol that is being used. That saying must be performed in perfect sync with how nature reacts expressed through effortless emotions. Emotions are an important key to understanding how Glyph magic truly works. Spiritual Magic Spiritual Magic involves the manipulation of "chi" and "ki" and is the most often associated with various martial arts disciplines that are a form of art of combat. "Chi" is kinetic cold aura and "ki" is kinetic hot aura. The use of these two forces is seen by many as a form of mental discipline, but provided that there aren't yet any solid scientific explanations for the techniques used - they remain classified as magic. Using chi refers to manipulating the internal flow of energy to enhance the body or mind of the practitioner - while ki refers to releasing those internal energies to affect the external world. Spiritual Magic usually refers to the use of one's lifeforce or spiritual energy to perform mysterious magical arts. Though in some of cases, a supplementary source like in Alchemy is required such as absorbing lifeforce from other beings or other things where it can be used without affecting the user of the art. Only true masters of Spiritual Magic can apply this effect, but depleting a planet, another celestial being or anything else of its celestial energy can be extremely potent. Psionics Psionics refers to both abilities heightened perception - such as mind-reading, mind-control, telepathy or even the root of these techniques Psychokinesis - the moving or altering external phenomena that occurs only using the mind. Unlike other forms of "magic", Psionics cannot be learned at all and comes from pure natural ability. Forms of Psionics are followed by the word "kinesis" which derived from the word "kinetic". Because of its near limitless applications and the inability of non-practitioners to predict against this art it can be very difficult to defend against. Psionics can be seen as one of the most powerful forms of magic in the world. Holy Magic Holy Magic is considered a magical breakthrough since it is a form of magic which transcends most other forms of magic. It is considered as the "divine archway" for magic except it is hardly "divine". Holy Magic uses a form of energy that is called pure energy otherwise known as Aer which is what Elan becomes when it is fully purified. Aer is not used in most basic forms of Holy Magic which uses known forms of energy such as Esir or Ethele. It is said in the Universe that every object no matter how small including living organisms - contain a "divine spark" which when ignited can bring out a variety of effects. Holy Magic is practically one of the rarest kinds of magic since it is known to very few races. The race which was known to practice it in its full extent is the Phaedrain race of ancient times. A race that went missing after the Great Collapse. In modern times, the handful of people who use Divine Magic that border this magic's level are directly taught by Magistrate Erysliana, a famous practitioner of magic, of Windgrace. She is not the only person that know this art, Lady Siia and Lady Miia are also rumored to know this form of magic. Thanks to Erysliana's benevolent nature, not a lot of offensive Holy Magic spells are taught and those which are usually emphasized deal with Restoration and Enhancement. Other forms of Holy Magic outside these fields are Exorcism, Banishment and Purification which are limited to the most skilled. Like it's darker nemesis and sister Atharva, Holy Magic can also transform the body of a being except not in a negative way. This form of Holy Magic is forbidden just like the art that it gave birth to known as Resurrection which is considered a form of Life Magic which brings a deceased person and restores their body and soul. Unlike its nemesis and Alchemy, it does not require a physical body to be present. Due to this, it is considered a form of magic that defiles balance and nature and is prohibited and titled as forbidden. Resonance Magic Resonance Magic is a form of magic which uses essence that resonates. Everything in the world - objects, people, animals - has an internal "resonance", or an energy that determines their makeup, their identity and their relationship with the external world. Resonance Magic is the art which uses the power of sound and essence to influence these internal signatures to bring about a variety of effects. The most common form of Resonance Magic is known as Song Magic or magic that uses tunes, rhythms, rhymes or sound sequences to perform magical arts. In order to perform this art properly, one must be in synch with the tune otherwise this magic will backfire and fail. The result can be destructive, such as shattering stone by disrupting its structural integrity or restorative such as healing wounds by nurturing the will or want to survive. Some people regard Resonance Magic as more of a science, since the known techniques yield consistent results. However, because many of its wide-ranging effects have yet to be explained or duplicated, it remains classified as magic. According to some researchers it uses a form of energy called Resona which is known as Ethele to other people. Divination Divination is a passive form of magic used to glean valuable information on various things in the environment. Practitioners may examine the properties and behaviors of bits of earth, flames, bones, leaves stones and many other materials to determine the past, current or even the future state of people, places or these objects. Since many people who claim to be Diviners are frauds, the art has become stigmatized as illegitimate, but true masters prove to be frighteningly accurate in their assessments. Diviners serve in many different capacities such as doctors, psychologists and even trackers. Others are fortune tellers and prophets. Psyagonics Psyagonics is probably one of the most mysterious forms of magic - it uses all four forms of higher magicks such as Glyph Magic, Psionics, Holy Magic and Atharva. This often gives it the nickname "Law of all Magic". What does this entail you might ask? Practically that this system is superior and trumps all other magicks in existence. No magic system compares to the power and integrity this system produces. Not that this magic is "unblockable", rather it is a magic that is so mysterious that blocking all its types is merely impossible. This magic if inherited and interpreted correctly can crush other magic users of various high magic systems. This system was established by the combination of four magic systems which branched off from this system - possibly because this system was too dangerous to be just one large system. It also helped establish the properties and rules of those systems and various other systems that branched off those systems. The art uses a "prima language" said to be before the Dawn of Creation. The Dawn of Creation refers to the age of when deities existed within the lower dimension. Which brings a valuable question to mind? If everything was a part of "Chaos" then were all the dimensions one at a time? Unfortunately, no one has the answer for that question as even archeologists studying Ancient Ruins are baffled. The language this system - Psyaphonics - is considered the original language The Creator speaks.This means this influences all of existence even the Waves which empower it. This system was said to be part of the Ancients who vanished. One of these Ancients is known as the mythological Ascadian race. This race was said to be so advanced that they could transform their entire aura. Another race that used this art were the Sindel who perished along with the Phaedrians during The Great Collapse. The Sindel were known to be Masters of Space-Time Continuum. Psyagonics uses mysterious forms of energy that no one really has the explanations for. These forms of energy range from Elan, Aer to even artificial forms such as Prima, Esagir and Lyra. These energies are said to be directly affected by the mysterious power which empowers Psyagonics known as "dark matter". Dark Matter is sometimes considered a "divine energy" which is incorrect since it does not adhere toward the laws of divine beings who are made of the mystical energy Ragna. According to much speculation and hypothesis, many researchers have determined that all beings - living or non-living - are influenced by these laws. They have determined that there is a special essence that is known to give you complete formation that is unknown. They have figured all this out studying ruins said to be associated with Ancient Races like the Phaedrians, Ascadians and even the elusive Sindel. Why elusive? Because many of their ruins have yet to be found and the ones that have been discovered provide little evidence and have evaded discovery for many years due to their primitive designs just like the Ascadians. Understanding these codes unlocks the secrets that not only creation provides, but the entire cosmos allowing you to manipulate or even control the laws set by Dark Matter. No other magic has this distinct capability. Not even Glyph Magic which is the language of the Spirits. This is why Psyagonics is considered a state of the art and is classified by many as an ascended form of omniscience making it the King of all Magicks. Because of the omniscience assertion, Xians have embarked on trying to understand this art including the infamous leader of an evil cult Eidison who hopes to uncover the mysteries of omniscience. It is learned that those who could wield this art were called Psygics and the few who mastered it were called Psygic Masters.[/hider] Inferno - Aqua Eclipse - Radiance Vortex - Mountain Electricity - Vacuum Miracle - Force --------------------------------------------------------------- Magic Level Category X SS-A SS-B SS-C SS ***EX *EL S A B **C D E F I * Category cap ** Maximum start out category *** Any enemy/participant that is charted above EL is categorized by Unknown. Classification Level 1 Ratio - Level 2 Ratio Even Level 3 Ratio + Damage Level Accumulation Chart I – F - Minimum Damage Level Accumulation E - Low Damage Accumulation D - Small Structure Destroyers C - Structural Destroyers B - Minor City Destroyers A - Major City Destroyers S - Small Landmass Destroyers EL - Medium Landmass Destroyers EX - Large Landmass Destroyers SS - Planet Busters SS-C - Star Busters SS-B – SS-A - Galactic Busters X - Universal Busters --------------------------------------------------------------- Energy Chart Esir - Material Force Mana - Nature Force Ethele - Spiritual Force Ragna - Divine Force Elan - Astral Force Aer - Pure Force Lethe - Chaos Force -------------------- Artificial Energies Prima (Created by the Ascadians) Lyra (Created by the Sindel) Esagir Created by the Cruxis) ----------------------------------------------------------------------- RACES [hider=Races] [hider=Humans][b]Race Name: Humans[/b] Average Appearance & Characteristics: They are just your average ordinary Humans. Average height is probably around six foot for male and a little lower for females. Racial Abilities: Humans do not have the capability to harness magic innately. Even though they were not born with the ability innately, their superior intelligence has given them breakthroughs which now allow them to use magic. Their superior intelligence has allowed them to adapt to various regions and technologies which is faster than most mortals. Their ability to learn from human error allows Humans the ability to evolve their intelligence even further though this also has lead toward their prideful ambition and their ignorance toward achieving what their goal is no matter what obstacles present themselves. The limitations of this race do not bound it toward not wanting to evolve. Life Expectancy: Like normal Humans the highest expected life range for a Human is eighty to ninety years. The highest expectations are one hundred to possibly two hundred eight years depending on the genetically makeup of that Human. Home Planet: Gaea Magic System: Alchemy, Spiritual Magic and Elemental Magic Description & History: Most Humans live on the planet Gaea and there aren't many that live outside the threshold of this planet's boundaries. They are not one of the many sentient races as there are no fossil records in Sylvan or Elven history which indicate Humans existed as a first generation race. This explanation has been revealed when it was learned that humans evolved from a mammal called a Primate possibly overnight after being put in harsh conditions that this species could not originally survived. Many died though the survivors manifested and transformed into what is now known as the Human race. Their intelligence span even exceeds the range of their progenitor race known as the Primates. Even though they are not considered an first generation race, Human society continues to believe that they are one of the original sentient races that existed on Gaea due to discoveries by archeologists who have uncover ruins that contained statues of beings that looked like Humans except they had a strange small jewel like object on their