There are numerous trades or businesses that those from the magical realm chose to operate within the mortal realm. One of the most successful businesses originating from Azure is Mr. Seil’s Carnival (De’ Seil Carnival).
For hundreds of years De’ Seil Carnival has supplied entertainment to not only the mortals but also the magical. Deviating between realms on the location of his carnival Mr. Seil has managed to capture the attention and bedazzle all, from different walks of life and magic.
But this is not the story of Mr. Seil’s success, rather the story of the poor souls that are locked in contract to work for him; those that make his carnival ever-so successful. For Mr. Seil’s main labour is not operating a circus – he may appear to be the Ring Master though a mere cover that be for he’s much more of a trader… merchant… dealer. Call him what you will but Mr. Seil is known for granting any wish no matter how senseless or grand, earning himself the title of the ‘Wish Master.’
Though of course, like anything in life, your wishes come at a price. Debt, is the correct term used, but not of money… of souls and your freedom.
In order to regain ones freedom along with their wish, back from Mr. Seil, they must collect for him the arranged number of souls over the agreed period of time.
And what an easier way to collect souls than through his famous carnival?
A fabulous carnival is where you dwell and at times it can appear to be more of a penitentiary than an abode. To be forced such labour daily can become monotonous and tedious and even at times forced to be cruel, malicious and vindictive all in a bid to regain freedom and chosen desire.
But bewail and lament you shall not, for, this is what you traded for. You chose not to trade your soul, that is for the humble, your soul still belongs to you – besides what is one soul compared to the hundreds you can collect?
Thy pursued and trailed one Mr. Seil, the Wish Master, though without doubt, for some he may have appeared spontaneously or within due coincidence that you should so happen to be in need of a wish. Regardless of who sort out whom, you currently find yourself in debt to one Mr. Seil. For he has granted your heart’s desire and in exchange you have promised to collect him said number of souls over due course of time. Your freedom has too been lost to Mr. Seil. Thus you are locked to the carnival, locked to Mr. Seil to collect those souls by due date otherwise one gets neither their freedom nor wish granted.
If you have collected said number of souls, regained your freedom and been granted your wish, one has the option to stay at the carnival, for it has been home to you for some time. However you’re still to collect souls except you don’t have a quota.
Depending on the day, time and hour – or it may just come down to how he is feeling; Mr. Seil may provide you with a quest or a mission. Fail and suffer the dire consequences. Disobey and it’s unlikely you’ll be seen again… well, with that form anyway.
The applicant or seller of their freedom shall relinquish the ownership of their mortal freedom upon signage of this contract. By virtue of this agreement the applicant understands that they shall be erased from the Book of Freedom and entered into the Black Book of Control. This pact binds said applicant in a manner that is irrevocable and the applicant fully surrenders said freedom unconditionally until collection is met.
__________ souls must be collected within the time frame of ________ years. Upon completion the undersigned shall have their freedom restored along with their wish granted of _______________ should it have not been granted presently.
Should said number of souls not be collected within the time frame provided, the applicant will be erased from the Book of Life and entered into the Black Book of Death; the applicants mind, body and soul will become the possession of one Mr. Reficul Seil to do with it as he pleases.
I,______________ being of sound, mind and body fully understand the consequences of signing this contract and I,________________ have proceeded wilfully, feely and voluntarily.
Signed ___________________
Terms and conditions are a legally binding contract, let it be known on this date:_______________
Witness Signed ___________________
On this date:_______________
When a person/beings physical and mental bodies experience elevated levels of emotion (be it, happiness, fear, pleasure, sadness, anger ect…) the spiritual body likewise reacts in accordance. A glow seeps through every pore of the beings body, which are singular in colour’ it radiances so brilliantly that through gifted or trained eyes, it can be noticed.
In these states of uplifted sensations the soul is vulnerable and the thread of life is able to be pulled, knotted and branded. Thus, simply by touch an identifying mark can be laid on the soul; a brand. The brands function is straightforward – when the person/being dies their soul, as opposed to lifting to heaven or sinking to hell, will in its place travel to the possessor of brand; Mr. Seil.
Thus, in layman terms, an individual whom goes into dealership with Mr. Seil and trades with him, losing freedom and gaining debt for a wish, is granted the ability to see this spiritual glow that seeps through the pores of those who cannot contain their emotion. Upon the sight of glow reaching their perception that individual whom has gone into trade with Mr. Seil can simply, by means of touch, brand the soul for him, counting as one less to owe him.
