|
|
|
|
|
|
Posted: Tue Dec 01, 2015 12:19 pm
The world of Above is filled with several different types of Daydreams. Some have been there since the dawn of time, others have evolved over the years. Here you'll find the races Above is currently aware of, and the information they know at the moment. Click the race you want to know more about to quickly be directed to their post!
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Dec 01, 2015 12:24 pm
Physical Appearance: Elves are typically very well maintained. Out of all Races in the Above, Elves have the highest social standing and it's not unusual for Elf families to be quite wealthy. The Elves have a height range of 5'0" to 6'7", with an average of 5'4" to 6'4", making them a little on the taller side in comparison to some other Daydreams, but definitely not the tallest. Their most prominent feature is their long, pointed ears. Coloration for them varies widely, but warm tones are the most common.
 Strengths and Weaknesses: Elves are particularly talented with Magic, although it's not that unusual for an Elf to have next to no Magic to their name. This natural talent of theirs leads a lot of Elves to be quite arrogant and many young Elves soon find out the hard way that Magic is not to be trifled with.
Elves are neither sickly nor particularly hardy, they are essentially the middle ground of immune systems when it comes to the Above. Many Elves tend to be very sensitive to touch, though, and so they don't often engage in physical affection. To other races, this just adds to their aloofness.
Magic: When they put their minds to it, Elves are particularly skilled with long term magic that requires plenty of concentration and ritual to pull off. They have made several magical advancements in the Above, but aren't keen on sharing the details of how they succeeded at what they've done.
Some Elves with abundant magical gifts have trouble controlling it, and either need to have special charms to keep themselves in check while performing spells, or simply avoid using it altogether.
 Government: Elves are extremely capitalistic. Their society was once a monarchy, but the royal family no longer wields the same power they once had. It has over time become a contest of who could acquire the most wealth and buy out their opponents. Today, the royal family serves as a figurehead for an oligarchy that is dominated by the wealthiest families and individuals.
Poor Elves are essentially second-class citizens who are basically left to fend for themselves. Still, Elven racial pride is so strong, many Elves would rather be second-class citizens than go live somewhere else.
Family: Blood is everything with Elves, especially when it comes to passing down wealth. Having at least one child is almost mandatory in wealthy families - not having someone to pass your things down to when you die is a ghastly notion. With such an emphasis on blood relatives, adopted children are somewhat stigmatized - and in a legal dispute, most inheritances will go to the eldest blood related child, even if there is an older adopted sibling.
Wealthy families tend to live in their own homes - the children grow up, are married off to other wealthy families, and then they buy their own homes. This is different for most poor Elves. Poor Elven families tend to have less stigma around adopted children - any child is welcome as long as they're pure. Most families live 2-3 generations in one house. Typically, the oldest people in said house have the most say in how things are conducted.
Courting: Wealthy Elves, for the most part, practice arranged marriages. Keeping the wealth in the family is incredibly valued. Though it was mostly accepted in the past, more and more Elves are slowly pushing back against this practice- much to the extreme dislike of older generations. It's typically seen as a sign of disrespect to deny one's betrothed, after all, they were hand picked for you!
For those who don't practice arranged marriages, courting is an expensive affair. Rare gifts, expensive restaurants and plenty of costly activities are the staples of Elven dating. Even the poorest Elves try to show their affection by purchasing gifts that took them a while to save up for.
Values and Customs: Elves value quality, discipline, and exclusivity. Elven products are all made of the highest quality materials, even young Elves have an eye for what's fake and what's real. Their close attention to detail is both a reliable source of quality, and a thorn in the sides of others. Elven culture itself is very exclusive, they do not like to mix with other races outside of business practices for the most part. In addition, discipline is something Elves value highly. The ability to control one's emotions, or exact control over others is something that's viewed as good by most upper class Elves.
Since they are such a business oriented people, many young Elves are taught how their family's business runs from a young age, should their family own one. Child involvement with work is very common among all social classes of Elves, from the very poorest to the richest. This instills an eye for perfection in children, as well as allows the family to bond and maintain blood-line closeness.
