Sorry for disappearing for the last couple of days guys. I've been getting ready to move to a different state, and it is getting rather hectic. I plan on having the OOC up sometime this week, though I'm not going to be able to get more specific than that right now. Feel free to work on your character sheets in the meantime. I can't really think of anything I could include that would require you to radically alter your character sheet. As always, don't hesitate to ask me any questions you might have about the story or setting. :3
@Lurking Shadow That's fine. I'm not expecting that every ethnic group in a race has the same traditions anyway. :D I'm looking forward to seeing what you come up with for your character!
@FurFox@Hashih I'm glad to hear that you guys are interested! :D Please let me know if you have any questions!
Okay guys, I managed to finish putting together the information on the various races (kudos to anyone who checked and saw that they were finished already). I also managed to put together a more aesthetically pleasing character sheet. There are a few differences from the previous version, but nothing that should require significant rewrites. :D Also, I touched up the Evocation school description to make it a little clearer advanced users can combine elements to create new effects and eventually manipulate local weather patterns. It was always my intent to have nature magic be a part of Evocation (as it's really just elemental magic), but the description didn't seem to indicate that. I'm going to repost all of the information here so that you don't have to go back and forth between pages until the OOC is up. :P
[hider=Character’s Name] [center][img][/img] *Put your picture here*[/center] [center][h2]*Put the character’s name here*[/h2][/center] [center][i]*Feel free to put a quote here, either about or by your character*[/i][/center]
[b][u]Nicknames:[/u][/b] [b][u]Race:[/u][/b] [b][u]Gender:[/u][/b] [b][u]Age:[/u][/b] *New students are typically in the 16-20 year old range* [b][u]Appearance:[/u][/b] *Self-explanatory. Make sure to note any differences from your picture*
[b][u]Personality:[/u][/b] *Describe how your character tends to think and behave. What kind of a person are they? Try to write at least one paragraph.*
[b][u]Biography:[/u][/b] *What are the events that made your character who they are? How did they come to the guild? Try to write at least two paragraphs.*
[b][u]Affinities:[/u][/b] *Choose up to 2 schools for your character to have an affinity for* [b][u]Craft:[/u][/b] *Choose one magic craft your character would like to learn, or has some skill with* [b][u]Magic:[/u][/b] *This is essentially for describing your character’s “powers.” How do they use their magic? What kinds of tactics do they prefer? Do they prefer using one school over another?* [b][u]Skills:[/u][/b] *This is for describing your character’s more mundane skills. Things like knowing how to wield a particular weapon, knot-tying, cooking, etc. go here.*
[b][u]Other:[/u][/b] *This is for anything that doesn’t fit the other sections* [/hider]
Evocation: Evocation magic is performed by using mana to call forth the natural forces of the world and manipulate them. Due to the rather volatile nature of these elemental energies, this magic lends itself more to offensive applications rather than defensive or supportive ones. The current understanding among scholars is that the natural world consists of four distinct elemental energies: fire, water, earth, and air. Evokers usually have a talent for manipulating a particular element, while struggling with the opposite element. More experienced Evokers are able to combine the elements they can control together to produce new “elements,” like combining fire and air together in order to generate lightning. Master Evokers, that is, those that have achieved a mastery over each element, are even able to influence the weather around them, although doing so can have far-reaching consequences.
Illusion: Illusion magic is performed by giving shape and structure to mana in order to trick and deceive other people. Perhaps somewhat interestingly, the fact that illusions are really constructs of mana means that they function independent of people to observe them. In other words, an illusion of an attacking bear will affect anyone who enters the area of the illusion and will stop affecting anyone that leaves its area. Regardless, because mana is inherently non-physical, these constructions are simply illusions and can do no physical harm to people by themselves. While lacking in offensive capabilities, Illusionists make up for it by having access to a number of stealth and supportive capabilities, like rendering something invisible or creating distractions.
Enchantment: Enchantment magic is performed by weaving mana into threads that are able to enter the minds of others and subtly manipulate their mental state, which includes their thoughts and emotions. Particularly skillful or talented Enchanters can even set up connections with the minds of others that allow them to hear their thoughts or transmit their own. It is important to note, however, that one’s resistance to Enchantment magic depends upon the strength of their will. As such, Enchanters often have difficulties manipulating the minds of other mages, particularly if they are also Enchanters. Unfortunately for Enchanters, most people also tend to view them rather suspiciously and think of Enchantment magic as being some sort of evil magic, which can make it difficult for them to use their abilities in public or advertise their affinity for the school.
Divination: Divination magic is the magic associated with obtaining information or understanding and is thus often considered a more scholarly magic than some of the other schools. Some mages with particularly strong affinities for Divination magic have the gift of clairvoyance and are able to see bits and pieces of the future in fits of uncontrollable magic. These visions are vague at best, as the future is never really set in stone, but most people agree that some warning of what might happen is better than no warning at all. Regardless, even those Diviners who are not clairvoyant are able to scry on far away locations, detect and understand magic used around them, and find particular people or objects, to name a few of their more commonly used abilities.
Conjuration: Conjuration magic allows the magi to summon beings or objects to them, so long as these objects are bonded to the Conjurer before time. These bonds require rituals to form, and differ depending on what is being bonded to the Conjurer. For creatures, it requires a contract to be formed between the two parties stating what is expected of both parties and the like. Objects are much, much simpler, and merely require a mark of ownership be placed on the object during the ritual. These rituals tend to vary based on what is being bonded, though they typically involve something associated with the bondee, like ashes for a phoenix. Even mundane objects and creatures can be powerful with a Conjurer, receiving benefits, like increased durability or strength, from the bond itself. It is also worth noting that Conjuration magic is also the magic of apportation, or moving from one place to another without physically crossing the space in between, which is how bonded objects or creatures are summoned in the first place. As such, experienced Conjurers are also able to teleport, though it can be quite an exhausting endeavor depending on the distance one wants to travel.
Animancy: Animantic magic is the magic of using mana to manipulate the aether, a sort of energy that is associated with life and light. Perhaps unsurprisingly, this means that Animancers are the healers among the mages, able to use their magic to heal virtually any disease or illness. Though healing is the most well-known ability of Animancers, they are also able to utilize the radiant properties of aether to purify and bless objects or places, turn undead, or channel light to attack. Particularly talented and experienced Animancers are also able to animate objects for a variety of purposes. Such animated entities are known as golems, and their functionality depends pretty heavily on the form they had upon being animated and how intricate the animancer wants them to be. As such, it requires a lot more effort and time to create more complicated golems. Also worth noting is the fact that many Animancers have an affinity for animals, and other people to a lesser extent. This is probably due to the radiant aura of most Animancers, but animals nonetheless find themselves attracted to and almost comfortable in the presence of an Animancer.
Necromancy: Necromantic magic is the magic of using mana to manipulate the nether, a sort of energy that is associated with death and shadow. This means that Necromancers have the ability to raise and create undead, with the limit on how many entities a Necromancer can control being determined by the strength and experience of the Necromancer and the intelligence or complexity of the undead being controlled. More intelligent or complex undead can take quite a lot longer to raise and control properly, but their increased flexibility usually offsets the initial investment. Additionally, Necromancers are able to utilize the nether to wither enemies by eroding their life force, manipulate shadows and darkness, and even curse people or places. Necromancers also tend to find themselves being magnets for spirits and other forms of the wandering dead. This can sometimes be inconvenient, but most spirits are benign and just lonely, so it’s not really a dangerous trait. Needless to say, the association of Necromancy with the disturbing of the dead means that the school of magic doesn’t sit particularly well with a lot of the common folk. In fact, many nations have laws that forbid the practice of Necromancy due to the prevailing notion that it is an evil magic. This can make it rather difficult for Necromancers of a guild to perform missions in such areas due to possible backlash.