forehead. When Humans were coming into realization, the evil Harken race took advantage of the vast population of Humans where they sent their machines to capture these beings. They were used as power chargers for their machines or sold into slavery to mine legendary ores such as Etherium and Ethelestrial Crystals. They were eventually freed by a person named Atroshaniu. Humans may be intelligent, but without technology they are heavily ill-equipped for most environments with the inability to coexist in the wild with other beings without conflict. To keep their race from perishing they were forced to use the nature around them to build safe havens; however, this put them at odds with nature loving races like the Sylvan and Elven folk who regarded their emergence and proliferation as a threat toward the natural order of Mother Nature, the supreme Spirit they revere who rules over all creations. This has lead toward these nature loving folk calling Humans heretics that like to declare war on other groups in order to achieve their chieftain goal of world domination. These races have passed on knowledge that states Humans use most hostile techniques such as propaganda to manipulate and twist the minds of people into bending toward their will. This race is often considered dangerous to any society that is outside of Human influence. Humans are probably one of the largest religious races on Gaea though a vast majority of them are monotheist. Exactly 65% to be exact are montheist while 25% are duotheist which is a sub-genre of polytheism. Only 10% are traditionally polytheist. The most common forms of religion for Humans are the ideas of Saterianism, Atroshaniusm, Magdalenism, Elyriaism and Loshanism. Quite a few have established sects based on these five major monotheist religions. With them being heavily monotheist in religion, a lot of other religions that are polytheist are not usually welcomed or shared by the hearts of those who follow the major five monotheist religions. The Humans have established societies or nations which are used to govern their people. The largest of these nations and probably the most aggressive is the Cimmeria Empire which is also the most technologically advanced of them all. The second most advance is the Valguard Federation. Nations such as Guardia, Rudoria, Romantha and Lumina still live within the ages of Steam-Tech with Rudoria slowly stepping outside those boundaries after their invasion of the Anzier Empire.[/hider] [hider=Regia/Mortal Transcendent][b]Race/Ethnic: Regia/Mortal Transcendent (Glyph, Ibeni or Ethera implant)[/b] Average Appearance and Characteristics: They are Humans or other mortal races that have transcended through genetic science and omniscience giving them the ability to use magic innately like other magically innate races. Racial Abilities: The ability to use a wide variety of magic which can vary from Regia Type. Life Expectancy: Due to various complications that can occur after the procedure many of these transcendent mortals do not live long. The average life is fifty years and the longest to date is one hundred twelve years. Appearance: Regia are easy to recognize since a lot of them have blue marks on their skin that stretch across their entire body where there are several glyphs in certain regions of the body. Home Planet: N/A Magic Systems: Most use Elemental Magic, Holy Magic, Invocation and Evocation Description & History: Regia are genetically modified mortal beings who have been given the ability to use magic or become temporarily immortal through scientific methods including omniscience. One method that does not use the idea of omniscience to achieve transcendence uses a very cruel and painful method known as genetic engineering or genetic modification. This is basically the modification of the genetic code to an extent that it would change the physics certain mortals are capable of by forcefully implanting a special glyph that is written in special Glyphos characters which allows these beings to gain those abilities innately or become temporarily immortal. This procedure is dangerous as it puts many at risk due to the fact this special glyph can easily contaminate the body with poisonous magical energy since the body is not used to receiving magical influence. It can cause dangerous or even fatal mutations that can result in going insane or even cause death. Since these beings are not equipped to use magic, their body often does not recognize the implanted special glyph where it creates an antibodies that are used to attack the special glyph with. This can have cancerous results where the skin may grossly transmogrify or even warp if not treated. This illness is called Glyphea which is a fatal disease where the body rejects an unknown object that has been implanted into it that is deemed as hazardous. Due to this, many that undergo this procedure are infants, but even then it has produced very little results. The process of turning into a Regia also causes a mutation into the patient's gene, while the most common changes are the blue marks on their skins, at times the process also causes other physical changes to the patient. However, it is to be noted that these changes tend to carry to their children and these...abhuman children would then proceed to create new clans of these human. Less than a Regia, but certainly more than Human. Recorded Physical changes: -Enlarged size (Jotun) -Stone skin (Ravalkian) -[file loading] Another method uses omniscience to achieve the possibility of temporary immortality or using magic innately for certain mortal races. This is performed by implanting an Ibeni or Ethera forcefully into the specimen's body to achieve magical potential for this being. This procedure also produced very few results due to complications caused by the process. It most cases it caused gross mutations where the being became completely corrupt and bloodthirsty. Both the mutations caused by this procedure and the previous were all put down before they became a threat. Those who undergo genetic modification process were given the name Enforcers while those who underwent the omniscience version were called Invokers. -Invokers had the rare ability to summon beings from the Spectral Plane. This was by using their Ibeni/Ethera counterpart as a medium for achieving that power. Due to this, they are considered more powerful than Enforcers mentally instead of physically. Invokers had strong mental power, but lower physical strength and many needed Enforcers to protect them. Unlike Enforcers, Invokers do not have the ability to use magic themselves. They do have a magic level which is classified higher than an Enforcer. While they can't use magic without their summoned counterpart through Invocation and Evocation, many had longer lifespans or lived longer than Enforcers. They also achieved heights which were higher than the Enforcers, because of the fact they had a lot less limitations than the Enforcers did. One being they didn't have to worry about their body becoming easily exhausted. When both worked together, their magical prowess could be described at times as without limitation or obstacles. The major problem Invokers faced was Possession or the loss of control of their body where their counterpart tries to assume control. This often happens in their sleep when they're in the Dreaming which allows for their counterpart or rogue Ibeni/Ethera to hijack their body. More often or not, during the procedure the catalyst and medium were not compatible with one another. This could be fatal since the counterpart might leach off the body like a parasite causing it to slowly deteriorate until the host dies from complications if it was not diagnosed properly. Those under the influence of Possession are often zombie like without emotions and act on a bloodthirsty like instinct. This often interested corrupt governments who used those who survived under the influence of Possession using them as deadly assassins. If an Invoker mates and has a child they risk losing their power. That power is carried onto their child who is more often than not stronger than their predecessor. They all had a strong risk for Possession since they were not completely prepared for the passing of the Ibeni/Ethera. Many had to use life extending agents so they could live longer. -Enforcers unlike the Invokers were given the abilty to use magic innately. Enforcers are also physically stronger than Invokers; however, they suffer from fatigue faster too. They do have higher pain tolerance and endurance than Invokers. Enforcers were prone to disases like Glyphea and Regyle. Regyle is a deadly disease that feeds upon the elemental compositon of the host's body where the special glyph can become like a parasite causing the body to slowly decompose. Those who suffered from this disease usually were put out of their misery so that they didn't have to die unpleasant deaths. The special glyph on the body if not deciphered correctly can contain an error within it which causes the glyph to feed upon the energy of the host. Since Codification is a complicated form of Glyph Magic it is very difficult to correct this anomaly. This disease lead a lot of them to become violent savages who delved into criminal activity. When Enforcers mate they retain their abilities and also pass it onto their next generation who will be a lot stronger than their predecessor most of the time. The Regyle disease caused a lot of Enforcers to have to inject themselves with life extending agents so that the dangerous energy doesn't eat away at their body. -Regyle was not a problem for Believers who inscribed the glyphs or runes on their bodies. Believers like Enforcers also had the ability to become temporarily immortal or use magic innately. Believers had a higher risk of dying from Skryeaphia which is a deadly skin disease caused by the glyphs that are inscribed on their bodies. This caused them to have blue and purple streaks on their body which is the sign of the deadly Skryeaphia disease. It is highly contagious and many are placed under quarantine so others do not catch it. A spray called Thurana was created which is a substance found in Etherium Crystals which prevents the skin cancer, but can cause their glyphs to absorb their energy often killing the host if a life extending agent isn't administered.[/hider] [hider=Salecians][b]Race Name: Salecians[/b] Average Appearance & Characteristics: Despite their Elven like appearance these people do not bare wings and are a lot more comparable toward Humans aside from the Psychommu Jewel that they bare on their forehead which seems to be some sort of power source. They are one of the few naturally born sentient races with the ability to use Psionics. These beings have pointy ears that extend outward instead of upward. They are strong mentally, but many are not fit for combat as they do not have high physical strength. This race has a pure energy like form where they can synchronize with their magical power and become pure energy. Racial Abilities: They are great negotiators who can solve conflicts quickly, They also can use magic and these beings are natural Psionic users. These beings use their Psychommu Jewel for natural flight and mind cloaking making it hard to read their minds or manipulate them. They are highly more intelligent than Humans being able to adapt to situations quickly even if they are ill-equipped. They bear Spirit like appearances and do have angelic or demoniac like wings depending on their personality though these wings are hidden from the naked eye which cannot be seen with normal eyesight. Augmentation which allowed them to increase their magical powers by magnifying the magical essence in their environment. The second was the ability of Finesse that gave the Salecians not only quick adaptive abilities, but also allowed them to learn at a faster pace than most other races. Life Expectancy: Salecians can live forever since they are immune to natural causes of death such as disease or body decomposition. They still can die from mortal wounds though those who do not have a perfect genetic code for their body live at least fifty thousand years naturally. Previous Home Planet: Meidar (Destroyed) New Home Planet: Meidar II (Satellite Planet) that revolves around their new haven planet known as Salecia. Magic Systems: Psionics, Glyph Magic, Holy Magic, Invocation, Evocation and Atharva Description & History: Once a legendary race who reigned over the original home planet Meidar who shared it with their sworn enemies the Midarian race. This inner rivalry and dispute lead toward the Midarian-Salecian War. The chieftain cause of this war was Avernus, known as an endless power source that granted the wielder absolute power. Both races wanted this object for themselves. They destroyed each other for and when the day or reckoning came, both had learned that this object was using them to absorb their sinuous energy to make it stronger. When both sides came to this realization, they worked together to purge this dangerous monstrosity. The Midarians combined their knowledge of Glyph Magic with the Salecians ability of Psionics and unlocked a new art that actually existed before their time known as Psyagonics. They used this new power to defeat Avernus and seal it away. Both races were forced to leave their homeland Meidar where it was destroyed by the super nova that devoured it. Traveling through the Salecian people found a new planet that supported their kind like Meidar II. They named that planet Salecia and took refuge there. They also built a satellite planet that revolved around it with the help of their rivals where both become trusted allies. That place is where both Midarians and Salecians live together in peaceful harmony outside of the conflict of other races.