The reasoning of functioning the circus is simply too; oh how effortless it exists to lift the emotions of others through a magnificent carnival.
Rules & Precautions of Soul Branding
1. The Brandee must reach an elevated level of emotion on their own accordance and through mortal means. I.E. No magic, spells, potions, hypnosis, ect… shall be used to lift their spirits.
2. One cannot brand other workers of the carnival or themselves
3. Keep the branding anonymous to the Brandee
4. Forget ones pride or humbleness – regaining ones freedom and wish is the goal
5. Draw no lines for whom can be branded – children, elderly, the sick, the rich, the poor, those who deserve to be branded, those who do not – feel not for taking away their freedom after death
6. You cannot brand for yourself – dire consequences for those who dare brand for selfish gains as opposed for Mr. Seil
7. Should a soul already be branded, one shall not remove the brand in order to claim it as their own
8. One cannot double brand
9. Should a soul be exchanged, than they cannot be branded and vice versa
One is able to collect the soul of another through exchange; in layman terms they are ‘selling their soul.’ The Seller must sign an official contract which simply states,
“The bearer of this contract, one Mr. Reficul Seil, hereby assumes full ownership of said soul originally belonging to the undersigned who has signed upon awareness of the terms and conditions of soul exchange.”
Rules & Precautions of Soul Exchange
1. The contract must be hand written
2. Any means of paper and ink may be used
3. The Seller must be told the terms & conditions (I.E. That their soul will be removed from the Book of Life and placed into the Black Book of Death; what happens when they die, ect…)
4. The contract must be signed and dated by the Seller
5. The contract must be witnessed and dated by YOU
6. The Seller must sign on their own accordance and through mortal means. I.E. No magic, spells, potions, hypnosis, ect… shall be used to force them physically or mentally.
7. Should a soul be branded, than they cannot be sold and vice versa
8. Children under the age of 16 must be signed for by their owner (I.E. Parent, guardian, ect…)
9. One cannot forge contracts; dire consequences if one attempts to
10. It’s often polite to offer something in exchange for said soul, however one cannot offer magic to one whom is mortal (I.E. Wand, love potion) unless the magic is concealed to look mortal (I.E. Perfect skin potion concealed to be an acne cleanser).
11. One can exchange free rides and games for the carnival (I.E. Discover next week’s lottery numbers through a free visit to one of our fortune tellers)
12. Do not exchange for something one cannot grant by themselves (I.E. Love potion when one has none.)
The roundabout way of collecting a soul for Mr. Seil – should one not meet the said quota for the month, or be it that their time is running out, than an individual always has the option to merely kill and slaughter for souls. However should a soul not be branded or exchanged before death than the individual must catch the soul after it leaves the physical body.
Rules & Precautions of Soul Gathering
1. Do not kill on carnival grounds.
2. Do not kill around carnival grounds
3. Cover ones tracks and have no connections to self or carnival
4. Dispose of body
5. Plan ahead & Be Prepared
6. Have Magical Equipment ready to catch souls (Ie. Cast Hexagram, temporary boundaries, ect...)
7. The Murderer must not force the murderee to sign a contract – as stated in Soul Exchange ‘The Seller must sign on their own accordance…’ therefore no force is permitted
8. Should one be smart enough to instigate enough fear or distress prior to death – than Brand instead of Collect. However ones reputation and that of Mr. Seil and the carnival must not be tampered – it may be necessary to do both.
“The realms overflow with a vast array of creatures. Witches, demons, trolls, faeries, vampires – every fable that’s ever written stems from someone’s own personal experience; fairy tales are not mere inventions of an author’s imagination, but rather a fabrication of a factual event.”
"While their strengths are dwarfed to those inhuman in nature. Their numbers make up for their weakness. This planet is wounded, and they are the disease that has festered within it,"
This is the realm of the Humans.
If you do not know what Earth is, then you should venture back whence you came for you are not wanted nor are you needed here.
There are no magical beings in this realm, only those who have ventured from Azure.
In the theology of the Catholic Church, Limbo (Latin limbus, edge or boundary, referring to the "edge" of Hell) is a speculative idea about the afterlife condition of those who die in Original Sin without being assigned to the Hell of the Damned.