Alteration: Alteration is, put quite simply, the magic of change. An Alterist is able to use their magic to adjust or manipulate the intrinsic characteristics of the objects around them or their own body to achieve pretty spectacular results, even if they aren’t all that flashy. For example, an Alterist can use their magic to make their clothes as hard as steel while making the sword of an enemy fragile or flexible to render it useless. Some Alterists specialize in using their magic to shapeshift, changing all or some of their body to give them the tools needed for a particular situation. It is also worth mentioning that, unless otherwise specified, the changes an Alterist chooses to make to an object, including their own body, are permanent. Of course, that doesn’t meant that another Alterist couldn’t undo changes that were made by a different Alterist.
Sanguination: Sanguination is possibly better known as blood magic, although that term does carry a number of inaccurate associations among the common folk, foremost among them that Sanguination is a type of evil magic. One of its primary applications is the creation of blood runes or sigils that channel mana to particular purposes. Often, these runes are used to bind others, block things like scrying, or communicate over vast distances. Some more war-like Sanguinaires also use these runes to increase their strength or durability in battle by painting them on their skin or armor. Sanguinaires also have the ability to freely manipulate blood, though it is virtually impossible to significantly manipulate the blood in another person’s body. To clarify, a Sanguinaire can easily manipulate the blood in their body, but not others. This means that Sanguinaires can do things like change their blood flow to keep from bleeding out or the spread of poison, make constructs of blood, or even puppeteer themselves. Sanguinaires also have the ability to drain the energy of other people or animals in order to replenish themselves. While this can be done at a distance, it is a rather ineffective method compared to consuming the blood of another.
Abjuration: Abjuration is the school of magic that is dedicated to virtually all defensive forms of magic, namely wards, barriers, and counterspells. Wards are constructs of mana that are used to alert the Abjurer who cast them whenever they are triggered. For example, a common usage of a ward is the notification that a trespasser is near. They are also often used to subvert or protect against indirect magic such as scrying. Barriers, however, are constructs of mana that are meant to block offensive uses of magic or weapons. In the case of magical attacks, wards can also be used to absorb the mana used in the attack, ultimately making the ward last longer or replenish the Abjurer’s energy. Clever Abjurers can also use barriers offensively, though it usually uses substantial amounts of mana to do so. Finally, counterspells are a trickier form of Abjuration magic where the Abjurer unravels or slices through the mana that constitutes the enemy spell. Properly timed counters can even cause some backlash to the other caster. Unfortunately, it requires quick reflexes and notable precision to consistently counter another person’s spells and attempting to do so while maintaining a barrier is virtually impossible. As such, counterspells leave the Abjurer particularly vulnerable and so are not used very commonly in small duels or fights.
Artifice: Artifice is the name for the study and crafting magical items The most common magical items crafted by Artificers are focuses for mana such as wands, staves, or crystal orbs. These are very useful items for mages, particularly novices, as they allow for the user to channel more efficiently, although the extent depends upon the school of magic being used and the materials used in the item’s construction. Artificers are also able to create items that use mana in some way, most notably the creation of light for buildings. The field is still relatively new, so the actual limits of the craft have yet to be properly explored, but the potential does have quite a few mages interested.
Infusion: Infusion is the process by which mundane objects are imbued with mana and become magical. The imbuing of mundane items with magical properties requires the use of mana stones, which are simply crystallizations of mana. These stones are often created by taking a gem of some sort and channeling mana through it for prolonged periods of time. To imbue the item, the mana from the stone is channeled into the item and directed in order to achieve a particular result. Once the process is started, it cannot be stopped until the infusion is finished. If it is, the resulting effect can be rather unpredictable. At best, the infused will do nothing and remain mundane. At worst, the item will explode in a surge of mana that damages the surrounding workshop quite heavily while potentially killing the crafter.
Alchemy: Alchemy is the crafting of potions and tonics from the parts of plants and animals that have potent effects. Considering the incredibly diversity of plant and animal life, it shouldn’t be too surprising that Alchemists are able to brew potions and mixtures that have a wide variety of effects as well. Some of these potions are able to mimic the effects of magic altogether, like making someone invisible or making a weapon burst into flames when applied to it, while others simply boost the energy or provide a level of sustenance to help healing along. Of course, not all mixtures have such benign purposes. Alchemists are also able to use their knowledge to create deadly and cunning poisons to be slipped into a drink or applied to a weapon.
Name: Human
Description:
Eye colors: Green, blue, gray, brown, and amber
Hair colors: Red, brown, blonde, black, gray, and white
Skin color: Ranges from very pale to very dark depending on environment
Avg. Height: Usually around 5 to 6.5 ft
Avg. Weight: Usually around 120 to 200 lbs
Special features: None
Culture/Society: The biggest thing to note about human society is that they pride themselves on being able to adapt and overcome virtually any obstacle that stands in their way. This emphasis on adaptability also leads towards humans being more individualistic than most of the other races, caring more for their own needs and dealing with their own problems than for worrying about the needs of the many. As such, humans can be a rather ambitious lot, which tends to make the more intelligent among them well-suited to politics and the like.
Monarchy is largely the most common form of government for predominantly human nations that are large enough to have an impact on an international level. In more remote locations, like the frozen north, humans often organize themselves into tribal families that are ruled by councils, which are in turn headed by chiefs who have demonstrated their strength or wisdom in service of the tribe. On a societal level, humans also tend to be rather egalitarian when it comes to matters of gender or ethnicity, though they can be rather prejudiced against members of other races.
Typical affinity: Due to their incredible adaptability, humans actually don’t have a school of magic that they tend to have an affinity for.
Special abilities: (This is for things like being able to see in the dark easily, breathing underwater, etc.)
Name: Sun Elf
Description:
Eye colors: Green, gold, silver, or orange
Hair colors: Auburn, blonde, silver, and black
Skin color: Ranges from pale gold to dark bronze
Avg. Height: Usually around 5.5 to 6.5 ft
Avg. Weight: Usually around 130 to 170 lbs
Special features: Like most fey-blooded creatures, Sun Elves possess pointed ears.
Culture/Society: Sun Elves are probably best known for their arrogant attitude toward the other races, which unfortunately has a tendency to get in the way of improving interracial relations. This haughtiness largely stems from the fact that Sun Elves consider the art and music created by a society to be the best indicator of that society’s overall value, however silly that may seem to outsiders. Many of the other races don’t consider art or music to be all that important, and so their creations, and therefore the society that made them, end up falling short in the eyes of many Sun Elves.
Despite their arrogance, Sun Elves are very deliberate and patient people, making long-term plans cautiously and with no feeling of urgency. They also tend to have a strong aversion to flitting about at whims of fancy and thus have a strong inclination to follow through on their plans. As an example, Sun Elves usually commit very long amounts of time to mastering a particular craft before they’ll seriously consider taking up another. This is largely the reason that their arts and crafts are so phenomenal.
The usual government structure used by Sun Elf societies is, like humans, that of monarchy with rigid hierarchical structures that separate the nobility from the commoners. While particularly talented craftsmen, musicians, or merchants can approach the nobility, it is virtually impossible for them to actually become a part of that class unless they were born to one of the Great Houses.
Typical affinity: Enchantment
Special abilities: None
Name: Wood Elf
Description:
Eye colors: Blue, brown, green, or hazel
Hair colors: Brown, black, auburn, or gray
Skin color: Lightly tanned to dark brown
Avg. Height: Usually about 5.5 to 6 ft
Avg. Weight: Usually about 110 to 160 lbs
Special features: Like most fey-blooded creatures, Wood Elves possess pointed ears
Culture/Society: Wood Elves tend to organize themselves into large clans that are determined almost exclusively by blood relation. The leaders of the clan, known as the chief and the speaker, are always a married couple that are elected by the other adult members of the clan. Which spouse takes which position depends on the will of the people as well. In general, the Wood Elves believe that a strong, confident woman is just as capable of being chief as a strong, confident man, and that men can be just as spiritually-inclined as women.
