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Tipsy Mystic

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                                                                                      Other Names: Hares - Jackalope - Knewyrc's Maidens
                                                                                      Rarity: Only a handful are born every century.
                                                                                      Longevity: Dependent upon circumstances of birth. Full blooded approx. 700 years, half-blooded approx. 250 years, others approx. 100 years.
                                                                                      Abilities: Powers vary, though all can shift between two forms, use mimicry, and the tears, blood, milk, and horns have incredible healing properties.
                                                                                      Shape: Humanoid - Lapine

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                                                      ▬▬ in depth info
                                                            The first Horned Hare was conceived the night of a terrible storm in the dead of winter, beneath the white roots of the Heartwood before the first humans set foot on Ancalmia. The mother bore only two leverets, a male and a female, and they were without their antlers at first. As the babies matured, their velvety antlers began to grow with them. By the time the twins were full-grown they had each grown an impressive eight-point rack. At first the pair were ostracized by the other hares because of their freakish nature. There are many stories surrounding the circumstances that led to the first Horned Hares discovering their ability to change shape, but they all contain a dark, malevolent force that threatened to slaughter every living thing in the Heartwood before it feasted on the natural magic that permeated the area. Unable to fight back against this force, the Horned Hares suddenly began to change in size and shape, and attacked the dark being. Once it was defeated, they reverted back to their true shape. They became the leaders and protectors of the warren of the Heartwood. They lived on many decades, the only two of their kind. Then one night, the female was with her mate during a storm like the one she and her brother had been conceived under. When her litter was born, there was one male, and one female. And when they were fully grown, they too sported a pair of large antlers. They weren't the only leverets born that winter night, however: another pair of mates conceived a litter of one male and one female. It is unknown whether any conception between a Horned Hare and a member of another race is possible.

                                                            Horned Hares are incredibly rare due to their shyness and the specific circumstances that must be met during their conception. They must be born under the full moon during the coldest of winter nights during a thunderstorm that snows instead of rains. Horned Hares are decidedly less fertile than their fellows, and many die without ever having littering normal or special leverets. If the embryos are to become Horned Hares, there is always only one male and one female born. A pair of Horned Hares are the most likely to conceive more like themselves, but one can be born between one Horned and regular hare or two regular hares as well, but it gets progressively rarer for such a thing to happen. A full-blooded Horned Hare is born with nearly limitless magic, possessing special powers and often psychic abilities. Many are born as seers. A half-blooded Hare will possess more power than a Hare born to two regular parents, and will live longer than one as well, but they are only half as powerful and live only a fraction as long as a full-blooded Hare. Every Horned Hare can change between their true form and a humanoid shape, which is always tall, graceful, and beautiful. Their human form is usually pale, with angular faces and pointed ears. Males do not retain their antlers in this form, though they are larger and more powerful than females. Females do retain their antlers and are generally more agile and graceful than their brothers, and more adept at feats of magic. They're also all born with the ability to mimic any voice or sound they hear and repeat it back flawlessly. Their blood, tears, and antlers have incredible healing powers, as does the females milk. The most powerful Hares are born with a seer's abilities, and many have some kind of psychic ability.

                                                            The species was relatively unknown, attributed to myth and legend until about two hundred years ago when a man with a twisted heart and mind entered the Forest of Voices with his paltry band of followers fleeing persecution for their beliefs and practices. One night, the man called Knewyrc, who was so handsome and charismatic despite his evil heart, entered the forest to hunt for game. He was attacked by a huge, rabid wolf that tore him to shreds. Just as it seemed he would surely die, a hare burst into the clearing and charged the wolf, burying its antlers into the creature's hind leg. As the wolf howled, the hare turned into a tall, beautiful woman that chased the wolf off. She came to Knewyrc's side and bent over his wounds, and suddenly burst into tears. As they fell onto his wounds, his skin and muscle began to knit back together. Within minutes he was sitting up again, brought back from death's door.

                                                            It's believed that the female Hare had lost her brother and mate and in her despair had left the Heartwood to search for happiness. When she came across Knewyrc she fell in love with his bravery and his handsome face, which is why she saved him. Knewyrc repaid the very powerful full-blooded Hare by enslaving her and after finding out about her healing properties, harvesting them. He even sawed off her antlers, and did so again when they grew back, keeping her alive but weak for many years. This is how the relationship between the cult and the Hares began, and this is how it has been ever since. The cult worship the Hares even as they hunt and abuse them, and the Hares, a normally peaceful and kind race, will often kill any member of the cult they come across in the forest.