Throughout human history and human theology, Limbo is a dwelling in which those who have not been baptised or only possess original sin transpire. The church got voluminous amounts mistaken within the affairs of the afterlife.
Limblel is the edge or the boundary that encircles the Underworld; it is the connection between the realm of the living and the realm of the dead. It is not a very often ventured realm; only those with a certain level of power can even step foot inside its dangerous lands.
The layout of Limblel is complex and if one does not know his way, he will lose it. The realm is forever changing; landscapes deconstruct and reconstruct themselves before your very eyes. It is a treacherous habitation and does not accommodate for the weak hearted. It home to the darkest nightmares – the most dangerous of entities lurk within the shadows.
Beware and keep your wits about you; for as you pass into Limblel, your chances of escaping with your life are next to nill.
Deep under the surface there is a dark abode of those who choose unwisely in their lives. Full of anger, hatred, despair and all things shrouded in darkness; Urbaniel exists as “Hell”, bringing one’s worst nightmares to reality - corrupting the souls of even the most pure.
What do you fear most?
A realm full of the darkest entities and your worst nightmares; the entire realm is covered in darkness, an everlasting shadow which stretches further than the eye can see. Within this everlasting shadow lurk the entities, waiting in silence, for the opportune moment to strike and drag you into the abyss.
Urbaniel is the largest of all the realms, crossing from one side to the other often takes quite a while. Its landscape is full of eerie mountains and dark forests which only make one even more unnerved as they travel through the threatening woods and mist.
Light is scarce in Urbaniel, as it is governed by entities. Your only solace in this horrific realm is the feeble light you can produce. Shrieks of horror and bizarre sounds come from what appears to be all around and your fear merely feeds it.
Guard your stride as you pass through this realm, or risk becoming your vilest nightmare.
[center]The City of Elmis
Elmis, a city within Azure, a shabby town; filled to the brim with a vast variety of humans and creatures alike. The town has a rather dim light shed on it, even on the sunniest of days.
This is a town where dreams come true. If you wish to find a soul mate, you will find one here, in the masses of souls. If you wish for untold wealth and fame, you will find it here, within the high, dark walls of the city. If you wish to find a cheap version of eternal peace, you will find it here.
However, before you go running to your love, wealth and home, take a close look; you will see what lies beneath the shiny surface of all these treasures – the rotting core. This is a place where demons harvest the souls, a place where they will lie and tempt you with your heart’s desire, so they can claim you; a fate worse than death.
Watch your step as you pass through this sleepy little town; not all is as it seems in this place.
Feel free to craft a town or city of your own if it applies to your character
Azure exists as a sanctuary (or slaughter house) to a vast array of fabled creatures; each living either harmoniously or maliciously alongside each other. Just as darkness has the enemy of light, some species loath each other and are sworn rivals. Whilst some stand as a mere waste of existence, not worth the reverence or camaraderie of their peers; others exist to live in unison, parallel to one another.
Angels are divine creatures, warriors of the light - who due to their purity sustain the ability to survive under condition in which others normally could not. An example of this is if a corrupted entity were to try and possess an angel the task would be proved difficult and the entity would ultimately fail depending on the level of purity.
Their level of purity can be seen as it shines through their skin, resembling a type of glow. They do also sustain the ability to switch off this glow; however it is a taught skill. Tiresome their presence can be, due to their levels of purity they attract danger of all sorts, almost existing as a beacon.
Sickly sweet creatures, they harm none unless provoked and even then it is minimal. Most female angels do not kill at all as it is frowned upon. Female Angels retain a low level of resistance to damage, thus are very accident and danger prone whilst the males are, akin to demons, have a high resistance to damage.
Manipulators of the elements - When an angel has mastered all four elements they can then call forward ‘the light’ in order to manipulate it as they see fit. One of the grants of The Light allows for them to heal and bring things back to life.
Sinister, cruel and spiteful demons are soldiers of the darkness. They live, breathe and consume wickedness devoting every blood, sweat and tear to sin. Demons embrace the darkness in ways other creatures do not – they thrive off it.
Demons are heavily affected by anything pure; suffering from nausea, headaches and the likes. They will slaughter uncontrollably. They sustain the ability to manipulate the elements. When a demon has mastered all four elements they can then call forward ‘the shadow’ in order to manipulate it as they see fit.