[/hider] [hider=Elves][b]Race Name: Elves[/b] Average Appearance & Characteristics: This is a humanoid race which is a sentient species of Gaea. They evolved from primordial bird life which have the rare ability to fly without the use of magic due to their natural wings. These beings can hide their bird like elven appearance becoming more human even though they retain their pointy ears which can be both short and tall. Racial Abilities: They gleaned magic from mysterious races which even scientists don't even know about. They are the founders and forefathers of the Magitech science. They also rediscovered summoning otherwise known as both invocation and Evocation when they returned to being one with nature. They have the ability to use magic and also have telekinetic Psionic abilities. Life Expectancy: Elves are considered a divine race that can sometimes live almost forever. Most elves live ten times longer than that of a human which is around one thousand years. The average lifespan actually ranges from one thousand to seven thousand five hundred years. Home Planet: Gaea Magic Systems: Natural Magic, Divination, Elemental Magic, Psionics, Holy Magic, Invocation and Evocation. Description & History: A lot of old elven ruins can be found through out Gaea as long as you can get passed the forcefields that protect their old havens. The reason these havens are hidden is that elves consider their knowledge dangerous in the hands of humans. These were all glorious Magitech cities of the former Ancient Elven Empire which has become mostly ruins aside from the Kingdom of Windgrace which has revived the ancient relics. Elves now have taken refuge with the Sylvan in the Republic of Sylvanastra wanting to become one with nature rather than colonize themselves through out the planet. These two races founded the agnostic religion called Animism. Animism is the worship of objects that are important toward survival such as the sun. Both races have established hidden cities using the Nameless Ones methods to hide themselves from races such as the human that they want to distance themselves from. In Elven and Sylvan society, outsiders are not often welcomed and many are drawn away by scare tactics used by these two races. The Republic of Sylvanastra is centered around an ancient civilization that was more advanced than the Elven race which is in the Forest of Foreordain The technology in this forest is not Magitech nor is it anything that a normal being would be capable of creating. They have sealed off this area to ward it from invaders who might try to steal things from it. To support their love of natural surroundings and to respect the natural balance that the Sylvan want to maintain they have cooperated with the Anzier Empire exchanging their ideas of Magitech for their Eco-Industrial technology which is more pleasant for nature loving races such as the Elven folk or plant-like humanoids like the Sylvan. While most of their civilization is now Eco-Industrial, they still use Magitech self-defense mechanisms to ward away invaders.[/hider] [hider=Sylvan][b]Race Name: Sylvan[/b] Average Appearance & Characteristics: They are plantlike in appearance though they also bear humanoid features such as looking almost like a human body wise. Most are usually green or yellow in color though there are some that have been blue or even red. Their color varies from individual to individual, but human skin color is a rare color of Sylvan to find. They only regenerate magical power and self during days of sunlight. They can act as a solar generator though they do not like being treated as an object. As individuals because of their relation with Elves they've become natural born diplomats. Racial Abilities: Their photosynthetic power makes it easy for them to regain their magical powers that are depleted. Unlike most races, these beings do not breathe oxygen. They use carbon dioxide as their natural breathing source and release oxygen into the air. They draw power from the sun making them easily solar generators which when captured is what their captors use them as. They have rapid self-regenerative abilities during the sunlight and have the ability to use magic. They also are one of the few races that have healing powers. Life Expectancy: Sylvan have a larger lifespan than humans and sometimes can even outlast their elven allies. They live averagely a course of one thousand five hundred years to four thousand years. Home Planet: Gaea Magic Systems Used: Resonance Magic, Glyph Magic, Atharva, Elemental Magic, Psionics, Natural Magic, Holy Magic and Divinity. Description & History: Like their allies the Elves, they are also one of the original races of Gaea. Sylvan are a race that evolved from natural plant life. They are basically plant-like creatures that incorporate great diversity, not excluding even a number of humanoid like forms. Like the Elves, they too lived on Gaea before the Second Reckoning also known as the "Rise of the Harken". Whilst they rely on material food for substance like other races, they are also photosynthetic making it easy for them to regain magical power that was lost. This is the only race that has fast recuperating abilities that allows them to regain their magical power back quickly. Unlike humans, they do not breathe in oxygen, but rather carbon dioxide that humans see as poison which is important toward their survival. Their abilities are greatly enhanced during daylight hours where the sun bathes down on them as a result they can store energy from the sun as a solar generator. Their recuperating ability only works when light is present which is the one flaw in it. Because of this trait, they are often seeked to be used as power sources like batteries by rival races who pay large sums of money for the capture of these valuable beings. Some races enlist them as ambassadors since they make for great negotiators gifted in breaking up diplomatic disputes. Even though they seem benevolent in appearance, they do not welcome humans lightly.[/hider] [hider=Automata (Type Alpha)][b]Race Name: Automata (Type Alpha)[/b] Average appearance & Characteristics: These beings are mechanical in appearance often bearing metallic like structure. They come in many shapes forms and sizes. They are often protective of their surrounding attacking intruders at first glance and are followers of nature who do reside around areas of vegetation attacking anyone who disturbs the order around the area they are protecting. Racial abilities: Since they are remnants of regular machines these beings have built in self-defense devices. Due to minds of their own, they see most beings that approach them as an enemy which makes it in everyone's best interest to avoid these beings. Like machines they also have strange contraptions or attachments that they use to their own benefit like self-defense mechanisms aforementioned above. These beings have cellular like matter which are called nanomachines which are used to both function properly and to devise defense measures. Life Expectancy: N/A Home Planet: Gaea? Magic Systems: Spiritual Magic, Elemental Magic, Psionics and Glyph Magic Description & History: The Automata are a race of sentient machines manufactured by the Phaedrians over thousands of years to serve numerous anonymous functions through out the Phaedrian highly advanced society. Though when the Great Collapse occurred and the Phaedrians disappeared without a trace, the Automata lost their original purpose and had to create their own resolve afterwards. With their original purpose serving as guardians toward the Phaedrian people no longer possible, they decided to take on a new task such as serving as guardians toward certain areas where Ancient Ruins can be found. Not all protected ruins, some due to their creators instilling the knowledge of wanting to preserve life and culture maintaining the balance, and to that avail they have become stewards and protectors for many civilizations, serving as laborers, protectors, servants and even record keepers recording certain important historical events and facts into their own self-created history books within their database. Automata vary greatly in size, shape and even complexity.[/hider] [hider=Werewolves][b]Race Name: Werewolves[/b] (Credit: Leotamer) Average appearance & Characteristics: Werewolves have two, sometimes three, forms. All werewolves have what is called a base form and a bestial form, and some werewolves also have a feral form. In base form, they look just as a human might, though typically have increased muscle mass and height. In bestial form, they appear to be bipedal wolves. They can range from the being the same dimensions as a human, or be much more massive. Werewolves tend to be larger in size when in bestial form. In feral form, they appear to be ordinary wolves. The phases of the moon effect werewolves, and those who already lacking control can be forced in their bestial or feral forms during the full moon. It has been tested that the moons influence over werewolves is directly through its light. Werewolves who stay out of its light or during new moons do not feel its influence. Racial abilities: Werewolves have increased speed, agility, and regenerative abilities that are enhanced by moonlight. In addition, werewolves can convert humans, and certain other races such elves, in to werewolves through blood to blood contact. Werewolf bites and claw scratch are typically harmless other than they expose your blood to be infected. Certain races, who are unable to be infected, consume werewolf blood and can temporarily gain the enhanced ability of the werewolf, along with their savagery and connection to moonlight, but not their transformative abilities for a short time, but often nearly killing their bodies in the process making werewolf blood a highly black market product. Werewolves are unable to touch silver without having all their powers drained, including powers not related to their werewolf heritage, and it can also cause pain. Silver weapons are much more effective against werewolves and attacks made by silver weapons against a werewolf will recover at a human rate of a human, and limbs cut off by silver weapons will not regenerate. Life Expectancy: 500-900 Home Planet: Werewolves have multiple home-planets, notably Gaea is one of these planets. Magic Systems: Elemental Magic, Natural Magic, Spiritual Magic, and Resonance Magic. Description & History: The werewolves was born of Grupus, the astral spirit of wolves, and a minor god of nature under Regulus. Grupus, rebelling against the gods, sired seven children of seven different women on seven different planets over seven hundred years. These children shared their blood with willing followers, and from this blood pact, werewolves were made. While the existence to these creatures was in defiance of the gods, they tolerated their existed, but punished Grupus. His final son, Sven, born of Gaea, was enraged by his father's absence, and demanded the gods release him so that they could see him. However, they paid him no heed. From pure silver, he constructed "The Moon Spear", a staff that could channel a moon's power in to a powerful laser beam at the cost of the moon, but before it could be used, it was ripped away from him by Regulus, who usually does not interfere with mortals. Regulus took it upon himself to curse the werewolves with feral savagery for those who allow themselves to fall into rage and curse them so that silver, a once cherished metal of the werewolves, to cause them harm.