Interestingly, the Wood Elves are also almost entirely carnivorous due to their belief that the life of plants are sacred and that consuming them, even after they’ve died, interrupts the natural cycle that every living thing is a part of. Wood Elves that violate this pact, even to save their own life, are shunned by the rest of the tribe and cast out as an outsider. Generally speaking, the Wood Elves accept that the members of other races don’t feel the same way about the consumption of vegetation, though they tend to believe that it’s a position steeped in ignorance.
Typical affinity: Evocation
Special abilities: Wood Elves have the ability to see in dim light.
Name: Moon Elf
Description:
Eye colors: Silver, blue, violet, and green
Hair colors: Black, silver, blueish, or white
Skin color: Pale, often with icy blue tones though darker gray tones are not unheard of
Avg. Height: Usually around 5.5 to 6.5 feet
Avg. Weight: Usually around 110 to 160 lbs
Special features: Like most fey-blooded creatures, Moon Elves possess pointed ears.
Culture/Society: Generally speaking, Moon Elves value intelligence, logical thinking, and cunning above almost every other character trait. Naturally, many Moon Elves decide to pursue hobbies or pass the time with activities that provide ample amounts of mental stimulation like strategic board games or solving various kinds of puzzles. Perhaps unsurprisingly considering the importance their society places on one’s mental capacity, Moon Elves typically also possess a strong desire to learn new things. As such, there are a significant number of Moon Elves that end up becoming scholars, finding employment in libraries, academies, or mage guilds around the world.
Compared to the other Elvish races, Moon Elves tend to get along pretty well with members of the other races. This is largely because Moon Elves tend to lack the arrogance that seems so common in the other Elvish races. After all, it’s hard to try and learn all that you can about the culture and history of an outsider if you believe that it is all inferior to your own culture and history. Additionally, their interactions with the members of the other races tend to be more personal and involved, often eventually leading to a sort of friendship.
Surprisingly, Moon Elf society is largely matriarchal. Females largely run the daily affairs of their household and engage in politics or scholarship, while the males focus on more physical pursuits like various crafts, agriculture, or utilizing their abilities with weapons. This should not be taken to mean that male Moon Elves are less intelligent than females, however. It’s just that their society expects them to accept different responsibilities. Their government takes the form of a monarchy, though one that is headed by a queen rather than a king. As such, they have the same sort of noble class as many other monarchical nations.
Typical affinity: Necromancy
Special abilities: Moon Elves possess the ability to see in the dark.
Name: Dwarf
Description:
Eye colors: Blue, green, brown, hazel, gray, or amber
Hair colors: Brown, blonde, gray, white, black, or red
Skin color: Ranges from pale to dark brown
Avg. Height: Usually 4 to 5 ft
Avg. Weight: Usually 160 to 220 lbs
Special features: Generally a very stocky people. The men often grow and maintain very long beards.
Culture/Society: A strong, hardy, and stubborn people, Dwarves pride themselves greatly on their ability to maintain an orderly society. As such, they place a great deal of importance on following the law, regardless of whatever land they happen to be in, and tend to respect governmental structures and authority figures. They also strive to avoid causing trouble, and are thus often incredibly polite to those that they encounter. This should not be taken as a sign that Dwarves are particularly amiable to the members of other races, however. In fact, Dwarves are often deeply suspicious of foreigners and their strange traditions until they’ve proven that they mean no harm repeatedly.
Dwarves generally held to a very practical view of magic compared to most races. While they accepted that it existed and could be useful, many Dwarves would still prefer to rely on the strength of their bodies or armaments before relying on magic. This is largely because Dwarves view magic has being inherently wild and unreliable. However, it is worth noting that they generally possess a great respect for the schools of Animancy and Abjuration, as well as the craft of Artifice and Infusion.
The most common form of government among Dwarven communities is essentially a republic. Each adult in a province votes for the Dwarf they think should be on the Council that makes and enforces the law. The council then decides which of their number is the First Councilor, who is responsible for representing the Dwarves to the heads of states from other nations and leading the army if war is declared. Elections for Council positions are held every ten years, and its entirely common for a bad Councilor to be removed from their post by not being reelected in a subsequent election. The position of First Councilor is more flexible, however, and is required to be reappointed by the Council every two years.
Typical affinity: Abjuration
Special abilities: Due to the fact that the Dwarves are a subterranean race, they have developed the ability to see quite well in the dark.
Name: Gnome
Description:
Eye colors: Glittery black, green, or blue
Hair colors: Ranges from brown, auburn, and blonde to more exotic colors like green or orange
Skin color: Ranges from ruddy tan to woody brown to rocky gray
Avg. Height: Usually around 3 to 4 ft
Avg. Weight: Usually around 40 to 50 lbs
Special features: Like most fey-blooded creatures, Gnomes possess pointed ears. Gnomish males are often seen with very long beards.
Culture/Society: An intelligent and mischievous race, the Gnomes are perhaps best known for their propensity for playing harmless tricks on others. Though this can be a rather annoying tendency for outsiders to deal with, to the Gnomes a good prank or joke provides a reason to share a laugh with others and forget about the stresses of life. Because getting away with it is a crucial part of playing a good joke, the Gnomes tend to inadvertently stress the importance of being stealthy. As such, many of them find it rather easy to blend in or remain hidden when they want to be.
Of course, the Gnomes don’t just use their intelligence to mess with other people. Ingenious and cunning, they live by the adage that it's better to work smarter than it is to work harder, often directing their intellect to coming up with ways of solving problems as efficiently as possible. Those among them with a more scholarly bent can often find themselves serving as engineers, directing and advising others on how to go about finishing a task in the easiest or most profitable way possible.
Gnomes often tend to avoid gathering into large nations like most of the other races, feeling that the increased bureaucracy and rigid social structure would stifle their ability to be creative or to live as they pleased. As such, Gnomes tended to form clan-like communities that were ruled by the oldest or most experienced member among them. Every couple of years, the heads of each clan would meet together to discuss matters that affected their entire race, an occasion usually marked with festivals and feasts until the various clans went their separate ways again.
Typical affinity: Illusion
Special abilities: None
Name: Orc
Description:
Eye colors: Green, Blue, Brown, and Hazel
Hair colors: Dark Red, Brown, Black, and Gray
Skin color: If they are a common Orc they are almost always green. If raised in the mountains they take more of a gray color.
Avg. Height: Usually around 5'10" to 7'ft
Avg. Weight: Usually around 200 to 350 lbs
Special features: Have pointed ears like the Elves but also have tusks and typically a more broad face.
Culture/Society: Orcs are very unsociable toward the other races. So much so that the only information about Orc culture is from outcasts of their villages. They are the type of people to value strength as the most important thing in life and are always looking for a chance to fight/get stronger. The use of Magic is shunned in Orcish society because they believe it is for the weak who can not use their muscles. Also they have a passionate hate for Sun-Elf's because of how they used them and tried to dispose of them in what the Orcs call "The Early Years." Orcs run off a type of Chief system. Where the strongest warrior in the clan is the one who rules and directs the clan. Of course anyone can challenge the chief at anytime to take the title for themselves but if the challenger is to lose, then they are to be considered weak and outlasted. Most Orcs follow this type of clan tradition unless raised by a different culture.
Typical affinity: None, because of their view on Magic.