One of the grants of The Shadow allows for demons to control things that are dead. Demons retain a high resistance to many forms of damage since their skin is as tough as steel and as unbreakable.
Typically only weapons and bullets made from iron will pierce a demons skin otherwise enhanced strength.
Demons have two physical forms:
I. Their human form which is used daily.
II. Their demonic form, which emerges through elevated levels of emotion or at will. Their demonic form is much stronger, faster and vicious
Bloodshed gives way to more bloodshed. Hatred breeds more hatred until all of the violence soaks into the land carving rivers of blood. And no matter how many times it happens they never learn. The human race is made up of violent miserable fools.
If you do not know what a Human is, then you should venture back whence you came for you are not wanted nor are you needed here. :P
Witches came about as Lucifers way of granting mortals with supernatural gifts all for his personal gain. Thus some have come to believe that possessing the power of witchcraft is more of a curse as you are bound to follow Lucifer. In the end everything a witch/warlock does, whether it be good or evil, excels Lucifers gains – thus there is diverse beliefs, mainly applying to those religious, to whether ‘white witch/warlock’ actually exist.
The specifics of a witch’s magical endeavour affect how they physically mutate – a ‘good’ witch that excels with healing spells would glow daintily whilst an ‘evil’ witch whom excels with hexes would appear more like a monster however these mutations can be easily shielded to the naked eye.
There exist more witches than warlocks as it is believed that females are the weaker sex and thus more easily tempted by the devil. The most obvious characteristic of a witch/warlock is the ability to cast spells. A spell consists of a set of words, formula or verse, or a ritual action, or any combination of these in order to carry out a magical action. The belief is that by saying the words and/or performing the actions it delivers the ‘gain’ to Lucifer.
Werewolves are legendary creatures who came to be by the ones above in a bid to exterminate the infestation of vampires which overruled long ago. Originally simple humans who were granted the ability to magically transform into wolves or a hybrid wolf-like creature, they lowered the numbers of the vampire race. In present time a mixture of born werewolves or people bitten exist, however the originally families that were granted with the ability were lost years ago. A werewolf’s strength exceeds that of all other races, whilst their speed can be matched. A werewolf learns to change by will, not by the moon that is simply folklore. In true fact the presence of the moon depicts the rate of their healing – the bigger the moon, the quicker they will heal. They cannot be killed with any ordinary weapon, silver is the only weapon. They must be forced back into human form if one wishes to kill a werewolf, which is done by only exhausting the werewolf in a brawl. Rumours say that werewolves supposedly prowl the night, devouring babies and digging up corpses. Another rumour states that some werewolves become the things they hate the most after death, a vampire.
Faeries are said to be of middle nature, among Mortal Man and Angel. This idea associates the faeries with elemental magic and the image of innocence – they will often trick another and call themselves a pure angel.
A Faerie’s wings are based off their elemental abilities - should a Faerie excel in the element of Earth and a little bit of water their wings are bound to be an impressive colour of green with a hint of blue. The level of power also affects the size of their wings. Although unseen to the human eye powerful Faeries learn to conceal their true wings so as not to draw attention.
One can always tell a faerie due to their rather small stature, akin to a child. Harmless tricksters, faeries love to play, dance and prank with others. Their tomfoolery can vary greatly, from stealing babies, substituting angels, to throwing faerie dust in the eyes of a bypasser.
Faeries have an unusual characteristic and hate being told 'thank you', as they see it as a sign of one forgetting the good deed done, and, instead, want something that will guarantee remembrance.
Being a seed of an angel, faeries cannot lie, nevertheless will confuse one with their dialogue. Rheumatism, cramps and bruising can be the result of pinches from an agitated fairy as well as bite marks – though a faerie will never end the life of another.
They have a peculiar weakness, iron is akin to a faerie the same way garlic is to a vampire, though far more dangerous.
Sirens originated from the trickster race that is Faeries. In a bid to teach a lesson to those who mistreated their kind, Faeries crafted Sirens off their own blood. They granted Sirens with the ability to appeal and fascinate anyone they desire in order to lead them to their death.
Their blood stream is laced with individual poison that can make them deadly to touch, though they can learn to control the release of this poison, via a bite, scratch ect. This poison also allows grants them a boost in their immunity to most poisons, viruses, bacteria and fungi. Sirens are able to charm others through the use of their voice and/or touch.