[/hider] [hider=Machuna (Human)][b]Race/Ethnic: Machuna (Human)[/b] Average Appearance & Characteristics: Humanoid with metal and robotic limbs and extremities. Like Automata they too use what are called nanomachines to help them better function which serve specific purposes for the body they reside in. Racial Abilities: Metallic like humanoids who act like androids and cyborgs where some also have nanomachines to help them, but due to the fact their body is mostly human they still retain their human like form and functions. They are known to have hidden weaponry, contraptions and attachments making them good assassins for hire. Some even use nanomachines to materialize weapons out of thin air. They often have super human strength which allows them to do quite a few things normal beings are not capable of. Life Expectancy: Because of these beings are different from regular Humans having nanomachines that aid them, these beings tend to live longer lives than the average Human. At average they are expected to live over two-hundred years and the maximum calculated lifespan is four hundred and eighteen years unless they undergo maintenance then they can live even longer than that. Home Planet: Gaea Magic Systems Used: Alchemy, Spiritual Magic, Elemental Magic Description & History: These are Humans who have had their limbs modified or replaced with attachments. Another method they use is to be injected with liquid metal or steel which makes their bones super hard. This also allows them to have hidden contraptions inside their body which they can bring out at whim. These weapons are usually used as defense mechanism. These humanoids can survive long drops and can even jump higher than Humans and also jump off tall structures without having to worry about being injured or killed when they hit the ground. Their emotions aren't usually affected unless someone tries to brainwash them while they undergo the procedure. The procedure can be quite painful and can at times manifest deadly cancerous diseases. After the end of the War of the Trio Powers and the death of Talanos the tyrant of Guardia, his giant empire was dissolved and the remaining members of his family that weren't involved in the war were placed under protective custody being sent toward either the Lumina Kingdom or the Kingdom of Windgrace. These beings were sometimes entrusted as their guardians. After the fall of The Nemesis, Anzalath Corporation and the evils of Emperor Ezerghal who ruled over the Cimmeria Empire with an iron fist, the remaining Machuna that weren't executed were absorbed into mercenary groups such as the Crimson Fang and Knights of Liberty. If they refused to be mercenaries for hire they were banished to the Land of the Exiled which is north of the Cimmeria Empire deep within the Asparian Mountains. Due to the treacherous nature and icy landscapes within these mountains, it's hard for anyone to reach their place of new residence.[/hider] [hider=Harken][b]Race Name : Harken[/b] (Credit: Leotamer) Average appearance & Characteristics : Harken are an aggressive, conqueror race of mer-people, who are able to breath and walk in both land and water, but much prefer water. Their bodies are humanoid bodies, covered in scales of different colors, the most common colors being blue, green and red. Brighter color scales and multiple colors of scales usually will denote an Harken with greater magical ability, as their magic influences the colors of their scales. They typically have large black eyes and have columns of gills on their backs. Racial abilities : Harken are able to breath both water and air. They are expert swimmers, and while capable of speech, prefer to use telepathy, which is innate to the race. They are known to be masters of both water and electrical magic. Life Expectancy : 600 to 1200 years. Home Planet : Triton Magic Systems : Elemental Magic (Exception: Inferno), Alchemy, Atharva, Psionics, Natural Magic, and Divination. Description & History: Harken culture says that they were created by a union of Oceania, the god of the waters, and Zephyrs, the god of lightning, viewing these spirits as great primordial spirits of the universe that allowed life to flourish, and as their ultimate creation, they believed it was their birthrate to rule. They also hold that below what they refer to as the "Mother of Gods." to which Oceania and Zephyrs were born, they believe that Oceania and Zephyrs are a pair of the strongest gods, and together, they are almost unmatched. The Oceania and Zephyrs were the Phaedrian race's Eos and Eve which is something they actually strangely shared in common. Neither race knows this either. They hold a position that land creatures are "Defective aquatic life." and hold a superiority of aquatic life. Most Triton will value the life of a shark or dolphin over that of a human. Whales are also sacred creatures to them, for they belief that they are Oceania's favored sea creature. Harken culture has expanded across the universe, growing the Triton empire. They would create large under-water citadels built around two interwoven temples to Oceania and Zephyrs, usually in the deepest water they can find. Harken culture follows a very strict caste system that places little value on trade and domestic growth. The three means of advancing one ranks is through one of the "Streams", the Stream of War, the stream of knowledge, or the stream of spirit. The Stream of War is through military accomplishment. The Stream of Knowledge is through technological advancement, or other means expanding knowledge, or the Stream of Spirit which is to serve faithfully as a clergyman of either Zephyrs or Oceania. The highest ranking clergyman serve both. Harken place very little value on freedom or individual personality. Harken are expected to be good at whatever role they are assigned through hard work and diligence. While Harken are quite spiritual, they are also very technologically advice, creating biotechnology. Biotech is yet another kind of technology that has been long lost in the sands of time, after the abrupt fall of the once-dominant and tyrannous Harken race. It involved the use of "living machines" such as androids and beings equipped with nanomachines, installations which were genetically engineered as a state of the art science to serve specific purposes within the highly structured Harken societies. Since biotech was organic, it was well-integrated into the environment, eliminating the usual conflict between nature and artifice. Like the Salecians themselves, their biotechnology was connected by way of telepathic network somewhat like telepathy, channeled through a massive "organic computer" known as the Prime. Because of this, Harken societies were incredibly efficient, and able to maintain their dominance for centuries without rivalries. Without regulation, however, biotech installations eventually became parasitic, sapping energy from other living things in their proximity to empower themselves. Because of this, those remaining that are discovered are usually destroyed immediately to preserve most races. Under Xhosa, Harken came to Gaea, only to be driven away by the Phaedrian race. This defeat did seemingly irreversible damage to their empire, as many promising minds were killed and several important pieces of technology lost. Only a small amount of Harken remain. Their numbers limited, and desires for conquest tempered. The Harken of Gaea have turned to a more spiritual life, having lost most of their technology, and while they are incapable of large-scale conquest, will ferociously defend any waters they claim to be theirs from surface dwellers and will often raid ships.[/hider] [hider=Vampires][b]Race Name: Vampires[/b] Average Appearance & Characteristics: Vampires may look Human like, but are actually very much stronger than Humans and since they are pale in skin color and vulnerable to too much radiation they are often found in areas of shade. Most dwell inside areas such as forests; however some have built their own nations where they only come out at night instead of day like other beings. These beings have supernatural strength allowing them to lift objects ten times their size and can cause damage with they use their arm or legs to come into contact with an object. They beings use dark arts such as Atharva and they live off of their prey's blood. Racial Abilities: Like werewolves, Vampires when they bite someone leaving their mark can convert people to their kind. Thanks to this ability they can also use the blood of their prey, ally or their own blood to regenerate themselves such as wounds they might have had inflicted onto them. They have the ability to shapeshift though limited since they only turn into a bat so they can fly. They can materialize those bat wings in human like for so they can fly too, but prefer to be smaller and less detectable. Life Expectancy: Most Vampires live around one hundred years like that of Humans though they can live longer than that. The highest expected lifespan is around five hundred years which is half of what an elf can normally live. Home Planet: Trylsvana Magic Systems Used: Elemental Magic (With exception of radiant magic like Inferno, Electricity and Radiance.), Glyph Magic and Atharva Description & History: Vampires unlike Vompyres feed on other race’s blood rather than their emotions. They are the only race with the ability to convert other races to what they are. Human blood is the most common blood they feed upon using it as a nutrient toward their survival. Vampires have both supernatural strength and powerful abilities that exceed what a normal Human is capable of. They cannot eat regular food since it is poisonous and will make them sick. Most live on Trylsvana with their cult leader Drausius otherwise known as King of the Vampires. Drausius family established the Vampire nation known as the Kingdom of Bathorium with the castle being located in the Bavarian Depression called Vladimir. They are sworn enemies of both the Werewolves and Vompyres and have been a long power struggle that dates over five thousand years. The forty-four thousand year treaty was broken between the two races when they mated among each other which was considered a black omen and forbidden. The major mating between the races is when Princess Corselia of Bathorium and Prince Thargonthe of Avethelia fell in love with each other and attempted to marry where both were allowed to be bathed in the sun where they were executed. The ally companionship between the two was forever broken and the trio destroyed each other for power. The Werewolves considered the marriage a disgrace to their treaty and also broke alliance with both factions. These beings are shapeshifters though can only take the form of a bat. In their bat form, they are given the ability to fly where they can move from place to place with ease. Like Vompyres these beings are only able to prowl at night and sleep during the day unless they mated with a being that isn’t harmed by light exposure. The UV rays given off by solar energy is quite harmful to their skin due to its divine nature which causes it to melt away. They have powerful regenerative abilities where they can slowly regain limbs that are lost as long as the brain remains intact. As for their skin being exposed to light, it doesn’t rapidly burn away and takes some time before it burns all the way to the bone. Even though this is true, they avoid any form of sunlight that becomes visible.[/hider] [hider=Jotuns][b]Race Name: Jotuns (Giants/Titans/Golems - Large Humanlike beings)[/b] Average Appearance & Characteristics: These beings are large in size and usually are nomads that serve specific purposes in various societies. Many are laborers such as builders where they carry large objects that normal mortals could not carry with their normal strength. They can be humanlike looking like giants and titans; however, some retain their rock like form making them golems. Racial Abilities: These beings have supernatural strength which allows them to do things normal mortals could not do. Also because of this they have strong Ki making Spiritual Magic a magic of choice for them unlike other systems. Some that are golem like do dabble into Elemental Magic. Life Expectancy: Because of their large bodies and not very intelligent like nature many of these beings live no longer than three hundred years where when they get old they get decrepit or develop mental problems where their brains don't function properly which can make them become berserk and get violent. Home Planet: Gaea Magic Systems Used: Alchemy, Spiritual Magic, Elemental Magic Description & History: The Jotuns are a species of giants and titans that according to ancient texts evolved from Gaelanius which is a form of special mountain stone on Gaea where Esir particles have been known to have gathered, giving life sometimes to inorganic matter. Some look like Humans while others retained their rocky form resembling what are called golems. During the Age of the Phaedrians, they were persecuted for their supernatural strength and seen as brigands and brutes who threatened to level society as bandits and thieves. Due to their uneducated nature, they were used as servants by the Harken who used propaganda to get their aid. Many saw their supernatural strength as a “threat to prosperity” and due to their alliance with the Harken during the civilizations last stand, they were often hunted. During the hunts for them, several of them were killed off and what was left of the race was driven into hiding never to return to their homelands or show their faces in society. Currently, they thrive in several confederated cities scattered across the world and are allies with the Lilia who have underground havens and share their resources with the Jotuns. The largest of these cities they built is the capital of the entire race called Jotunheim. The locations of the cities, capitals and refugees are unknown to this date. Occasionally Jotuns appear among the mainstream populous to offer unique cutting edge technologies to the highest bidder in secret. They usually only remain around for a short period of time since their appearance sticks out like a sore thumb and can cause unrest among those in public.