Special abilities: Dark Vision and enhanced strength compared to other races
Name: Enuri
Description:
Eye colors: Blue, green, brown, amber, gray, or hazel
Hair colors: Red, brown, gray, white, black, or blonde
Skin color: Generally pale white to tan
Avg. Height: Usually 3 to 4.5 ft
Avg. Weight: Usually 35 to 45 lbs
Special features: Depends on the Enuri in question. Mammalian Enuri can have fangs or claws and almost always have a prehensile tail and ears. Reptilian Enuri often have fangs, a reptilian tongue, a tail, and some scales. Avian Enuri often have small wings, talons, and feathers on their shoulders.
Culture/Society: Due to their reclusive nature, the culture and society of the Enuri are largely unknown by the members of other races. In fact, many people don’t even really believe that they exist at all. Despite their isolationist tendencies, most of the stories told by people who claim to have encountered the Enuri do tend to emphasize that they were very hospitable to outsiders, tending wounds and offering lodging until the individual was recovered and wanted to leave. Likewise, these stories generally agree that the Enuri are a carefree people that seem to have a love of singing and dancing and that seem to never really feel a need to hurry.
Ultimately, it would also appear from various reports that the Enuri largely consider the Tosuri to be of the same race despite their incredible differences in physiology. This makes a lot of sense considering the fact that the two groups seem to possess a strongly mutualistic symbiotic relationship. The Tosuri serve as the hunters and defenders of their two races, while the Enuri contribute their crafts and the produce from their farms.
The Enuri are ruled by a chief who is succeeded by their oldest child whenever they die. In the event that the new chief would be a child, their guardian serves as the chief until they are an adult. The Enuri chief works with the Tosuri chief to run the day to day affairs of both races. If the two chiefs reach a disagreement on an issue, they call an assembly of every adult from both of their races to vote on how to handle it. In the event that the assembly comes up with a different way of solving the problem, the two chiefs can agree to veto the decision, which leads to another round of discussion and then another round of voting. This cycle repeats until a final decision is made. After a decision has been reached, there is usually a small festival so that people can let go of any hard feelings that they may have obtained during the Assembly.
Typical affinity: Animancy
Special abilities: Enuri often have improved senses and the ability to speak with animals.
Name: Tosuri
Description:
Eye colors: Blue, green, brown, amber, gray, or hazel
Hair colors: Red, brown, gray, white, black, or blonde
Skin color: Ranges from pale white to dark brown
Avg. Height: Usually around 6 to 7 ft
Avg. Weight: Usually round 200 to 300 lbs
Special features: Depends on the Tosuri in question. Mammalian Tosuri often have thick fur covering their bodies, claws, a tail, and a snout. Reptilian Tosuri are often scaled with a tail and fangs and a lizard-like face. Avian Tosuri often have wings, a beak, and a feathered body.
Culture/Society: Due to their reclusive nature, the culture and society of the Tosuri are largely unknown by the members of other races. In fact, many people don’t even really believe that they exist at all. Many of the stories told by people who claim to have encountered them agree that they are generally suspicious of outsiders and that they can be rather hard to interact with. These reports also agree that the Tosuri are generally focused on living honorably and nobly, which to the Tosuri means having a courageous spirit, being trustworthy and reliable, and having the strength to protect others.
Ultimately, it would also appear from various reports that the Tosuri largely consider the Enuri to be of the same race despite their incredible differences in physiology. This makes a lot of sense considering the fact that the two groups seem to possess a strongly mutualistic symbiotic relationship. The Tosuri serve as the hunters and defenders of their two races, while the Enuri contribute their crafts and the produce from their farms.
The Tosuri are ruled by a chief who is succeeded upon death by the most capable adult in the community. This is determined through a series of physical challenges that test the wisdom, strength, and agility of the various candidates until there is a single victor. The Tosuri chief works with the Enuri chief to run the day to day affairs of both races. If the two chiefs reach a disagreement on an issue, they call an assembly of every adult from both of their races to vote on how to handle it. In the event that the assembly comes up with a different way of solving the problem, the two chiefs can agree to veto the decision, which leads to another round of discussion and then another round of voting. This cycle repeats until a final decision is made. After a decision has been reached, there is usually a small festival so that people can let go of any hard feelings that they may have obtained during the Assembly.
Typical affinity: Alteration
Special abilities: Tosuri often have improved senses and the ability to speak with animals.
@Lurking Shadow I was mostly asking about the culture that you had in mind for them because the picture you provided gave me a pretty good idea of their physiology. I think that they'd work well as a particular ethnicity of the Tosuri (probably with an Enuri version as well). If you would prefer that they not be meshed with the Tosuri, go ahead and fill out one of the race forms and send it my way. :)
I'm not going to lie, the thought of using Animancy to reanimate corpses never really occurred to me. I suppose that it would technically be possible, though it would probably be too messy and inefficient for many people to bother trying it. Not to mention the taboo would make most people hesitant to really consider the possibility.
@MojaveCourier That's perfectly fine. :D I'm looking forward to seeing what you come up with.
@Lurking Shadow I think including serpent people would be fine. Go ahead and send me some more details (either here or in pm, whichever you're more comfortable with) so that I can see if we'll need to make them a separate race or if they'll fit well enough as a subset of the other beast races.
Also, I'm glad that you like the idea of healing magic being able to animate objects. :D It always seemed to be a natural way to extend the idea of healing magic to me.
@MojaveCourier That's a pretty sweet coincidence. :3 I went back and forth about whether to detail them further, but ultimately decided that it could at least wait until later. If you want to come up with something, however, feel free to do so.
@Compulsive86 Thanks for the encouraging words! It means a lot! :D
@OrkytheOrc I had never actually thought about carving the runes into your skin to use blood magic that way. I'm going to say that that would work, but it would consume the blood in the body and so would require being really careful. I'm thinking that channeling more blood into a rune at one time would make the effect more powerful, but it would have diminishing returns. Using multiple runes would be more efficient for the most part, although you'll still see diminishing returns as you increase the number of runes. Combining the two methods to best suit the task at hand would be the absolute most efficient way to use blood magic, however.
Also, I would love the help! I'm not exactly sure what your thoughts for the Orcs were, but I was thinking that they would generally be considered less cultured due to the fact that they place emphasis on different skills and pursuits than the other races. Kind of more along the lines of Skyrim's Orcs if that helps paint a better picture.
So I've managed to get some more information together on the schools of magic and the different crafts.
Evocation: Evocation magic is performed by using mana to call forth the natural forces of the world and manipulate them. Due to the rather volatile nature of these elemental energies, this magic lends itself more to offensive applications rather than defensive or supportive ones. The current understanding among scholars is that the natural world consists of four distinct elemental energies: fire, water, earth, and air. Evokers usually have a talent for manipulating a particular element, while struggling with the opposite element. More experienced Evokers are able to combine the elements they can control together to produce new “elements,” like combining fire and air together in order to generate lightning. Master Evokers, that is, those that have achieved a mastery over each element, are even able to influence the weather around them, although doing so can have far-reaching consequences.
Illusion: Illusion magic is performed by giving shape and structure to mana in order to trick and deceive other people. Perhaps somewhat interestingly, the fact that illusions are really constructs of mana means that they function independent of people to observe them. In other words, an illusion of an attacking bear will affect anyone who enters the area of the illusion and will stop affecting anyone that leaves its area. Regardless, because mana is inherently non-physical, these constructions are simply illusions and can do no physical harm to people by themselves. While lacking in offensive capabilities, Illusionists make up for it by having access to a number of stealth and supportive capabilities, like rendering something invisible or creating distractions.
Enchantment: Enchantment magic is performed by weaving mana into threads that are able to enter the minds of others and subtly manipulate their mental state, which includes their thoughts and emotions. Particularly skillful or talented Enchanters can even set up connections with the minds of others that allow them to hear their thoughts or transmit their own. It is important to note, however, that one’s resistance to Enchantment magic depends upon the strength of their will. As such, Enchanters often have difficulties manipulating the minds of other mages, particularly if they are also Enchanters. Unfortunately for Enchanters, most people also tend to view them rather suspiciously and think of Enchantment magic as being some sort of evil magic, which can make it difficult for them to use their abilities in public or advertise their affinity for the school.