They, by will are able to release a type of pheromone that makes people susceptible to mind control and hypnosis however strong minded people may be able to resist.
In present time Sirens are of a much more sexual nature without the intent to kill or destroy -This is due to modern ideologies.
The Fae are often called the Children of Vengeance because of their origin. Although they are technically the offspring of Faeries, they are far from the middle-ground between Angel and Mortal and their image has changed vastly from its association with innocence. The curse that up heaved the roots of their ancestors not only changed the race as a whole, but tainted the angelic seed that it once represented.
While the Faeries created the Sirens to punish those whom mistreated their kind, they never took into considered who they may hurt with this punishment. The fable sings a ballad of a Witch that watched her lover become morphed into a Siren; historians tell a different tale of the new Sirens, not understanding their abilities, poisoning hundreds and hundreds of innocents, resulting in the deaths of lovers and sacrifices alike for a powerful coven.
In any case, the Faeries destined to become the first ancestors of the Fae sealed their fate. Cursed by a lamented Witch or a coven of spiteful ones, a large some of Faeries found themselves bound to Demon Lords in Urbaniel and mated for centuries with imps and whatever other devilish creatures they found fit. The results were the creation of a whole new race: the Fae.
Within the century, thousands of the Fae escaped their imprisonment and sought out shelter in Azure. The Faeries looked at them with the same disgust most associate with vampires, but with that exception few opposed integrating this new race into the world. Now, thousands of an entirely new race look for their place in this world after a forced penance for their own magical mistreatment of others.
The Fae do share traits with Faeries, and plenty of them. The Fae can dabble in and even master any element of magic and their wings will reflect that mastery. Their wings are, in fact, much bolder and larger than a Faerie, and require much more practice to conceal magically. Because Faeries may dabble in all schools of magic, their wings can reflect a vast array of brilliant hues that, at times, might outshine their predecessor.
The demonic blood that runs through them has altered them in many ways, as well. While before they were tricksters, the Fae now may express a far more cruel or malicious streak. They have an innate ability called Twilight due to the mixture of demonic and angelic blood that can slowly empower either, and the fuel for this ability comes from their very souls. Depending on their actions and behavior, Twilight may bend their body close to that of an angel or demon. In time, a Fae may appear to be a full demon due to their lifestyle or may somehow reflect the innocent seed they once had, and appear quite human or even angelic once more.
The appearances of the Fae are some of the most varied of any race, as they can express angelic, mortal or demonic traits. Their behavior seems to have few common trends, unlike their Faerie ancestors, leaving them a highly diversified race. The single trait that has oddly been preserved... is the fact they still cannot lie. No matter how tainted their soul or red their skin, a Fae cannot lie. Similarly, the Fae are highly allergic to iron, as both races that their bloodline traces from are equally weakened by it. If anything, their weakness to it is twice over what it once was.
Credit to Sir Prince - Co-Gm
In the supernatural society, Vampires are classed at the bottom of the social chain. Majority of other races look upon vampires as a parasite, a plague to the realms. Their gluttony cannot be contained and as a result they multiply uncontrollably.
They are problematic, temperamental, snide creatures who care not for the ways of life. Werewolves are their sworn enemies since they were crafted in order to tame them due to their feeding on the humans, thus contaminating the souls untainted by magic and disturbing the order of the dead. Nevertheless they are powerful, everlasting creature ranking them high up on the power scale.
They have heightened senses and amplified agility, allowing them super strength, marvellous speed, razor sharp claws, night vision, extremely sensitive hearing and an elevated sense of smell. The moonlight heals them and unlike folklore, vampires are merely weakened during the hours of daylight, appearing fatigued.
Their weaknesses by no means run parallel to their strengths. Only decapitation can permanently kill a vampire. Garlic is like iron to faerie and purity to demons, nauseating, causes aches and stings. However based on the vampire’s beliefs, holy objects may exist as a weakness.
Vampires are generally not to be befriended.
Varying from person to person; clan to clan, Shifters, depending on age, experience and talent, can shift in to animals, and on the rare occasion, they can take on different human like appearances. A Shifter will start with a human form, and from there, shift into a base form, which is more often an animal of some description.