[/hider] [hider=Vompyres (Vampire)][b]Race/Ethnic: Vompyres (Vampires)[/b] Average Appearance & Characteristics: A vampyric nocturnal like race that does not feast on blood. They rather feast on the negative energy given off by beings. Like vampires, they cannot be exposed to the light or their skin will burn up. They can come in various different skin colors. Unlike Vampires, they are not undead so their skin is not pale white as the moon in color. They can have light to dark colored skin. Racial Abilities: Have the ability to absorb negative energy since it is their primary feeding source. Due to this, they believe they are the chieftain founders of the art known as Atharva. Founded the ability known as Dream Scathing. Life Expectancy: Vompyres live roughly five thousand years in length which is ten times the normal expected lifespan of the Vampire race. Home Planet: Trylsvana Magic Systems Used: Atharva, Natural Magic Description & History: Some say when you cross a Vampire with a Mahzok Demon the result you get is a Vompyre which is how some people think this is how the mysterious race came to existence. Vompyres are similar to vampires, but do not drink blood of their prey. They do attack their prey negatively though cannot convert another being into being a Vompyre while Vampires are able to convert their victim into a Vampire after they bite them. Vompyres instead prey on beings that give off strong negative energy. These beings often target those who are violent, ill intent or people who have evil intentions sapping them of their negative emotions and draining them of their lifeforce so they can feed themselves to stay alive. They do not eat regular food nor do they rely on it for their own survival. They live their lives either normally as bounty hunters or mercenaries hunting those who are involved in criminal activity and help track fugitives to feed upon their negative thoughts. Some have been known to become criminals or be involved in criminal activity to fill their quota for the energy they starve for. While others who have evil intentions cause nightmares so that they can feed upon those beings who are having nightmares by manipulating their dreams through what is called Dream Scathing or Scavenging dreams that where nightmares could easily happen. Dream Scathing is a powerful process that separates the good and evil consciousness making it easy to cause bad dreams on their target. Most Vompyres due to being nocturnal creatures only prey during the due to light being harmful toward them aside from those who have mated with a race that isn’t affected by light exposure. Their common enemies during the nocturnal hours are both the Vampires and the Werewolves where each of the three on the Planet Tryslvana have formed nations respective toward each race's culture. The Vompyres established their nation called the Kingdom of Avethelia. Avethelia is the cult leader of the Vompyre nation and hates both Galahanzer of the Werewolf cult along with Drausius of the Vampire cult. The Vompyre cult has the largest syndicate of vigilante organizations and are often less involved in criminal activity unlike the other two groups. They also harbor the most powerful and largest mercenary and bountyhunter guilds in existence. Avethelia despite being a strict toward his militants is benevolent toward the common people. Like the Nekrians, Vampires, Werewolves and several other races this race believes in their own set of deities which are considered lesser gods by other various religions. Vompyres are a common enemy of the Human race since Humans are the easiest to prey on when it comes nightmares. Due to their greedy nature and ambitious resolve they are the most common known to cause war, political disputes or public disturbances. Some other races among the Humans do not like Vompyres and consider them a threat to society.[/hider] [hider=Nekrians][b]Race Name : Nekrians[/b] (Credit: Leotamer) Average Appearance and Characteristic : Nekrian has many subraces, the most common and well known being Caanite, Feline, Primate, Minotaur, Satyr, and Centaur, each with their own physical appearance. There is also numerous other types of Nekrian, usually they form more ethic groups. However, all types of Nekrian can interbreed, and the children are always the sub-type of Nekrian of the mother. Caanite Nekrian have the appearance of bipedal dogs or wolves. They are covered in fur, have small muzzles, and canine ears and tails. Feline and Primate Nekrian appear more human, only having the ears and tails of their respective race. Feline often have house-cat ears and tails, though sometimes have big cat features inside, and primate Nekrian have the ears and tails of monkeys. Satyr are human-like from the chest up, but have goat legs. Similarly, the Centaur is also human from the chest up, but have a complete horse body as well. Minotaurs are perhaps the most bestial, often being much larger than humans but not much taller. They are completely covered in short fur, have bull-like snouts, bull tails and horns. Racial Abilities : Each subtype can have their own racial abilities, for example Caanite and Minotaurs are stronger than humans, Satyrs and Centaurs are faster than humans, and Felines and Primates are more agile than humans. However, all Nekrians have a deep connection to nature, though this connection can be forsaken. Also, all Nekrian have increased and more keen senses. They are also completely immune to werewolf blood, and it has no effect on them. Life Expectancy : Two hundred to four hundred years. Home Planet : Primas Magical Systems : Varies based on subtype, but generically they can learn Elemental Magic, Resonance Magic, Glyph Magic, Natural Magic, Spiritual Magic and Alchemy. Description and History: The Nekrians are a human like race that is mixed with mammals. The most common Nekrians are the feline-human like species and the Caanites are the dog-human like species. Mammalians are other race mixed animal like races. Unlike humans, Nekrians have keen smell and powerful hearing. Some have been known to even be able to read minds through telepathy. Feline Nekrian lose the ability to use Elemental and Spiritual Magic, but in their place gain the ability to use Divination and Psionics. The Felines have also been known to be intelligent builders where they can craft technology that even the humans haven't discovered yet. The Nekrian are said to be born of the nature gods known as the Astral Spirits, and most Nekrian practice a form of shamanism that worships them as ancestor gods. For awhile, the many types of Nekrian lived in relative peace, but in very separate communities. However, in ancient times, a Cannite by the name of Ferno the Conqueror rallied the Caanite to his call and conquered all Primas. His rule was harsh, even own other Caanites, and sadly very long. As the Nekrians expanded into space, one of their major exports was slaves, causing Nekrians to quickly spread across the known universe. Families of Nekrians was even taken to Gaia as slaves of the Harken. Eventually, a coalition of Nekrian lead by the Feline overthrow the dystany established by Ferno and turned Primas into a democratic state many years ago, but the memory of Ferno the Conqueror is still burned into many Nekrian minds, and many Nekrian do not trust Nekrians, especially the Feline who were the most abused during his rule as he exploited their psychic power. While the Primas Republic seeks to free Nekrian slaves, many Nekrian still remain in chains.[/hider] [hider=Midarians][b]Race Name: Midarians[/b] (Credit: Alphakoka) Average Appearance & Characteristics: The Midarians are a race of shapeshifters and often seen disguised as a member of another race, with the majority of their favored disguise being that of the Salecian as their ally/rival. While hard to discern at first glance, more interactions with them would easily point out difference between Salecians and Midarians, namely their often lack of psychommu jewels and individually, the Midarians also incorporated traits from other races they've met. That's not to say that it's easy to find a disguised Midarian that doesn't want to be found as they're capable of even masking their own magical signature to that of the disguised race, making them one of the best people in term of undercover jobs. Seeing a Midarian's true form is generally considered either an intimate thing or desperation, something that only another Midarian and Salecian had ever seen. Racial Abilities: Their most important ability is their shapeshifting, which allow them to not only take the appearance of others but also their strength and presence, essentially making them be what they appear to be. This comes with the limitation that they have to have met someone or something before being able to take their form. In addition, while they're capable of taking the appearance of the shell of an Ethera, they cannot transform into their true forms as that is merely them showing their true self to the world, an act that is contradictory to their shapeshifting. They complement their shapeshifting ability with their high aptitude for analysis and magic. It's normal for a Midarian to be at least and adept in several school of magic, especially in Glyph Magic, which they used as a method of identification due to the nature of the magic. Life Expectancy: Midarians are functionally immortal. Owing to their nature, a Midarian can keep on living as long as they have the power needed to fuel their life. They still can be killed, if hard to do physically, and extensive physicaly exertion (that only grows as they age) can cause them to fall into a hibernation which length varies according to how old they are. They can live on like any of the other races up to 40000-50000 years before their hibernation period starts to be constricting. Home Planet: Meidar II Magic Systems: Glyph Magic, Psionics, Atharva, Elemental Magic, Holy Magic, Invocation, Evocation. Description & History: Midarian have an elven like appearance like the Salecians though since they are so indistinct not very many people if any have seen their true forms. These are usually referred to as the trickster gods that the Lilia follow. They are one of the first generation races of the New Generation predating the collapse of an ancient empire of a race that was long lost in the sands of time. Midarians not only can shapeshift, but their skin can become chameleon like where they can easily blend into their surroundings giving them perfect camouflage. As a whole, the Midarians could use all of the magic systems, but this does not mean that any normal Midarian could achieve this feat. Most do not have the wisdom nor the endurance to be able to comprehend so much knowledge that it would overwhelm and confuse them. The last Midarian to achieve learning all magic systems who was Midarian went by the name of Miiarvanthelu. Learning magic and understanding it are two different things. Which makes it hard for anyone to become a Jill/Jack of all Trades when it comes to magic. However in practice, with the exception of Glyph Magic and Psionics, what they could learn varies greatly. Where one seems to excel in Elemental Magic, another could find themselves simply unable to do it. Although it is suspected that it has something to do with the affinities of the races each of them favor, no definitive conclusion has been found. This race lived with their rival race known as the Salecians on a planet called Meidar. Their strong rivalry and sense for power like their rivals the Salecians lead toward the Midarian-Salecian War. Like the Salecians when they learned that an evil entity was trying to use them to destroy their planet they allied with Salecian race to bring an end to this threat. They combined their knowledge of Glyph Magic which they gleaned from an ancient Sindel Ruin with the Psionics the Salecians say they discovered in an ancient Ascadian Ruin creating the magic known as Psyagonics. With Psyagonics they both defeated the evil known as Avernus sealing it away. For unknown reasons they take refuge on the satellite planet known as Meidar II though some have migrated toward the new Salecian homeland known as Salecia which is the headquarters of the Erewhon Pavilion, the chief governing body formed by both these races.