Tipsy Mystic

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                                                                                      Other Names: The Keepers of Time - The All*Knowing - The Shadows
                                                                                      Rarity: Common (young); Very Rare (elders)
                                                                                      Longevity: Immortal (see About)
                                                                                      Abilities: Shapeshifter (vaporous body) - Telepathy - Planar Travel - At*Will Invisibility - Universal Symbiosis
                                                                                      Shape: Amorphous - Reflexive

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                                                      ▬▬ in depth info
                                                            Like the Faefolk, they too hail from another plane of existence: The Void. It is named so only for it's lack of physical material. In actuality it is a world brimming with ether; Living Magic. If a physical being (i.e. a human) were to be transported to The Void, they would be slowly pulled apart as the laws of physics [gravity] in the Void act not upon atoms, but upon aether. The Void to any other being is like a myth, a fairytale, and a horrifying one at that. Tales of a darkness so deep it consumes you body and soul.

                                                            In this [not so baseless] world the Drassili live, ever drifting curiously between the folds of space. At home, they are beings of consciousness alone. Their only interest is in knowledge. Hence why they constantly travel the planes to seek new facts

                                                            Now as a Drassili ages, their knowledge become reflected in the aether. Their experiences twist and fold the Void around them into pseudo-existence. In these small micro-worlds, a Drassili is able to take a visible form of their choosing from their own memory. The older the Drassili, the larger a portion of space their small world is able to materialize. As such, younger Drassili are able to enter the domains of the Elder beings and traverse the Void-worlds in a form of the Elder's choosing; a form the Elder would deign inhabits their small world.

                                                            Now to the Drassili, the plane on which rests Ancalima is most fascinating to them. The fact of this being that it is extremely dangerous for Drassili to enter, because of the rich world of mana; because of magic; lifeforce. With the ether of the Void possessing similar properties to the lifeforce of the real world, a Drassili would essentially drown. Their being would become diluted: Their body's ether dissipating and joining with the flows of mana. to simply dissolve the Drassili into the world. Being immortal, the Drassili wouldn't exactly die, but it's essence would become dispersed. In this way, it wouldn't become a sentient being again until some force pulled the Drassili's essence back together into a coherent state.
                                                            To avoid this, the Drassili have found they can enter the bodies of living being in Ancalima. The Drassili being a living consciousness are able to bond to the self-awareness of the material beings to root their ether bodies in the physical world, and because the bodies of Drassili resonate with the magic of Ancalima the beings they take up residence inside find they have their own natural abilities enhanced (i.e. stronger/hardier bodies, more powerful elemental/psychic manipulation, stronger personality traits, etc.). They are also able to hide within solid objects, but only ones with crystalline structures. The array of material provides a container of sorts to house their etheral body. This is only possible though if the object is not infused with mana; otherwise it puts a Drassili into a state of stasis. There is no way they are able to free themselves of this imprisonment. Their mind is locked in time as well. They cannot sense, or think, or feel.

                                                            In material worlds the Drassili are visually impossible to detect; that is without any particular aid. Also, they can exert no influence on the physical world without the aid of another individual [non-Drassili], or via usage of a magical tool or artifact. It is possible for them to animate dormant golems or behemoths; generally a Drassili must be over 500 years old to possess the knowledge/power to perform this feat. An inanimate vessel inhabited by a Drassili is not subject to the influence of a mana wielder [i.e. Geomancer power over golems]. However, a Drassili of any age will loose their stamina proportional to the mass they are moving. Older beings of course will still take longer to tire. Larger vessels can be inhabited by multiple Drassili. If a host/vessel were to enter a space with a high concentration of mana, the presence of a Drassili within them would reveal as an aura; it's color and shape determined by the age of the being within. Younger Drassili would display a simple halo effect or maybe vapors attached to the person's body. The aura of an older being can take on form; a person could appear to have anything from wings and tails, or scaled skin or feathers, to having entire dramatic displays of alteration like ornate armor, etc. Though of course none of this is visible in the normal light of day.

                                                            Detecting a Drassili within one's self may be either difficult, or simple. It may be so easy that the being announces itself to you through telepathy and offers you health and vitality in exchange for hosting it indefinetly. Most often though, you are neither asked, nor warned. They choose, and change, their vessels to suit themselves. One may happen upon the Drassili's consciousness through meditation, or psychic introspection. In times of crisis, the Drassili may make itself known to offer aid if one is favored by the being. If the vessel dies, the Drassili will either hop to the next available vessel, or escape back into the Void.

                                                            The only way a Drassili may walk the material world is to create a space void of mana. Such an area wouldn't lack life energy necessarily, but in the absence of mana the Drassili's true form not only becomes visible but can also act upon the material world [within the space].

                                                            One important thing to clear up: Reproduction. Drassili do not actually mate. They perform a sort of mitosis. Their lifeforce grows as they age. They can separate a portion of this lifeforce from their essence, and that breakaway grows into a new Drassili. In giving up their lifeforce though, they also sacrifice a portion of their memory; their knowledge. Most Drassili choose to forget their youth a little at a time. Others choose to forget certain passages of their lifetime deemed fruitless, or even times of great sorrow. In many regard they are very human-like; much the same reason they are drawn mostly to humans as first choice of host - Empathy.