From that base form, be it a wolf, cat or bird – they may be able to shift into other animals. This is a hard ordeal, and can only be accomplished if the Shifter has enough experience and skill to be able to do so. If a Shifter attempts to shift into an animal they have not yet mastered, it will look strange, from an eagle to a frog; the frog may end up with a beak and sprout feathers as it tries to hop. Therefore it be easier to shift from a wolf into a different breed of wolf or a dog. To go from a wolf base to bird is extremely difficult. They are taught to shift and control certain parts of their body in accordance to their base form. IE. A bird shifter may be able to grow wings whilst staying in human form. A cat shifter may be able to adjust their eyesight. Ect ect.
Turning into a different human is the most difficult task for a Shifter; only the most experienced and skilled of Shifters can accomplish this – even then, the human will still look strange, not quite animal; however not quite human.
Different clans can be ranked in nobility, depending on what animal they can shift into; noble animals can be:
• Phoenix
• Eagle
• Swan
• Wolf
• Jaguar
• Hotblood Horse
• Large Serpent
Other clans are not as lucky with base shifts, and are looked down upon; these clans can take the forms of:
• Monkey
• Ferret
• Deer
• Pig
• Turtle
• Rat/Mouse
• Camel
Killing Shifters has proven a difficult task; they are almost immortal in shift form; however, in human form, they can be killed in any way a mortal human can be killed. To kill a Shifter in animal form, they must first be forced back into their Human form. In order to accomplish this, one must deeply pierce the skin with silver. This will force them into their original form; however, it heals them too.
When a Shifter takes on its Human form, all wounds are healed; however, when forced back, they cannot shift for six hours after.
For generations, Mutant's have been more of a scientific species than anything; modified versions of a Human. However, in the last century, they have been acknowledged by the supernatural community and have been rather looked down upon by most. Despite their sometimes brilliant powers, most supernatural beings look down upon this leap in genetics; their limit to one power is the main cause for this, also their humanity.
Their power varies from telekinesis to pyrokenesis, from creating a cube of ice to deconstructing a car. Different Mutants have different powers. Killing them is like killing a normal Human; unless they have amazing healing abilities.
A type of creature usually found living in solitary in the mountains, caves or among rocks. Do not let their gigantic size intimidate you for they are kind creatures who adore friendship, for they tend to be very lonely.
However due to the inability of individuals to reach the heart before making a judgment they have been depicted as cruel, man-eaters who despise being disturbed. They also do tend to scare and chase away any who attempt to come near, but that is simply due to the fact that they are used to being hunted.
They do have a short temper and will not tolerate rudeness, however awarded one will be should they be polite to a troll. Their features are of enormous stature in comparison to a regular human and usually all have some type of grotesque feature. Be it, an extra eye or teeth as long as fingers.
Sunlight does not harm troll nor does it turn them to stone, rather they possess the ability to shift to stone at will; a defence mechanism for one cannot hurt stone even though troll skin is the toughest of all skin and cannot be pierced without excessive force.
If one proves themselves friendly and trustworthy they will forever gained the trust of a troll and will gain a loyal friend and protector.
Cute, placid beings who, unlike their cousin breed retain no obscure features, simply the small stature. They were original tricked into mining underground for their greedy cousins.
Though due to their kind and generous temperament they complained not and worked hard for little reward. Thus when man discovered their existence and their ability to craft such metal work and forging magical tools and weapons, they were famed for their skill, whilst the goblins shrouded in their shadow.
Dwarfs, again, unlike their cousin breed are also credited with profound wisdom and knowledge, sustaining the ability to see the future and make themselves invincible – they are restricted in terms of magical abilities but are excellent in battle.
A distortedly, mischievous phantom, goblins have been classified as constantly annoying, obnoxious creatures. Cousin in species to the Dwarf, they run parallel to their size and often claim to be one.
Sneaky creatures who love to steal anything and everything, they love to create havoc and play pranks. Bullies is one of the best adjectives for a goblin since their frequent pastimes consist of scaring people, pulling hair, leading others astray or into trouble and causing poltergeist activity in the adobes of those they find aversion.
Due to their greediness they can be won over with shiny objects, however should they discover fault in their object or lack of value their nasty tempers will surface.
Goblins hate singing and will often scream and shout in a bid to make the person stop.
Goblin magic differs from goblin to goblin, from healing to playing with fire.
Feel free to craft your own race - just PM me first