[/hider] [hider=Arkadians][b]Race Name: Arkadians[/b] Average Appearance & Characteristics: A humanoid like race which breathes neon base gasses. The fact they inhale Neon Gasses gives this race an intimidating shiny like appearance where they glow like a Roman Candle at times. They bear an angelic like part on top of their earlobes, They do not age after reaching adulthood, but their organs eventually die off whereupon they die of natural causes. They have unusual skin that looks like a Humans, but isn't like normal flesh. Racial Abilities: This race is the founder of Atharva though the Vompyres argue this fact. They are also an innate Glyph Magic and Psionic using race. Their blood is said to contain the power to heal any form of wound and their tears are said to be like a fountain of youth. Most races cannot live without the air they breath though the Arkadian race is very special since they can alter the air around them into neon base so they can live outside their environment and in other environments. Life Expectancy: Arkadians are long living sometimes revered as divine creatures who live twenty-thousand to even thirty-eight thousand years at most. Some even longer depending on how well maintained their bodies are. Home Planet: Arkaya Magic Systems Used: Psionics, Natural Magic, Atharva, Glyph Magic, Holy Magic Description & History: Arkadians are a powerful humanoid race which have superior intelligence that surpasses most intelligent races. They exist on a planet known as Arkaya which location is currently unknown. The very origin of the Arkadian race is unknown though this race is easily comparable toward legendary races like the Ascadians and Sindel. Many without proof of their existence find their existence mythological like the two races that they are similar to. It is said that Arkaya once existed in the same galaxy as Gaea, but it mysteriously disappeared one day without a trace of its whereabouts. Humans have learned through ancient relics found in ruins of this race that Arkadians were not only strong mentally, but also physically making them a rare type of race in the Ancients of Elan Universe. Other races have learned from excavation of this race's ruins that they had two hearts. They also learned from a vial they found that this race's blood is not red when it mixes with oxygen. It turns from blue to purple when it comes into contact with oxygen. They were rumored to inhabit a region on Gaea which is said to be a neon gas pocket. Normal mortals like Humans cannot even get close to the region without suffocating themselves. Somewhere within a barrier projected by a whirlwind it is said is where they live since that is the area that is plagued with the neon base gasses. Other features about this race is they have regular human like ears, but a feathery like body part that stems from their earlobe which is said to be used for telepathy. Like the Angelian race they also bear angelic like wings that they keep hidden out of sight. Arkadian technology was Magitech based though they worked with some Ether-Tech. Since the mastermind behind all that is magic in the Universe Gaea is set is also an Arkadian and also developed the thesis behind most of the ideas used in most technologies, As aforementioned before, Ether-Tech was originally proposed by this expert scholar of the Arkadian race. While he developed the interior design meant to protect the Tree of Life, they also looked to revolutionize technology for all the people living on Arkaya at the time. Arkadians lifespans are all, but unpredictable and their life expectancy is immeasurable on most scales. Most are known to live five hundred to a thousand years at least. They do not age and are considered a perfect structure. Their skin composition is so complicated that not even scientists can explain why they do not age. Arkadians really look no different from humans. Though they never grow old on the exterior on the interior they age and their organs eventually start to stop functioning whereupon they die of natural causes. Many think that the Arkadians may have the key to youth. Whether this is true or not is still to be seen.[/hider] [hider=Nedre (Phaedrian)][b]Race/Ethnic: Nedre (Phaedrian)[/b] Average Characteristics: This race is very elven like in appearance, but also bears features that Phaedrians have meaning a glowing aura that surrounds their entire body. They can reduce themselves to a spiritual form which reveals their hidden wings. Racial abilities: They are able to take on a spiritual form allowing them to be able to amplify their ability to use magic and also inrease their profiency at using it. They are the founders of the art known as Divination as they are the only race that knows the legendary Divination technique known as Object Reading. For this reason, may are fortunetellers in trade. They also can use Holy Magic due to their hybrid blood inheritance form the Phaedrian race. Life Expectancy: They have a lifespan that at average it longer than an elf; however, their longest lifespan is only near three thousand years in length. Home Planet: Gaea Magic Systems Used: Glyph Magic, Natural Magic, Psionics, Holy Magic, Divination Description & History: The Nedre race is said to be a hybrid race that crossover a Phaedrian with a normal Elf. The race bears a lot of features that normal elves have; however, they do not bear any features of the elves primordial bird origination. Their pointy ears are usually half the length of that of a regular elf with some exceptions. The Nedre race is very intelligent and is strong in build than elves. Like the elves, they have superior speed and dexterity making them imperative toward being selected to use ranged type weapons. Unlike the elven folk, Nedre have an abiliity called Visionaire or an insanely powerful depth perception where normal beings couldn't see from such great distances. A lot of Nede practice Spiritualism such as foretelling the past, present and future making for excellent prophets. One of their most renowned trades is the legendary art known as Object Reading or the ability to read an object to foretell the past or even future of that object. They read the thoughts around the object and decipher them into their own language making easy for them to understand the nature of the past of that object. Nedre have also been known to wield forms of magic that some other mortals could never even comprehend. Most Nedre are studying The Ancients such as the Xians, Phaedrians, Sindel and Ascadian races. They have learned that Glyph Magic is an art of the cosmos, not just some regular form of magic that uses the influence of the surroundings around you. Nedre have tried to break Glyph Magic down to its basic properties, but have failed in doing so, because the same characters that confuses the Midarians and Salecians races confuses them too. Despite this they still excavate Ancient Ruins in hope of finding a tool that will help them better understand this art. For this reason, Nedre have also established a variety of magical academy where they spread their teachings and beliefs toward everyone. This lead to the formation of the Elders Sect, a group of Nedre followers who glean knowledge then teach what they know through oral tongue or even texts.[/hider] [hider=Dragonites][b]Race Name: Dragonites[/b] (Credit: Card Captor) Average Appearance & Characteristics: Dragonite's posses three forms. A human like one, a full dragon form (the size of which can range from a small house, to a seven story building, depending on the age of the dragon in question) and a hybrid form (a form that is mostly human, but with their wings protruding out of their back, as well as scale and claws on their arms and legs) Racial Abilities: Dragonites have sturdy bodies, possessing great strength and vitality. Their scales and teeth are also very tough and light (being only a little stronger then steel, and a little heavier than wood), which makes them a valuable material for body-armor. As horrible as having them removed sounds, they do grow back. They also posses a natural affinity towards a single element (which element this is depends of the dragonite). This affinity give them resistance against that element as well as (at higher levels of skill) the ability to consume that element to heal themselves. Dragonite's have a affinity for Natural Magic and Spiritual Magic as well. However, it is rare for one to posses the talent for both. As the ability to uses these magics is linked to the dragonite's handedness, with right handed dragonites being proficient in Natural Magic, and left handed one being proficient in Spiritual Magic. Those born ambidextrous likewise, have a talent for both. Life Expectancy: Dragonites can live for a very long time. The average is in-between 5,000 to 10,000 years. However, there have been cases of Dragonites far exceeding that range. Home Planet: Dov Magic System: Natural and/or Spiritual Magic, Elemental Magic Description & History: Dragonites started out as a primal force on their home planet of Dov. Once a wild race, being basically mortal elementals, they began to slowly evolve into a sentient race. In their early age of intelligence they were split into various tribes that waged war on each other. As warfare and survival were the only concerns in this era, it is unknown just how long it lasted. The Age of War would transition into the Age of Enlightenment, when the first queen (now referred to by her title; 1st Queen Tiamat) rose to power. Subjecting the many clans and placing them under her rule, forming what would later be known as the Dov Empire. As her rule began the Age of Enlightenment, it also ushered the beginning of recorded history for the dragonites. Upon her deathbed, she named her oldest daughter her heir. This decision resulted in the Dov Empire becoming primarily matriarchal (although males have been named heirs before, it is still exceeding rare), something that had a lasting effect on the dragonite race as a whole, as before the scattered clans had been patriarchal. One of the more noticeable changes was the effect it had in changing the perception of beauty in females. Before, males found meek and submissive women to be the most appealing. Where as now, men look for strength of body and mind in the opposite sex. It is no mere coincidence the dragonite males boast a larger percentage of masochists than any other race. It is also customary for males to present their chosen females with jewelry and clothing made from their own scales and teeth. As the pain from having these removed, as well as the time and effort it takes to make something worthwhile out of them shows their dedication. As such, having their teeth and scales taken and used by someone else is one of the greatest insults to a male dragonite you can give, as it borders on sexual assault. Once they had taken all the unused land on their own world, they turned their attention to the stars. In order to deal with a population that they were slowly becoming unable to handle, the Dov Empire began investing heavily in space travel, and were able to fully colonize their entire solar system within 100 years.[/hider] [hider=Dwarves][b]Race Name : Dwarves[/b] (Credit: Leotamer) Average Appearance and Characteristics : Dwarves are small and stout. They are a race of miners, inventors and warriors. Both males and females grow large beards, which is a symbol of pride for the dwarves. Some even say that no creature in the mortal plane can consume more alcholic than a dwarf and survive. Racial Abilities : Dwarves are able to tunnel for rock and dirt with their bare hands. In addition, they are able to eat both organic material and earthen material. They can actually gain hardened skin from eating sufficient dirt, rocks, ore and minerals, and a healthy dwarf should at least eat dirt and rocks, though ore and minerals are preferable for their taste and nutrient. They are highly immune to poisonous material, even being able to lead without negative effect, and due to this, they need to consume drink a lot of very potent brew to get drunk. Dwarves are not particularly magical inclined, preferring science and machinery, but when they do use magic, it is typically incorporated into machines. Life Expectancy : Anywhere between 5000 and 10,000 years. However, some dwarves have been even able to survive past that using magi-tech enhancements. Home Planet - Subteri Magical Systems - Elemental Magic (Mountain Only), Alchemy, and Glyph Magic Description and History : Subteri surface is a brutal, unforgiving jungle of nightmares. However, dwarves have managed to call home in Subteri vast, and significantly safer, underground tunnels. Dwarvish society encourages innovation, but has strict societal roles. Males are miners, Females are warriors, and either can be craftsmen. "True Dwarves" are to be completely loyal to the Dwarf Elder Lord, who is chosen by the oldest surviving member that is not disqualified for particular reasons. The DEL, as it is often shorted to, actually has very little power, but is highly respected. The current Del is Del Higmor who is Two Hundred Thousand and Five Hundred years old, however he appears much more machine than dwarf. The actual ruling body of the dwarves of Subteri and there territories is a technocracy of elite inventors and scientist. There is no defined number of technocrats in this government, but in order to be a technocrat in this way you must be a dwarf, or sometimes a gnome but never any other race, and be elected by two thirds of the current technocrats. If there is ever less than ten technocrats, than the standing Del elects technocrats until there is ten. Some dwarves, especially those who live in places where dwarves are not the majority race, tend to be much more lax in these rules.