Divination: Divination magic is the magic associated with obtaining information or understanding and is thus often considered a more scholarly magic than some of the other schools. Some mages with particularly strong affinities for Divination magic have the gift of clairvoyance and are able to see bits and pieces of the future in fits of uncontrollable magic. These visions are vague at best, as the future is never really set in stone, but most people agree that some warning of what might happen is better than no warning at all. Regardless, even those Diviners who are not clairvoyant are able to scry on far away locations, detect and understand magic used around them, and find particular people or objects, to name a few of their more commonly used abilities.
Conjuration: Conjuration magic allows the magi to summon beings or objects to them, so long as these objects are bonded to the Conjurer before time. These bonds require rituals to form, and differ depending on what is being bonded to the Conjurer. For creatures, it requires a contract to be formed between the two parties stating what is expected of both parties and the like. Objects are much, much simpler, and merely require a mark of ownership be placed on the object during the ritual. These rituals tend to vary based on what is being bonded, though they typically involve something associated with the bondee, like ashes for a phoenix. Even mundane objects and creatures can be powerful with a Conjurer, receiving benefits, like increased durability or strength, from the bond itself. It is also worth noting that Conjuration magic is also the magic of apportation, or moving from one place to another without physically crossing the space in between, which is how bonded objects or creatures are summoned in the first place. As such, experienced Conjurers are also able to teleport, though it can be quite an exhausting endeavor depending on the distance one wants to travel.
Animancy: Animantic magic is the magic of using mana to manipulate the aether, a sort of energy that is associated with life and light. Perhaps unsurprisingly, this means that Animancers are the healers among the mages, able to use their magic to heal virtually any disease or illness. Though healing is the most well-known ability of Animancers, they are also able to utilize the radiant properties of aether to purify and bless objects or places, turn undead, or channel light to attack. Particularly talented and experienced Animancers are also able to animate objects for a variety of purposes. Such animated entities are known as golems, and their functionality depends pretty heavily on the form they had upon being animated and how intricate the animancer wants them to be. As such, it requires a lot more effort and time to create more complicated golems. Also worth noting is the fact that many Animancers have an affinity for animals, and other people to a lesser extent. This is probably due to the radiant aura of most Animancers, but animals nonetheless find themselves attracted to and almost comfortable in the presence of an Animancer.
Necromancy: Necromantic magic is the magic of using mana to manipulate the nether, a sort of energy that is associated with death and shadow. This means that Necromancers have the ability to raise and create undead, with the limit on how many entities a Necromancer can control being determined by the strength and experience of the Necromancer and the intelligence or complexity of the undead being controlled. More intelligent or complex undead can take quite a lot longer to raise and control properly, but their increased flexibility usually offsets the initial investment. Additionally, Necromancers are able to utilize the nether to wither enemies by eroding their life force, manipulate shadows and darkness, and even curse people or places. Necromancers also tend to find themselves being magnets for spirits and other forms of the wandering dead. This can sometimes be inconvenient, but most spirits are benign and just lonely, so it’s not really a dangerous trait. Needless to say, the association of Necromancy with the disturbing of the dead means that the school of magic doesn’t sit particularly well with a lot of the common folk. In fact, many nations have laws that forbid the practice of Necromancy due to the prevailing notion that it is an evil magic. This can make it rather difficult for Necromancers of a guild to perform missions in such areas due to possible backlash.
Alteration: Alteration is, put quite simply, the magic of change. An Alterist is able to use their magic to adjust or manipulate the intrinsic characteristics of the objects around them or their own body to achieve pretty spectacular results, even if they aren’t all that flashy. For example, an Alterist can use their magic to make their clothes as hard as steel while making the sword of an enemy fragile or flexible to render it useless. Some Alterists specialize in using their magic to shapeshift, changing all or some of their body to give them the tools needed for a particular situation. It is also worth mentioning that, unless otherwise specified, the changes an Alterist chooses to make to an object, including their own body, are permanent. Of course, that doesn’t meant that another Alterist couldn’t undo changes that were made by a different Alterist.
Sanguination: Sanguination is possibly better known as blood magic, although that term does carry a number of inaccurate associations among the common folk, foremost among them that Sanguination is a type of evil magic. One of its primary applications is the creation of blood runes or sigils that channel mana to particular purposes. Often, these runes are used to bind others, block things like scrying, or communicate over vast distances. Some more war-like Sanguinaires also use these runes to increase their strength or durability in battle by painting them on their skin or armor. Sanguinaires also have the ability to freely manipulate blood, though it is virtually impossible to significantly manipulate the blood in another person’s body. To clarify, a Sanguinaire can easily manipulate the blood in their body, but not others. This means that Sanguinaires can do things like change their blood flow to keep from bleeding out or the spread of poison, make constructs of blood, or even puppeteer themselves. Sanguinaires also have the ability to drain the energy of other people or animals in order to replenish themselves. While this can be done at a distance, it is a rather ineffective method compared to consuming the blood of another.
Abjuration: Abjuration is the school of magic that is dedicated to virtually all defensive forms of magic, namely wards, barriers, and counterspells. Wards are constructs of mana that are used to alert the Abjurer who cast them whenever they are triggered. For example, a common usage of a ward is the notification that a trespasser is near. They are also often used to subvert or protect against indirect magic such as scrying. Barriers, however, are constructs of mana that are meant to block offensive uses of magic or weapons. In the case of magical attacks, wards can also be used to absorb the mana used in the attack, ultimately making the ward last longer or replenish the Abjurer’s energy. Clever Abjurers can also use barriers offensively, though it usually uses substantial amounts of mana to do so. Finally, counterspells are a trickier form of Abjuration magic where the Abjurer unravels or slices through the mana that constitutes the enemy spell. Properly timed counters can even cause some backlash to the other caster. Unfortunately, it requires quick reflexes and notable precision to consistently counter another person’s spells and attempting to do so while maintaining a barrier is virtually impossible. As such, counterspells leave the Abjurer particularly vulnerable and so are not used very commonly in small duels or fights.
Artifice: Artifice is the name for the study and crafting magical items The most common magical items crafted by Artificers are focuses for mana such as wands, staves, or crystal orbs. These are very useful items for mages, particularly novices, as they allow for the user to channel more efficiently, although the extent depends upon the school of magic being used and the materials used in the item’s construction. Artificers are also able to create items that use mana in some way, most notably the creation of light for buildings. The field is still relatively new, so the actual limits of the craft have yet to be properly explored, but the potential does have quite a few mages interested.
Infusion: Infusion is the process by which mundane objects are imbued with mana and become magical. The imbuing of mundane items with magical properties requires the use of mana stones, which are simply crystallizations of mana. These stones are often created by taking a gem of some sort and channeling mana through it for prolonged periods of time. To imbue the item, the mana from the stone is channeled into the item and directed in order to achieve a particular result. Once the process is started, it cannot be stopped until the infusion is finished. If it is, the resulting effect can be rather unpredictable. At best, the infused will do nothing and remain mundane. At worst, the item will explode in a surge of mana that damages the surrounding workshop quite heavily while potentially killing the crafter.
Alchemy: Alchemy is the crafting of potions and tonics from the parts of plants and animals that have potent effects. Considering the incredibly diversity of plant and animal life, it shouldn’t be too surprising that Alchemists are able to brew potions and mixtures that have a wide variety of effects as well. Some of these potions are able to mimic the effects of magic altogether, like making someone invisible or making a weapon burst into flames when applied to it, while others simply boost the energy or provide a level of sustenance to help healing along. Of course, not all mixtures have such benign purposes. Alchemists are also able to use their knowledge to create deadly and cunning poisons to be slipped into a drink or applied to a weapon.