                                                            The Drassili over time have earned very curious nicknames. Firstly, they are sometimes referred to as The Shadows; told as frightening tales to naughty children. The shadow would eat them as punishment The basis to this though is in their very nature of existence in material realms; always close to oneself but never seen. Next, they have been called the All-Knowing [beings]. Drassili are pursuers of knowledge. They [normally] freely share and deduce information with one another. The elders are generally revered for their wealth of experience. Lastly, they are called The Keepers of Time. This directly references the older beings. There are supremely old beings within their race who've sworn "celibacy" in order to become a living record of history. These Drassili are millennia old. Their power is such that they live within entire worlds within the void. Many keep private conclaves of other Drassili as students or followers. In most cases, these followers are the eyes and ears to the elder to further deepen their glorious wealth of knowledge.


Tipsy Mystic

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                                                                                      Other Names: Frost Demons
                                                                                      Rarity: Ancalima - Almost non existent; Kaukith - Rare.
                                                                                      Longevity: 300+ years
                                                                                      Abilities: Cryomancy or Ice manipulation/Ice magic; Water magic/manipulation - only eldest and most experienced members; Resistance to ice and water based attacks.
                                                                                      Shape: Humanoid

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                                                      ▬▬ in depth info
                                                            Cryomancers are a small race, which inhabits the Frozen Hell known as Kaukith. This humanoid race somehow managed to adapt to the harsh winters and environment of their land, making it's elements their own. Because of the savage nature of Kaukith, every cryomancer is a born warrior and a survivor.
                                                            Cryomancers are incredibly rare in Ancalima, in fact, by many they are considered extinct or almost non existent. It is known that there are more of their kind far beyond Ancalima, but their exact numbers are unknown. Cryomancers have a extended lifespan, with the shortest known to be around 500 years old. However, due to the nature of their power and based on their mastery of ice manipulation, it is known that the more experienced and advanced cryomancers can freeze the flow of time in their bodies, making them capable of living far longer. This is also the reason why it's hard to tell a cryomancer's age, as once their time is frozen, their body will remain never ageing throughout the rest of their life.
                                                            Physically, cryomancers share a lot of similarities with humans, however, they are more commonly mistaken for trofengars due to the elemental nature of their power. The most distinct features of cryomancers are their piercing, azure coloured eyes and a very pale skin. They also have a cold air surrounding them because of their cryokinetic powers. All cryomancers share the same hatred for heat and fire, and though they learned to be more tolerant of it, many are still uncomfortable being in close proximity to the flame. They also like to avoid hot areas, preferring more cool places instead. Cryomancers also share a common weakness. Their powers start to weaken if their bodies are exposed to heat for extended periods of time, and if exposed to heat for too long, they start to break into a high fever, which could prove fatal if their bodies are not cooled down within the next couple hours. Though the older, more experienced cryomancers have a higher tolerance to heat, than their younger brothers and sisters, they are not immune to it and will eventually suffer the same fate.
                                                            As a race, cryomancers are very proud and powerful warriors. Due to the nature of their homeland, their laws and rules are extremely strict, by many they could be considered cruel. Every child is trained at an early age in the art of combat and ice manipulation, and eventually forced to go through a rite of passage. Once a child reaches the age of 17, he or she is sent into the depths of Kaukith to spend an entire month out there by themselves. There, left to the mercy of the harsh winters, surrounded by terrible and hungry beasts, the children must rely on their skills and wits in order to survive. Many end up dying, unable to withstand the trials of nature. However, those who survive and safely find their way back, become fullfledged cryomancers and are granted a mark/tattoo to commemorate their success. Each tattoo is unique to it's bearer, portraying their character and inner spirit.
                                                            Cryomancers are incredibly secluded and only mingle among their own kind. There are even rules and laws that prohibit cryomancers to have relationships with other races, and are treated as an act of treachery against their own race. Only a few cryomancers had the will to break the rules and leave the safety of Kaukith in search of other lands. Eventually, some of these cryomancers made it to Ancalima, where they brokered a pact between Sigvardr and Kaukith. This lead to the establishment of a portal in Sigvardr that allowed to travel back and forth between the two continents. The portal is located in Magnostadt and supervised by the Great Five, only with their permission people are allowed to pass through it. And so a trade was established between Magnostadt and Kaukith, where they exchanged knowledge and magic arts. However, despite achieving a way of travel between the two continents, most cryomancers remained secluded to their own world. Only very few cryomancers decide to leave their homeland and travel to Ancalima, though some are exiled for breaking the laws and forced to leave Kaukith.
                                                            The bulk of Cryomancer race live in a frozen city called Frostmourne, which is ruled by a council comprised of 7 elders of the most renowned clans. And though their main policy is indifferent towards the outsiders, they do not take kindly to them and demand that they obey the laws of their land. Should the laws be broken, they have a full right to exercise punishment or even execute the outsider depending on the law that was broken or severity of his or her crime. However, they are not without reason and it is possible to negotiate a more favourable treatment with a right approach. Though the majority of the cryomancer race lives in the city of Frostmourne, some of them still live on the vast plains of Kaukith in small settlements. They have different laws and follow their own path.
                                                            Cryomancers, despite their pride and strict laws, have shown to be religious. Over the many years, the harsh, never ending winter eventually took shape and started to be portrayed in form of a woman with godlike beauty and power called Haimati. Described as the Goddess of Eternal Winters, Haimati could be seen both as a God and as a Devil, as she could be both kind and caring as well as merciless and cruel. The people who worshipped Haimati, eventually started calling themselves The Fellowship of Haimati, singing songs in praise of their Goddess, as well as sharing stories of her deeds among their kin. Every 10 years, in the city of Frostmourne, they hold a tournament in the name of Haimati, where the best cryomancers face each other in combat to compete for grace and favour of their goddess.
                                                            What is Cryokinesis and what are the limitations.
                                                            User can reduce the kinetic energy of atoms meaning they effectively make things colder, user may become capable of generating and sending forth various freezing effects. User also has the ability to transform moisture/water into varying forms of ice and control, manipulate and move it as they wish.
                                                            Limitations:
                                                            Creation of ice depends on the amount of moisture available, dry areas make this harder or impossible.
                                                            Only high level users can control water.
                                                            As with all low-temperature abilities, ice is affected by fire/heat based abilities.
                                                            Vibrations are difficult (if not impossible) to freeze, as they cause the ice to shatter, making sound-based abilities a perfect counter.