[/hider] [hider=Angelians][b]Race Name: Angelians[/b] Average Appearance & Characteristics: This race probably resembles a Humans more than all other races with the exception that these beings have white or black wings that they bare on their backs. These beings are devout believers in religion and tend to be very divine and religious. Racial abilities: These beings have a strong affinity with the use of Holy Magic due to their strong ties with divine entities. A lot of Angelians follow more than one deity making their culture quite diverse which has given them quite an understanding on the divine art known as Holy Magic. When Angelians use Holy Magic their bodies turn a pale moon like white which lasts for several hours and they cannot touch anything during that time or they risk purifying any organic matter that comes into contact with them. This ability is often known as the White Plague and which is why Angelians choose to live by themselves rather than with other mortal races. The most common religions of these people are the Agnus Dei and The Elementals which have given them the ability to tap into what is called summoning or the arts known as Evocation and Invocation. They have the Sixth Sense or the ability to detect thoughts of the supernatural such as the minds of the Spirits. They achieve this through an ability they call Meditation or synchronizing themselves with the astral realm like Diviners and Natural Magic users do with nature. Life Expectancy: The lifespan of an Angelian can range from four thousand two-hundred years to over ten thousand years or longer. Depending on the health of that Angelian, they've been known to live almost as long as other races that have long lifespans. Home Planet: Celestia Magic Systems Used: Elemental Magic, Holy Magic, Spiritual Magic, Invocation and Evocation Description & History: A very mysterious humanoid race that is not found in the records of the fossil record of Gaea that the Elven and Sylvan hold. They have learned that this race actually came from another planet known as Celestia, but the location of that planet is still unknown. Why these folk came to Gaea is also unknown at this time. Like aforementioned Angelians are strong believers in religion as they have established various cultures surrounding religion. The two most common forms of religion they have established are The Elementals Sect and Deity Worship which are both polytheist religions. These religons are mostly followed by the Angels of Light whereas the Angels of Darkness follow the traditions of their cultures which are the Agnus Dei Cult and the Believers of Light and Darkness which a combination of both cultures. The Angelian folk have established a nation they named Eoseve which is named after the two major Ethera that are the most important parts in existence. This nation was built to honor the beauty of both nature and technology trying to intertwine the two without the occassional resistance from nature loving races such as the Elves and Sylvan which strong oppose any colonization. Due to this, they are able to get along with races that the Humans would not normally get along with. Also because of this, they've tried to extend their hand toward the Human race by building a nation called the Kingdom of Lumina named after the Goddess of Commandment, Lumina who they believe purges people of their sins. The Angelian people are often called upon as mediators especially if people want to speak with the Spirits (Ethera), because they have the sixth sense which allows them to sense the thoughts of these divine beings. This is also why they are sometimes called The Watchers and The Observers as they observe other races from a distance while trying to maintain a relationship with them and fit in. They are often called the Emissaries of the Spirits, a name that they have come to cherish and be proud of.[/hider] [hider=Mahzoks][b]Race Name: Mahzoks[/b] Average Appearance & Characteristics: The Mahzok race is demon like appearance where some have the devil like tail and horns and others don't. Their horns can vary from horns like Aries Ram to horns like a Minotaur. These beings bear dark like wings that they use to fly with. They are often known as the darker side of the Angelian race since they are not often friendly toward other races and tend to be very aggressive. Their skin tone can very toward pale white toward dark as a raven in the night. Racial Abilities: They uncovered the long lost magic known as Atharva from the Arkadian race which mysteriously disappeared. These beings possess the ability to fly due to their wings and have excelled in areas where Angelians have failed such as understanding a branch of Holy Magic that is too complicated for most mortals to understand called Glyph Magic. Due to their sinuous energy and strong affinity with negative energy they are incapable of using Holy Magic like Vampires, Vompyres and any other dark race due to the fact Holy Magic purifies anything it comes into contact with. Life Expectancy: It is unknown how long Mahzoks live. Some estimate around ten thousand years. Home Planet: Yherzal Magic Systems: Atharva, Glyph Magic, Elemental Magic Description & History: Another race like the Angelians that does not appear in the fossil record. They are said to come from a planet called Yherzal which is in the same star system as the Angelian planet Celestia. This great demon race is questioned about how their exact existence came to be. Some think they are created when mortals become corrupted by their desire where they morph through a process known as Atharva into these dark creatures. Unlike other races, the Mahzoks are a race that likes to divide and counquer. They are not especially fond of outside races and have a strong hatred for Angelians for reasons unknown. Like Vampires, Vompyres and other nocturnal races this race prefers to live in regions with little sunlight. Their naton of Romantha Empire is established in the rainy area of the Phenthal Mountains which are centered between the two conflicting countries of Guardia and Rudoria. It is due to this, that Mahzoks play a key role in keeping the relations between these two nations as sour as they can. The leaders of the most powerful Mahzoks are known as the Eternal Seven who formed the Underground Shadows Organization. The seven great leaders of this organization are Levanthalus known as the Demon King, Nephenthal, also known as Soul Reaper, Sacropha also known as Black Death, Necronus also known as Manipulator of The Unrested, Cassio also known as the Kiss of Death and Romeda also known as the Temptress of the Corrupted. These Eternal Seven leaders have specific traits about them that make them effective at the strategies they propose. This is often why they are revered as master strategists.[/hider] [hider=Amobia][b]Race Name : Amobia[/b] (Credit: Leotamer) Average Appearance and Characteristic : There is two subspecies of Amobia, the Toan and Salan. All Amobia have soft amphibian flesh. Their colors can range from brown, black, yellow, red, and orange, or any combination of those colors. The Toan are large and frog-like. They have round heads and bodies with no necks. The Salan, or Intulo, have necks, and extended mouths and short tails. Racial Abilities : Amobia are great swimmers, and while they prefer fresh-water, they do not mind salt-water. While they are able to withstand water pressure more than most land creatures, they do not have the best ability to preform and survive under high water pressures. Amobia's limbs are quite replaceable. When removed, they feel very little pain, and they are able to regrow in about one week worth of time. Amobia have poisonous blood. Devouring or having it enter your blood stream can cause serious side-effects including temporary lost of magic, paralyzation, lost of consciousness, and dizziness. Also, while they do not have enhanced senses, they do have more senses. They are able to detect magnetic fields and see in infrared and ultraviolet light. Life Expectancy : 300-500 years Home Planet : Palus Magic System : Natural Magic, Spiritual Magic, Resonance Magic Description and History : The Amobia are natives of the swampy home-land of Palus. Palus is mostly fresh-water oceans with two continents. The continent of Rana is the home of the Toan, and the continent of Intulo is the home of the Salan. The Rana and Salan have actually had very peaceful relations, and in general are relative peaceful. However, the Toan and Intulo value different things. Toan value the arts and sciences. The Intulo value self-improvement and enlightenment. Toan have an affinity towards resonance magic, and Intulo have an affinity towards spiritual magic. These tendencies are entirely cultural, and not biological. The Amobia are a peaceful race, however they are not strangers to war. Early in the galactic expansion of the Harken, they encountered the Amobia. The Harken seen the Amobia as the monstrous breed of Oceania and Gant, and while they usually enslave races, but against the Amobia they tried a campaign of extermination. The Amobia quickly and efficiently learned the art of combat, and with brutal loses on both sides, expelled the invaders. While the Harken got better at war, so did the Amobia. Palus is as defensible as a fortress. Some Amobia have adopted the religion of the Harken, but see Gant as a humble and noble god, but see Zephyrs as an evil god, since it is the symbol of Zephyrs that came with the invading ships. The official Palus government does not support this religion, and supports the traditional three god religion, which believes in a creator god and his two children, one which give birth to the Toan, and the other gave birth to the Intulo. However, they make no admit to suppress the religion and it is not frowned upon by the wider society, despite it being some-what fanatical.[/hider] [hider=Ravalkians][b]Race Name: Ravalkians[/b] Average Appearance & Characteristics: Ravalkians look just like Humans except they are very thick skinned and well built with strong muscles. Their strength is equivalent to the Jotun. Ravalkians tend to be very muscular though there tone doesn't always show. Racial Abilities: These beings are super fast meaning they can travel at the speed of sound. They are also a super strong race which can lift large objects. Despite all these features, this race does not have the ability to use magic. They do however use Spiritual Magic and through certain devices they can wield Elemental Magic. They can also do that through their Alchemy. Life Expectancy: They live as long as an average elf does which is normally one thousand years though some can come close to living for two thousand years. Home Planet: Ravalka Magic Systems: Spiritual Magic, Elemental Magic and Alchemy Description & History: Ravalkians come from a planet known as Ravalka which has slightly higher gravity than other planets which makes it difficult for Humans to travel on the planet without feeling like they are being restrained. Thanks to this high gravity, they gain super speed and super strong bodies that normal mortals are incapable of. They are unaffected by most kind of highly advanced weaponry due to their thick skin which feels like a reptile. It is almost like it is as hard as steel. Ravalkians have a high metabolism meaning they burn energy fast and have to eat five or even six course of meals a day to satisfy their appetite. Despite this, do not ever underestimate these close-combat beings, they can be a force to be reckoned with and are not especially friendly when you provoke them. These beings can real supersonic speeds with ease and as mentioned before consume more energy than the average Human.[/hider] [hider=Threyes][b]Race Name: Threyes[/b] Average Characteristics: These beings look very similar to Humans; however, they have a third eye and they also have the strength of a Cyclops. In fact, these beings transform into a gigantic Cyclops when enraged or angered making a good idea not the arouse their anger. Racial Abilities: Thanks to their third eye these beings are great for predicting the future. They can also see into the past with their third eye. Because of their strong sense of the Astral Plane these beings have gained the ability to use Psionics innately. Beware of their third eye, when it glows it can shoot out a deadly radiation beam that can incinerate anything in its wake. Life Expectancy: Due to their third eye ability it can shorten a Threyes life by half. If they do not use the ability they can live for more than one thousand five-hundred years. If they are innate users of it they usually only live no longer than seven hundred years. Home Planet: Phlaxia Magic Systems Used: Psionics, Elemental Magic and Spiritual Magic Description & History: This three-eyed race has the power of the third eye which allows them to see into the future. They can also see into the past with that same eye. Threyes are from a planet known as Phaxia which is rumored to be the home planet of the Phaedrian race, but no one has actual proof that this is true. The Threyes are a rather friendly race who likes to act as prophets as pioneers in space helping people escape the catastrophies of everyday life though their ability also takes a toll on their body. Due to their transformation when angered some races see this race as demonic. Unlike most races that live on Underdeveloped Planets, the Threyes have the highly advanced sophisticated technology. Their precognition ability is state of the art and one that they share alone in most parts of the cosmos.