I've also started compiling the information for the various races that I plan on including so far. I'll be updating this post as I finish more of them. Thought not explicitly mentioned in the form below, half-races are things that can exist between virtually any race. I just didn't think that they necessarily warranted their own sections. Regardless, for now, here's what I've got.
Name: Human
Description:
Eye colors: Green, blue, gray, brown, and amber
Hair colors: Red, brown, blonde, black, gray, and white
Skin color: Ranges from very pale to very dark depending on environment
Avg. Height: Usually around 5 to 6.5 ft
Avg. Weight: Usually around 120 to 200 lbs
Special features: None
Culture/Society: The biggest thing to note about human society is that they pride themselves on being able to adapt and overcome virtually any obstacle that stands in their way. This emphasis on adaptability also leads towards humans being more individualistic than most of the other races, caring more for their own needs and dealing with their own problems than for worrying about the needs of the many. As such, humans can be a rather ambitious lot, which tends to make the more intelligent among them well-suited to politics and the like.
Monarchy is largely the most common form of government for predominantly human nations that are large enough to have an impact on an international level. In more remote locations, like the frozen north, humans often organize themselves into tribal families that are ruled by councils, which are in turn headed by chiefs who have demonstrated their strength or wisdom in service of the tribe. On a societal level, humans also tend to be rather egalitarian when it comes to matters of gender or ethnicity, though they can be rather prejudiced against members of other races.
Typical affinity: Due to their incredible adaptability, humans actually don’t have a school of magic that they tend to have an affinity for.
Special abilities: (This is for things like being able to see in the dark easily, breathing underwater, etc.)
Name: Sun Elf
Description:
Eye colors: Green, gold, silver, or orange
Hair colors: Auburn, blonde, silver, and black
Skin color: Ranges from pale gold to dark bronze
Avg. Height: Usually around 5.5 to 6.5 ft
Avg. Weight: Usually around 130 to 170 lbs
Special features: Like most fey-blooded creatures, Sun Elves possess pointed ears.
Culture/Society: Sun Elves are probably best known for their arrogant attitude toward the other races, which unfortunately has a tendency to get in the way of improving interracial relations. This haughtiness largely stems from the fact that Sun Elves consider the art and music created by a society to be the best indicator of that society’s overall value, however silly that may seem to outsiders. Many of the other races don’t consider art or music to be all that important, and so their creations, and therefore the society that made them, end up falling short in the eyes of many Sun Elves.
Despite their arrogance, Sun Elves are very deliberate and patient people, making long-term plans cautiously and with no feeling of urgency. They also tend to have a strong aversion to flitting about at whims of fancy and thus have a strong inclination to follow through on their plans. As an example, Sun Elves usually commit very long amounts of time to mastering a particular craft before they’ll seriously consider taking up another. This is largely the reason that their arts and crafts are so phenomenal.
The usual government structure used by Sun Elf societies is, like humans, that of monarchy with rigid hierarchical structures that separate the nobility from the commoners. While particularly talented craftsmen, musicians, or merchants can approach the nobility, it is virtually impossible for them to actually become a part of that class unless they were born to one of the Great Houses.
Typical affinity: Enchantment
Special abilities: None
Name: Wood Elf
Description:
Eye colors: Blue, brown, green, or hazel
Hair colors: Brown, black, auburn, or gray
Skin color: Lightly tanned to dark brown
Avg. Height: Usually about 5.5 to 6 ft
Avg. Weight: Usually about 110 to 160 lbs
Special features: Like most fey-blooded creatures, Wood Elves possess pointed ears
Culture/Society: Wood Elves tend to organize themselves into large clans that are determined almost exclusively by blood relation. The leaders of the clan, known as the chief and the speaker, are always a married couple that are elected by the other adult members of the clan. Which spouse takes which position depends on the will of the people as well. In general, the Wood Elves believe that a strong, confident woman is just as capable of being chief as a strong, confident man, and that men can be just as spiritually-inclined as women.
Interestingly, the Wood Elves are also almost entirely carnivorous due to their belief that the life of plants are sacred and that consuming them, even after they’ve died, interrupts the natural cycle that every living thing is a part of. Wood Elves that violate this pact, even to save their own life, are shunned by the rest of the tribe and cast out as an outsider. Generally speaking, the Wood Elves accept that the members of other races don’t feel the same way about the consumption of vegetation, though they tend to believe that it’s a position steeped in ignorance.
Typical affinity: Evocation
Special abilities: Wood Elves have the ability to see in dim light.
Name: Moon Elf
Description:
Eye colors: Silver, blue, violet, and green
Hair colors: Black, silver, blueish, or white
Skin color: Pale, often with icy blue tones though darker gray tones are not unheard of
Avg. Height: Usually around 5.5 to 6.5 feet
Avg. Weight: Usually around 110 to 160 lbs
Special features: Like most fey-blooded creatures, Moon Elves possess pointed ears.
Culture/Society: Generally speaking, Moon Elves value intelligence, logical thinking, and cunning above almost every other character trait. Naturally, many Moon Elves decide to pursue hobbies or pass the time with activities that provide ample amounts of mental stimulation like strategic board games or solving various kinds of puzzles. Perhaps unsurprisingly considering the importance their society places on one’s mental capacity, Moon Elves typically also possess a strong desire to learn new things. As such, there are a significant number of Moon Elves that end up becoming scholars, finding employment in libraries, academies, or mage guilds around the world.
Compared to the other Elvish races, Moon Elves tend to get along pretty well with members of the other races. This is largely because Moon Elves tend to lack the arrogance that seems so common in the other Elvish races. After all, it’s hard to try and learn all that you can about the culture and history of an outsider if you believe that it is all inferior to your own culture and history. Additionally, their interactions with the members of the other races tend to be more personal and involved, often eventually leading to a sort of friendship.
Surprisingly, Moon Elf society is largely matriarchal. Females largely run the daily affairs of their household and engage in politics or scholarship, while the males focus on more physical pursuits like various crafts, agriculture, or utilizing their abilities with weapons. This should not be taken to mean that male Moon Elves are less intelligent than females, however. It’s just that their society expects them to accept different responsibilities. Their government takes the form of a monarchy, though one that is headed by a queen rather than a king. As such, they have the same sort of noble class as many other monarchical nations.
Typical affinity: Necromancy
Special abilities: Moon Elves possess the ability to see in the dark.
Name: Dwarf
Description:
Eye colors: Blue, green, brown, hazel, gray, or amber
Hair colors: Brown, blonde, gray, white, black, or red
Skin color: Ranges from pale to dark brown
Avg. Height: Usually 4 to 5 ft
Avg. Weight: Usually 160 to 220 lbs
Special features: Generally a very stocky people. The men often grow and maintain very long beards.
Culture/Society: A strong, hardy, and stubborn people, Dwarves pride themselves greatly on their ability to maintain an orderly society. As such, they place a great deal of importance on following the law, regardless of whatever land they happen to be in, and tend to respect governmental structures and authority figures. They also strive to avoid causing trouble, and are thus often incredibly polite to those that they encounter. This should not be taken as a sign that Dwarves are particularly amiable to the members of other races, however. In fact, Dwarves are often deeply suspicious of foreigners and their strange traditions until they’ve proven that they mean no harm repeatedly.
Dwarves generally held to a very practical view of magic compared to most races. While they accepted that it existed and could be useful, many Dwarves would still prefer to rely on the strength of their bodies or armaments before relying on magic. This is largely because Dwarves view magic has being inherently wild and unreliable. However, it is worth noting that they generally possess a great respect for the schools of Animancy and Abjuration, as well as the craft of Artifice and Infusion.
