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Posted: Tue Oct 29, 2013 12:24 pm
Character Types Listed in this thread are explanations and other misc. facts about the various types of playable characters in the setting of Canis. Facts and other information may be added as the shop progresses, if needed.
Additional Notes ◘ It's important to note that magic does not seem to be hereditary. It's also somewhat rare. So it is entirely possible for an aelf or a whyst to crop up in a family that has no such history of it. ◘ On the other hand, it is still possible for more than one whyst or aelf to exist in the same family, though any attempt to create an entire 'pure' family of whysts or aelfir will be rejected entirely. ◘ Please remember to keep characters realistic to the setting and their limitations, and do not make up significant setting-altering facts out of hand. ◘ The people of Canis are human. There are no elves, fairies, etc. Their appearance should also reflect this in a realistic manner. Likewise, technology is limited to the setting. ◘ Regular humans and whysts are both unlikely to recognize the hounds as they are. Most simply believe them to be myths, and even trying to convince them otherwise generally will not work. With whysts it's somewhat more likely that they may notice that something is 'off' or even see the truth with some convincing, but this is still very rare and unlikely.
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Posted: Tue Oct 29, 2013 12:49 pm
Regular Human These are ordinary people with absolutely no magic ability whatsoever and make up the majority of the population of Canis. There's nothing wrong with them -- they simply can't use magic and have no sense for the stuff. Most may be less likely to accept magic around them, however, and tend to be the most superstitious of all humans, as they have the least amount of understanding toward magic's use or power.
Additional Notes ◘ They don't have any alternate name, the way a whyst or summoner/aelf do. They're simply ordinary humans, though an aelf or whyst may or may not come up with colorful ways of describing them to other magic-users.
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Posted: Tue Oct 29, 2013 12:50 pm
Whysts Singular - Whyst These humans seem to have an innate, natural affinity for magics. It's estimated that about one in every two-hundred people is a whyst, to some extent. However, most of their magic, even that which may be outwardly witnessed, is generally so subtle that most normal humans wouldn't notice it. Still, there's always an exception to the rule and it's not unheard of for some whysts to be quite powerful in a specific area of magic.
Whysts are also unique in that, like normal humans, they are unable to summon Hounds. They can, however, summon Familiars which have the same effect on them as they do on Summoners -- that is, to enhance their own natural magic.
Additional Notes ◘ Specialize in Mystic magic types. ◘ Their magic is usually quite subtle and skeptics directly observing them at work probably will not become a believer. This has more to do with the lack of physical evidence that the Mystic forces provide than the strength of their work, however. Many whysts tend to have, at the least, quite strong instincts and some are even able to 'know' things that they shouldn't, or dream of strange things that might turn out to be premonitions. The exact shape and way of their magic can vary greatly between individuals. ◘ Some whysts seem to be able to hear the tolling very faintly, though it's a poor, distorted sort of echo of the real thing. It's uncertain how, exactly, this is possible, though it seems that they experience it as a side-effect to being near aelf who are, themselves, experiencing it quite powerfully. ◘ Even so, whysts cannot tell that someone is an Aelf unless that person actually reveals themself as such. Even then, many whysts may be as skeptical of the existence of summoners as most people are of magic in general!
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Posted: Tue Oct 29, 2013 12:50 pm
Aelfir Singular - Aelf Also known as 'Summoners'. The aelfir are humans with the ability to summon the great spirit-beings of legend from the Abyss, the Hell Hounds. Their magic is the strongest, even more so than that of a whyst, though it is still limited. Unlike whysts, an aelf's magic may take physical form with the most powerful of incarnations -- such as manipulating the elements to create fire, or light, and freezing water into ice, or pulling moisture out of the air to create water. Such strong spells, however, usually take a somewhat heavy toll in energy, depending on how elaborate the magic is. For most, however, their true strength is not really in their own ability to wield certain magics, but in the bond that they share with their Hound -- which is the true source of their power.
There is no telling who may or may not become a summoner, in the end, however, except for the moment when it actually happens. Individuals may come from all sorts of different backgrounds, age (though it's exceptionally rare for a child) and also many types of personalities -- including those with less noble intentions.
Individual contracts made between the summoner and their hound is unique to each person, and the terms may differ a little each time. In general, no contract can be made in which either party will possibly die or be seriously injured by the terms of the contract (as this would not benefit either party). It seems, as well, that a summoner's innate magic is heightened once they are bonded to a Hound.
Additional Notes ◘ Specializes in Elemental magics. ◘ Most Aelfir do not even realize they have magic until after they have summoned their Hound, though this isn't always the case. However, an Aelf that learns to use magic before their summoning will only display a very weak affinity for their element. ◘ As for a summoner's lifespan, their aging process is remarkably slowed after the bonding. They will still age and die, eventually, but a bonded human may live into their 200's. Exceptionally long lived humans may live to be as old as 205! There are some exceptions, however. For instance, a young summoner will age normally until they reach their 20's, at which point the aging process will slow. While someone past their prime (50's or older) may only live to be around 120-150, which is still quite remarkable. ◘ As for the summoner's hound, the creature will die when the human dies.
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Posted: Tue Oct 29, 2013 12:51 pm
Hell Hounds Though they are from the Abyss, and might be considered a sort of demon themselves, Hell Hounds vary in nature and personality just as much as humans, and are considered just as intelligent. Usually, hounds and their summoners tend to have complimentary personalities rather than ones that are directly opposed although there are always exceptions to that rule.