Tipsy Mystic

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                                                                                      Other Names: Leokin - Cat Warriors
                                                                                      Rarity: Common
                                                                                      Longevity: 300
                                                                                      Abilities: Accelerated Healing - Enhanced Speed - Razor Claws - Night Vision - Minor Magic Abilities
                                                                                      Shape: Humanoid Beast

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                                                      ▬▬ in depth info
                                                            The Anjuu are a race of feline warriors. As ancient as time itself, they have existed for a long time. They are a very spiritual and vicious race. They are highly against mixing with other races. Even with that in mind, they do open their city for travelers since their own kind are nomads. They have one city they have always met in for trading, fighting, and finding work. Anomide.

                                                            There are many different types of Anjuu. The most commonly seen is the leokin, those who have features that resemble the lions. Other types exist as well (jaguar, panther, lynx, etc) but due to only breeding with their own kind, leokin seem to be the dominant genes. With that though, it should be clear that they are more feline beast than they are humoniod. Beast like features are more defined and Anjuu never breed with other races so would never find a half breed. If by some chance there ever was a halfing of their kind, the Pride would likely order the parents killed before they could ever allow it to be given birth.

                                                            The average life of an Anjuu is 300 years. Many have been known to live longer but they tend be those who chose the path of magic and not fighting. Anjuu train most of their lives to be warriors. Those who chose the path of magic devote their life to Ife. For those who do not know, Ife is the god of life, honor, and war. Those deemed too weak to be true warriors or who would prefer other ways to bring honor to the Anjuu, do so through the worship of Ife. Cleric, priests, and scholars do all they can to bring honor to the Anjuu in the name of Ife. Those who do not fight must teach and preach. It is the words that influence and Ife says to fight for the Anjuu in the name of Ife. And so the Anjuu fight for honor, glory, and to praise Ife. Ife also says that all life is precious and not a thing to waste without first honoring a loss of life as a sacrifice to Ife. Anjuu are not to kill other Anjuu without the say so from Ife. Clerics and priests are the only ones who can speak to Ife and with that power, they have much more respect than scholars but not as much as warriors themselves.

                                                            While the whole felines have nine things maybe be a myth, most Anjuu have accelerated healing. Being the warriors that they are, it a handy skill to have. Enhanced speed also helps and it is another skill that all Anjuu posses. Razor claws and night vision are another asset to the Anjuu warriors. All Anjuu are born with the ability to use magic but very few ever work to enhance those aspects. Being a warrior is the highest honor and most Anjuu will hone their bodies rather than their minds.

                                                            Some Anjuu sell their skills as warriors to outsiders. It is allowed since the Anjuu take advantage of all the trade opportunities they get. They are not lacking at all in bodies and they have no problem killing others who aren't Anjuu, since they do so in the name of Ife.


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