The most common form of government among Dwarven communities is essentially a republic. Each adult in a province votes for the Dwarf they think should be on the Council that makes and enforces the law. The council then decides which of their number is the First Councilor, who is responsible for representing the Dwarves to the heads of states from other nations and leading the army if war is declared. Elections for Council positions are held every ten years, and its entirely common for a bad Councilor to be removed from their post by not being reelected in a subsequent election. The position of First Councilor is more flexible, however, and is required to be reappointed by the Council every two years.
Typical affinity: Abjuration
Special abilities: Due to the fact that the Dwarves are a subterranean race, they have developed the ability to see quite well in the dark.
Name: Gnome
Description:
Eye colors: Glittery black, green, or blue
Hair colors: Ranges from brown, auburn, and blonde to more exotic colors like green or orange
Skin color: Ranges from ruddy tan to woody brown to rocky gray
Avg. Height: Usually around 3 to 4 ft
Avg. Weight: Usually around 40 to 50 lbs
Special features: Like most fey-blooded creatures, Gnomes possess pointed ears. Gnomish males are often seen with very long beards.
Culture/Society: An intelligent and mischievous race, the Gnomes are perhaps best known for their propensity for playing harmless tricks on others. Though this can be a rather annoying tendency for outsiders to deal with, to the Gnomes a good prank or joke provides a reason to share a laugh with others and forget about the stresses of life. Because getting away with it is a crucial part of playing a good joke, the Gnomes tend to inadvertently stress the importance of being stealthy. As such, many of them find it rather easy to blend in or remain hidden when they want to be.
Of course, the Gnomes don’t just use their intelligence to mess with other people. Ingenious and cunning, they live by the adage that it's better to work smarter than it is to work harder, often directing their intellect to coming up with ways of solving problems as efficiently as possible. Those among them with a more scholarly bent can often find themselves serving as engineers, directing and advising others on how to go about finishing a task in the easiest or most profitable way possible.
Gnomes often tend to avoid gathering into large nations like most of the other races, feeling that the increased bureaucracy and rigid social structure would stifle their ability to be creative or to live as they pleased. As such, Gnomes tended to form clan-like communities that were ruled by the oldest or most experienced member among them. Every couple of years, the heads of each clan would meet together to discuss matters that affected their entire race, an occasion usually marked with festivals and feasts until the various clans went their separate ways again.
Typical affinity: Illusion
Special abilities: None
Name: Orc
Description:
Eye colors: Green, Blue, Brown, and Hazel
Hair colors: Dark Red, Brown, Black, and Gray
Skin color: If they are a common Orc they are almost always green. If raised in the mountains they take more of a gray color.
Avg. Height: Usually around 5'10" to 7'ft
Avg. Weight: Usually around 200 to 350 lbs
Special features: Have pointed ears like the Elves but also have tusks and typically a more broad face.
Culture/Society: Orcs are very unsociable toward the other races. So much so that the only information about Orc culture is from outcasts of their villages. They are the type of people to value strength as the most important thing in life and are always looking for a chance to fight/get stronger. The use of Magic is shunned in Orcish society because they believe it is for the weak who can not use their muscles. Also they have a passionate hate for Sun-Elf's because of how they used them and tried to dispose of them in what the Orcs call "The Early Years." Orcs run off a type of Chief system. Where the strongest warrior in the clan is the one who rules and directs the clan. Of course anyone can challenge the chief at anytime to take the title for themselves but if the challenger is to lose, then they are to be considered weak and outlasted. Most Orcs follow this type of clan tradition unless raised by a different culture.
Typical affinity: None, because of their view on Magic.
Special abilities: Dark Vision and enhanced strength compared to other races
Name: Enuri
Description:
Eye colors: Blue, green, brown, amber, gray, or hazel
Hair colors: Red, brown, gray, white, black, or blonde
Skin color: Generally pale white to tan
Avg. Height: Usually 3 to 4.5 ft
Avg. Weight: Usually 35 to 45 lbs
Special features: Depends on the Enuri in question. Mammalian Enuri can have fangs or claws and almost always have a prehensile tail and ears. Reptilian Enuri often have fangs, a reptilian tongue, a tail, and some scales. Avian Enuri often have small wings, talons, and feathers on their shoulders.
Culture/Society: Due to their reclusive nature, the culture and society of the Enuri are largely unknown by the members of other races. In fact, many people don’t even really believe that they exist at all. Despite their isolationist tendencies, most of the stories told by people who claim to have encountered the Enuri do tend to emphasize that they were very hospitable to outsiders, tending wounds and offering lodging until the individual was recovered and wanted to leave. Likewise, these stories generally agree that the Enuri are a carefree people that seem to have a love of singing and dancing and that seem to never really feel a need to hurry.
Ultimately, it would also appear from various reports that the Enuri largely consider the Tosuri to be of the same race despite their incredible differences in physiology. This makes a lot of sense considering the fact that the two groups seem to possess a strongly mutualistic symbiotic relationship. The Tosuri serve as the hunters and defenders of their two races, while the Enuri contribute their crafts and the produce from their farms.
The Enuri are ruled by a chief who is succeeded by their oldest child whenever they die. In the event that the new chief would be a child, their guardian serves as the chief until they are an adult. The Enuri chief works with the Tosuri chief to run the day to day affairs of both races. If the two chiefs reach a disagreement on an issue, they call an assembly of every adult from both of their races to vote on how to handle it. In the event that the assembly comes up with a different way of solving the problem, the two chiefs can agree to veto the decision, which leads to another round of discussion and then another round of voting. This cycle repeats until a final decision is made. After a decision has been reached, there is usually a small festival so that people can let go of any hard feelings that they may have obtained during the Assembly.
Typical affinity: Animancy
Special abilities: Enuri often have improved senses and the ability to speak with animals.
Name: Tosuri
Description:
Eye colors: Blue, green, brown, amber, gray, or hazel
Hair colors: Red, brown, gray, white, black, or blonde
Skin color: Ranges from pale white to dark brown
Avg. Height: Usually around 6 to 7 ft
Avg. Weight: Usually round 200 to 300 lbs
Special features: Depends on the Tosuri in question. Mammalian Tosuri often have thick fur covering their bodies, claws, a tail, and a snout. Reptilian Tosuri are often scaled with a tail and fangs and a lizard-like face. Avian Tosuri often have wings, a beak, and a feathered body.
Culture/Society: Due to their reclusive nature, the culture and society of the Tosuri are largely unknown by the members of other races. In fact, many people don’t even really believe that they exist at all. Many of the stories told by people who claim to have encountered them agree that they are generally suspicious of outsiders and that they can be rather hard to interact with. These reports also agree that the Tosuri are generally focused on living honorably and nobly, which to the Tosuri means having a courageous spirit, being trustworthy and reliable, and having the strength to protect others.
Ultimately, it would also appear from various reports that the Tosuri largely consider the Enuri to be of the same race despite their incredible differences in physiology. This makes a lot of sense considering the fact that the two groups seem to possess a strongly mutualistic symbiotic relationship. The Tosuri serve as the hunters and defenders of their two races, while the Enuri contribute their crafts and the produce from their farms.
The Tosuri are ruled by a chief who is succeeded upon death by the most capable adult in the community. This is determined through a series of physical challenges that test the wisdom, strength, and agility of the various candidates until there is a single victor. The Tosuri chief works with the Enuri chief to run the day to day affairs of both races. If the two chiefs reach a disagreement on an issue, they call an assembly of every adult from both of their races to vote on how to handle it. In the event that the assembly comes up with a different way of solving the problem, the two chiefs can agree to veto the decision, which leads to another round of discussion and then another round of voting. This cycle repeats until a final decision is made. After a decision has been reached, there is usually a small festival so that people can let go of any hard feelings that they may have obtained during the Assembly.
Typical affinity: Alteration
Special abilities: Tosuri often have improved senses and the ability to speak with animals.