[/hider] [hider=Mathua][b]Race Name: Mathua[/b] Average Appearance & Characteristics: This race looks just like a Human and they have a lot of their traits. Only major difference is they breathe carbon dioxide like plants. Mathua can be peach, tan, black as a raven or gray in skin pigment. None are ever dark brown like African Americans. Racial Abilities: They have Line of Sight or the ability to see through objects when their eyes glow. Unlike most races Mathua have the distinct ability to survive harsh conditions and adapt to their surroundings and even change the air they breath so they can easily adapt to the environment around them. These beings have super fast healative and regentheerative abilities especially if they put their blood over a wound it heals almost instantly. These beings have strong immune systems and it is this reason that they have such high survival ratings. These beings have a very strong inner darkness which allows them to transform into a demon. Life Expectancy: Many live double the amount of a normal Human being two hundred years, but some can live to five hundred or even more years depending on how healthy they are. Home Planet: Phlaxia Magic Systems Used: Psionics, Natural Magic, Glyph Magic, Spiritual Magic and Elemental Magic Description & History: They are rumored to be the race which Humans might have descended from. Much is unclear about this race other than the fact they exist on the same planet as the Threyes and possibly the Phaedrians. This race originally is rumored to live on Gaea. They built a series of networks which they connected together which allowed them to monitor their surroundings more easily. They were often called the Sky Dwellers for the fact they lived in the skies and never on ground. They were able to amplify the proficiency of their abilities thanks to this large structure that they built which they call the Tower of Xerphosa. Xerphosa was said to be one of the Elian Crusaders who helped defeat evil Xhosa when all the continents were one. It is unknown what happened to him. As for the large series of networks known as towers they just mysteriously disappeared without a trace. Like other races their ruins are hard to comeby and some of their ruins are underwater which are heavily guarded now by the Nymphite race which is not especially friendly to land dwellers.[/hider] [hider=Cruxis][b]Race Name: Cruxis[/b] Average Appearance & Characteristics: Cruxis look humanoid except their true appearance is a blue sleak body which has eyes, but they do not have mouths. It seems they communicate with each other via telepathy when in that form. Why they prefer to look humanoid is unknown. Their blood is not red and is instead the color black. It turns a dark purple when it comes into contact with oxygen. They breathe a variety of air types such as hydrogen, nitrogen, oxygen and even carbon dioxide. Many have the ability to adapt to various environments like the Mathua. They have a strange metallic device that extends from the top of their earlobes which they keep hidden. They also have a strange speaker like mechanism which covers over their ears which they keep hidden. Many have strong immune systems where their antibodies immediately create a cure for many types of diseases. Cruxis are easy to depict since they have Energy Spheres and those Energy Spheres are the key toward their transformation. The Energy Sphere is an extension of their body and power. Racial Abilities: Cruxis have exceptional sight and hearing which is unlike other beings which they can both see and hear things from very long distances. They also have the ability to envelop themselves with a strange shield which is in the form of an aura which wards off dangerous substances that might cause harm to their body. Cruxis have the ability to shapeshift their limbs into weapons which is something they are better at doing than the Midarian race. They do not have the ablity to shapeshift their body into other forms, but their weapon extension ability makes up for this. They also have the innate ability to materialize weapons out of thin air using their sophisticated object that is a part of themselves called an Energy Sphere. Their Energy Sphere can be crafted into a variety of weapons, but it is also used for long range detection which can sense aura with ease making it hard for other beings to suppress their aura so they cannot be found. They are masters of the art of Resonance Magic which they use for not only offensive capabilities, but sometimes even everyday needs. Like the Mathua they can heal and regenerate, but not as quickly. They seemed to be various diverse when it comes to magical abitlies, but they much prefer Psionics over all other systems. This is one of the few Psyagonic using races in existence though there aren't many Psyagonic users in existence. Life Expectancy: Cruxis have very long lifespans that can even surpass the Salecian race. The average lifespan for a Cruxis is still unknown as many have lived for unknown lengths of time. Home Planet: Exphelius Azeira'phair Meirzele Magic Systems Used: Psionics, Glyph Magic, Resonance Magic, Holy Magic, Elemental Magic, Invocation and Evocation Description & History: Cruxis are rumored to be one of the first generation races that existed. Some say they've lived as long as the Sindel; however, there is no real evidence that supports this claim for the reason their ruins are hidden or they destroyed them so they could never be found and tried to adapt themselves to a lower life standard which their reason for doing this is very much unknown. They live on a planet that is dominated by the gasses of hydrogen and nitrogen. There are also areas that contain carbon dioxide and oxygen, but is mostly consists of hydrogen. Since hydrogen is a flammable gas, many have adapted toward breathing other forms of gasses which are not known to explode so easily. The planet they live on is called Exphelius for short though it is named after their long known pioneer of space. This race seems to be very friendly and likes to share their knowledge with other races, but are not so friendly when you try to take their kindness for granted.[/hider] [hider=Velians][b]Race Name : Velians[/b] Average Appearance and Characteristic : Velian are tall, slender black figures. They have horns that preturde from their heads in all directions which allows the use of psonics. They have long bony fingers and pointed legs with small hooks at the end. They have a single hooked devil's tail. Between the ages of forty and sixty, they began to develop more features, such as bright chest coloration, flaps of soft flesh around their ankles and lower torso, and long spiky tendrils that further enhance their psonics and can be used as deadly weapons. They have four eyes and sharp, deadly teeth. Racial Abilities : The Velian usually do not wear armor, because their skin is hardened to point of being as hard of steel, and possibly even more resilient. They can extend blade-like fins from their arms that share their skin's natural rigidity. These fins can regrow within hours of being removed. The Velian do not have particular good senses, in fact usually being worst of than the average human, with the exception of smell. They have very powerful odor detectors around their necks, and in particular they are able to smell blood very effectively. Velian blood is white, Velian require very little amounts of oxygen, except in their brain which is directly feed air through their necks, and as such most of Velian blood is made of white-blood cells making them very resistant to all forms of infection. Velian are able to regrow limbs, but at a very slow rate of years. Life Expectancy : They have a similiar natural life-span of an average human, however most die before they are even forty in violent conflict. Home Planet : Veliara Magic Systems : Psonics, Spiritual Magic, Invocation. History : The Velian have always lived under warlords, but in ancient times, all the warlords sought and respect the council of The Peaceful. The Peaceful were a religious group of great fighters who believed that fighting was no longer worth there time, and thus spent time fasting and mediating trying to admit to master a form of magic known as Avatar Thoughts combines psonics and spiritual magic. The Peaceful stopped anyone warlord from having absolute power and one warlord can stand against them. At one time, the Peaceful were killed by one of their own and the order was lost to obscurity. The Peaceful still exist, but is no longer accepted by the warlords as they fear it will challenge their power. It is consider a cult by most. The Velian seek not only control over their home world of Veliara, which has fractured control by the various warlords but they also seek galactic conquest. They have many colony within a relatively small area around their home planet that the various warlords fight over. However colonies that are far away from the Velian home world some times get captured, but they are never held for long periods of time. The Velian believes in many gods, but hold three in high regard as Patron God. These gods represent three concepts, and to the Velian, these gods are indistinguishable from the concepts. They are one and the same. They are named simply Honor, Rage, and Passion. Many Velian are actually disenfranchised by the warlord system. How they respond to this varies. Most seek combat else were as hired guns, some seek to flee the violence all together. The reasons for leaving Velian society are many and varied.[/hider] [hider=Nymphites][b]Race Name: Nymphites[/b] Average Appearance & Characteristics: As an aquatic race, the Nymphites lower body is composed of a single tail as opposed of a pair of legs and a large fin grew alongside their back. Their upper body resemble a humanoid with several key difference. They have no nose, but rows of gills where their cheek are and yet another pair on their neck. They have silver eyes. Their body is covered with scales of varying color and pattern, which is used to identify individuals and their clan. The Nymphites primarily live as nomadic tribes with only a few static residence, particularly in the Harken ruins where they maintain what tech still working while their nomadic counterparts scavenge for parts from other ruins. They're commonly hostile to outsiders, especially those who travels on sea vessels that they consider pollute and corrupt the environment. They're naturalist much like the Elves, although they have some bit of pragmatism due to the influence of the Harken. Racial Abilities: Communicate through supersonic that sounded musical. This is also their first defense mechanism as they're capable of disorienting and incapacitating their foe through supersonic wails. Life Expectancy: 60-200 years, Home Planet: Gaea Magic Systems: Evocation, Natural Magic, Alchemy, Resonance Magic. History: The Nymphites live within the Mesopelagic zone of the ocean and the majority of them would spend their lives never breaking the surface and therefore, no contact with the rest of the planet's denizens. This changed when the Harken landed in Gaea and promptly started their attempt of conquest by uniting the Nymphites' tribes under their aquatic banner. The Harkens initially used the Nympites as front line troops and scouts before discovering their affinity with alchemy and their tech which led to the Nymphites being left as the Harken's handyman and assistants. This continue until the Harken was fend off by the Phaedrians. With the Harken's strength broken, the Nymphites was torn over what to do. On one side, they view the Harken as a liberator that came from Beyond with Divine Blessing, on another, they view the Harken as a warmonger that abused said Blessings. However, all of them had had enough of the war that polluted the nature. As such, they all decided to kept a tight grip over what's left of the Divine Blessings and sealed the majority of them, only using enough to assist the 'old ways' without straining the nature like the Harken did to fuel their plan of conquest. Time pass and the Nymphites was mostly spoken by drunken sailors with bitter notes as they often threatened the sailors to turn away from their territory below the surface the sailor were sailing in before attempting to sink their ships. Neither knew for what exact reason the Nymphites warded away 'land dwellers' with such fervor, only that the fish-elves considered them as a blight that could only desecrate nature.[/hider][/hider]