Physically, most hounds tend to look the same in that they are all large, wolf-like, creatures. Some of them do have rather interesting characteristics, however, and no two hounds ever look entirely the same. Certain individuals may have mutations such as extra tails, horns, or even wings, for instance, and their pelts vary in all sorts of fantastic colors and markings.
However, there is one thing that hounds do generally excel at over their partners and that's magic. Their magic abilities are stronger and more refined than human a summoner's, and a hound is able to absorb much more magic damage than any human, summoner or not. Many hounds, once fully matured, can wield powerful elemental magic, indeed, and most tend to have a favored element over the rest. In addition, they are quite fast for their size, able to outrun some horses, and have a powerful bite that can crush bones easily. Hounds are generally only completely loyal to their summoners and will not attack other humans unless they are in danger or the bond with the human allows them to.
Additionally, most hounds do not require the same amount of sleep or food that a regular creature of its size might demand. This is, of course, because they are primarily spirit beings. However, since they are forced to maintain a physical form this form does occasionally need to be rested and fed, especially after tasks that require great physical or magical exertion.
A final, interesting fact to note is that when a hound is still in its puppy and adolescent stages it has only one ring. However, as it grows stronger the hound will develop a a second ring signifying its new-found strength. It seems that the rings also function to keep the pact between the hound and its human summoner in place – a stronger hound needs more binding rings. Under normal circumstances these rings simply appear as a normal collar (they don't float as indicated by the art.
Additional Notes ◘ Hounds speak to their summoner using a telepathic bond that strengthens as the Hound grows. As a puppy, they can only send basic impulse desires and emotions. As an adult they are capable of sharing complex emotions, images, and speaking with words. All of this is done telepathically. ◘ Hell Hounds cannot speak to other humans. However, they are very intelligent beings and can usually get very basic messages across if they really need to (like if they want someone to follow them, or to stay away, etc) through simple actions or body language. One thing they definitely cannot do, however, is write a message. ◘ They CAN speak to other hounds, and in a limited sense to familiars as well, but this isn't a special ability other than the fact that, like with Summoner/Hound communication, it is done telepathically. They can only do this when quite close to one another - pretty much the equivalent of speaking out loud, verbally. Any farther than a few meters and they'd have to basically be shouting, and might not be heard. ◘ Hounds instinctively know their real names, even 2nd gen+ hounds that are only wisps of a spirit at the time of being summoned. This is one of the only 'verbal' things that a hound is able to impress on their human, though they do not communicate it in words. Rather, the human summoner is aware of the name in the same instinctive way that the hound is, once the bond is formed. Though most hounds will tell the human their name when they communicate through the open portal. ◘ As part of the pact, a Hound will pour a vast amount of energy into the portal to cross over, thus reducing them to little more than a puppy. They also seem to lose some of the knowledge they may have gained as an adult, and their magic ability. They will never remember everything they once knew, but the strength of their magic will gradually increase as they grow and age, and they may regain some of their lost knowledge as well. ◘ All hounds have a sort of shared, ancestral, knowledge about certain things. What demons are, how to hunt and fight, and what their true name is. They also, curiously, seem to know about humans (even newborn puppies), probably because of the Great War. Even puppies (like those gained through breedings) will be able to speak despite being very young, and can thus still create a bond with a human through negotiation. Remember, these are spirits not normal animals.
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Posted: Tue Oct 29, 2013 12:52 pm
Familiars These are the companions of summoners and whysts. Familiars are able to help enhance their partner's magic abilities and are generally much more intelligent than a normal animal. Despite this, they are not quite as clever as a human or hound, though they can be trained to understand and carry out a wide variety of simple tasks and commands. They are the size of regular animals but may come in a variety of very unusual colors.
Additional Notes ◘ Familiars cannot speak or communicate on any meaningful level (at least, no more than an intelligent dog, perhaps) but they can be reached on a very rudimentary level telepathically. ◘ This bond is nowhere near as strong as that of a summoner and their hound, but it does allow a summoner, or a whyst, to sort of feel out where their familiar is and their general mood (happy, sad, hungry, hurt, scared, etc). Hounds are able to touch a familiar's mind in this manner as well, but only if that familiar belongs to their summoner. ◘ Familiars are capable of using magic, themselves, but it's usually more an instinctive response than something they use consciously, and is still not very powerful. Their greatest asset is how they strengthen their partner's existing magic, and their somewhat enhanced intelligence. ◘ Familiars cannot trade owners/partners. Once bonded, that's it. ◘ If a familiar belonging to a Whyst dies, the Whyst will usually survive but the trauma is severe. Those bonded to a Summoner that die will still have a strong effect on the summoner, but the burden is not as great as it would be for a Whyst. Both Whysts and Summoners can bond to a new familiar if they lose the first, but this is extremely unlikely.
Familiar Species Fox Wily and cunning, this familiar can be rather difficult to bond with and is very independent. However, its cleverness makes it a coveted companion. The fox's aspects include Fire, Air, Scrying and Hexes+Charms. Deer Gentle and graceful, the deer is renowned for its beauty and intelligence and is generally very close to its bonded partner. The deer's aspects include Earth, Water, Healing and Hedgecraft. Bird Curious, inquisitive, and clever, these familiars have personalities just as varied as their plumage, and what you see isn't always what you get! They do make for fun companions, however. The bird's aspects include Air, Scrying, Hexes+Charms, and Hedgecraft.
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