As always, feel free to ask any questions you might have about any of the above. I would also love it if you could take the time to let me know how you feel about the description for the Sanguination school of magic. In particular, I'm not sure if I gave Sanguination too many abilities because blood magic is a tricky thing to try and incorporate without letting it mimic the effects of the other schools.
I'm also not sure if the idea of the Enuri and Tosuri races really fits in this setting or if you guys would prefer to avoid beast races, so please let me know how you feel about them.
Sorry for the delays everyone. Some things came up that have prevented me from making as much progress on the OOC than I would have liked. I believe that I have finalized the list of magic schools, which are below with a very brief description of what it entails.
Evocation - magic for manipulating elements
Illusion - magic for creating illusions
Enchantment - magic for manipulating the mind and emotions
Divination - magic for acquiring knowledge (e.g. scrying)
Conjuration - magic for summoning and transportation
Animancy - magic of healing/life and light
Necromancy - magic of raising the dead and shadows
Alteration - magic concerned with changing the nature or properties of things
Sanguination - blood magic using runes and the draining of energy
I'm also planning on including magic crafts that don't require an affinity. They are as follows.
Artifice - creation of magic items (e.g. magic focuses) or enchanted items (e.g. a flaming sword)
Alchemy - creation of potions and poisons from natural ingredients
As usual, feel free to ask me any questions you might have about any of the above. :D If you have suggestions for different names for the schools or crafts, or if you have an idea for another school or craft, feel free to send it my way so I can look it over.
@MojaveCourier I don't have a final version yet, but here's a pretty basic one that you can fill out for now. At worst, you might have to copy and paste stuff into a prettier version when the OOC is up. :p
Name: Age: Gender: Race: (Ignore this for now) Affinities: (Ignore this for now too) Personality: (Give me an idea of who your character is and what makes them tick) History: (Doesn't have to be a novel, but try to give me an understanding of where your character came from and what motivates them) Appearance: (Preferably, this section would include a picture and a description) Other: (For anything that doesn't fit in a section above)
Here's the form to fill out if you happen to want to create a race. You can either send it to me or post it here (or in the OOC whenever that's up) for me to review. Also, feel free to let me know if you think I forgot to include a section for anything important in the form.
[b][u]Name:[/u][/b] (What's the name of the race?)
[b][u]Description:[/u][/b] [indent][list] [*][b]Eye colors:[/b] [*][b]Hair colors:[/b] [*][b]Skin color:[/b] [*][b]Avg. Height:[/b] [*][b]Avg. Weight:[/b] [*][b]Special features:[/b] (Basically for anything that stands out like horns, scales, etc.)[/list] [/indent]
[b][u]Culture/Society:[/u][/b] (What is the typical outlook on life for members of this race? How would their nation govern itself? What are some of the aspects of their culture that they're proud of? How do they view outsiders/people of other races? How do members of this race tend to think of mages?)
[b][u]Typical affinity:[/u][/b] (You don't have to put anything here yet, but be thinking about what kind of magic members of your race tend to have an affinity for)
[b][u]Special abilities:[/u][/b] (This is for things like being able to see in the dark easily, breathing underwater, etc.)
Thanks for the interest everyone! :D I'll go ahead and get working on an actual IC/OOC for the mage guild idea I had, though it might take me a few days to finish. Feel free to keep asking questions or suggesting things you'd like to see though!
@Clever Hans Yes, the guild would include necromancers. While outsiders may find the magic distasteful or even think of it as being inherently evil, the consensus among the guild leadership is that it what you use it for that matters. :3
@Lurking Shadow Sweet! I'll come up with a form sometime tonight that you can fill out and send to me so I can look it over.
@sassy1085 I'm perfectly open to the idea of running both stories if enough people are interested. :D
Hello everyone! It's been quite a while since I've started an RP, but lately I've had a few different ideas for stories running through my head that I felt I should put out there to see if anyone's interested in them. So, without further ado, here they are. :3
As the hider tag would imply, in this roleplay, our characters would be new members of a magic guild. The story would follow our characters as they take on jobs and learn more about their own magic and what it means to be a mage. As for how magic would work in this world, I'm thinking that it would be divided into schools (like Skyrim or D&D) but without the need for keeping track of spells. Our characters (and NPCs) would then have affinities for particular schools of magic that enable them to use that kind of magic. As an example, a character with an affinity for fire magic would be able to manipulate fire freely but would have a hard time healing a wound. They could maybe do it if they knew how, but it would be a lot harder and less efficient than it would be for someone with an affinity for healing magic.
Going with the high fantasy setting, I'm also planning on incorporating a number of different races that people can choose from for their characters like elves, humans, dwarves, etc. While the list of races is probably going to be pretty standard, I'm open to suggestions for races that you might like to see included, even if they're something that you came up with yourself! :D Due to the nature of the setting, the story for this RP would probably be more free form at first, though I do have some inklings of the plots that I would like to introduce if we get there.
This idea is mostly based off the world of the Paranatural webcomic by Zack Morrison. For those of you who have never heard of Paranatural before, some background is in order.
The world of Paranatural is one wherein spirits, ghosts, and paranormal activity are commonplace. The only people who can see spirits and ghosts, however, are those that possess spectral energy (think ectoplasm) and are therefore known as spectrals. People can become spectrals by having a near-death experience, being exposed to spectral energy for a prolonged period of time, or having a diet that is obnoxiously high in citrus. It is also worth noting that spectral energy comes in different colors depending on how a person became a spectral or their personality. A spectral can learn to manipulate their spectral energy for a variety of purposes, with the most common being those involved in fighting malevolent spirits. Spectral energy is limited to affecting spectral entities or objects. Because this spectral energy infuses the body of a spectral, they count as a spectral entity.
Spirits are beings made of spectral energy that come in a wide variety of shapes and sizes with an equally diverse number of abilities. Spirits that are fatally wounded also have the ability to escape into an object or person. An object thus possessed becomes a tool, while a person becomes a medium. If successful, the spirit will eventually recover by consuming spectral energy. In the case of a spirit possessing a non-spectral person or an object that person owns, that person will eventually become a spectral and will have a spectral energy color that matches the spirit. Spirits inside of tools will also try and lure in spectrals that have the same spectral energy color that they do. Spectrals using a tool or that are possessed can make use of the spirit's abilities for as long as they are together. This includes the ability to enter the spirit's "world," which is a sort of shared mindscape where the spectral and spirit can communicate.
Ghosts are, as you might expect, the remains of human beings that have passed away but still find themselves bound to the mortal plane. Like spirits, ghosts are also made up of spectral energy, which makes them tempting prey for hungry spirits. Because ghosts are made up entirely of spectral energy, they would be entirely absorbed by the spirit inside of a tool if they attempted to use it. Some particularly powerful ghosts are also able to manipulate objects and are thus known as poltergeists. Ghosts also can't manipulate spectral energy like living humans can and their abilities are also often locked to a specific purpose that is at least tangentially related to the way in which they died. Particularly violent deaths can prolong the length of time that a ghost can last, but eventually all ghosts fade as their spectral energy diffuses.
For this story, I was thinking that it would take place in a different location and involve none of the canon characters. I was also thinking that the story could be vaguely Gravity Falls-ish in the sense that our characters are trying to uncover a mystery that plagues their town. This would probably mean that most of our characters end up becoming spectrals at around the same time, thus resulting in no one really knowing what's going on with the "sudden" appearance of paranormal activity all round them. This would also allow our characters to grow into their abilities in a very superhero story kind of way, which I think would be fun. As a sort of disclaimer, I'm not intending for this story to be super dark or anything, but it also probably won't be quite as whimsical as the actual Paranatural comic either.
Please let me know if either of these ideas appeal to you! I'd actually be more than happy to run both of them if they get enough interest! :D As always, feel free to ask me questions or make any suggestions!