Elves are not entirely without virtues, although it's rare to find any other race that will admit it. Elves are enthusiastic investors in inventions, magics, and technologies they think will make a difference in the world or improve the standard of living of a majority of people. Elves are also active in charities, although most charities are just a little condescending. Elves are also environmentally-friendly--they oppose technologies and magics that damage the world and the environment of Above. In general, if being kind and helpful will benefit them, their family, or their business, they are all for it. They will not take action that will hurt themselves, their family, or their business, even if that action would be for the benefit of a lot of other people.
Religion: Like many other races, Elves worship the nine, though the level of worship varies from family to family. Since Elves have such a high emphasis on blood-lines, many Elves partake in ancestor worship.
 Early Elf Society: Early Elves were experimenters and creators. They delved deep into magical mysteries and found new ways to imbue everyday objects with magic to make them even better than they had been before. Even in the beginning, they valued only the best of the best and rarely kept anything that seemed sub par. They had little contact with the other races of Above for several centuries, but once contact was established they soon developed a sense of superiority over them. Elves were by far the most technologically advanced race before, and after The Divergence. Elves--and the other Daydream races--do not remember the Divergence any more than the Nightmares do. The closest they come is occasional myths and legends.
Compared to the tumultuous history of Demons, most of Elven history has been relatively quiet. Their empire expanded out of Auster many thousands of years ago, pushing several races around. It's such ancient history that most don't think about it much. The exception is the invasion of the Goblin homeland, which happened about a thousand years ago. This invasion was far more memorable than most because in the aftermath, Goblins have become the loyal servants to the Elves, supporting them in many conflicts (Goblins see their relationship VERY differently--see their post below).
The Elven style of conquest is very different than the Demon style of conquest. While Demons used force and armies to conquer new territory, Elves preferred a more subtle method of imperialism. Superior wealth and investment led to advanced technology. By waltzing into another race's territory and showing them the Elven (high-tech) way of doing things, they brought other races and other countries under their control.
50 Year War: Elves supplied most of the funding for the war, as well as troops. This war was something they were highly invested in, and they were determined to win. When things started to get tough in the beginning, Elves began to apply pressure on their neighbors to join in - especially with the news of the Grimm aiding the Demons. Once they had wrapped several other races up in the war, they pulled their own soldiers back a little to have the others take the front lines. This was a decision that is still sour in the minds of some other races.
Elves were ruthless in their methods when they were on the field, though. Whatever they set their sights on was soon destroyed, as the Nightmares soon came to find out. They firebombed several cities, several of which still haven't recovered.
For more information on the 50 Year War, you can read about it here.
After the War: After the war they fared better than several of their neighbors. Since they had pulled back their troops from the front lines, they cut their losses fairly early on. While the move had made them no friends, this left them in a position to maintain their dominance in the Above. Elves maintained that it was the Demons' fault for the war, if they hadn't shorthanded them on soul stones and rejected their attempts to show them proper technology, things would not have turned out that way.
Despite this, Elves were active in the negotiations to send Daydreams to the Academy. They, along with the Demons, were the architects of the treaty. Elves are still reluctant to allow their children to be adopted by Nightmare families, but they are willing to send some of their children to Below to learn from Nightmares. After all, the reopening of trade with Below will be a boon to the Daydream economy and thus to Elven wealth.
Social Affiliations: In general, Elves do not have good relationships with any races, except for the Cherubs. They look down on Fey for their frivolity and the Fallen of both their homeworld and Below as being meddlesome. They appreciate the strength of the Dryads, but not the disrespect that Dryads throw their way. They are frightened of the Grimms (they were glad to hear that the Grimms were no longer a factor in the war), and the similarity in appearance between them and the Litches confuses them--Litches, in their opinion, could not be more different than Elves. And don't even get an elf started on the Sluagh.
About the only races that Elves see favorably are Goblins, Cherubs, and Imps. They like Goblins because Goblins are so subservient to them. Goblins know that Elves are superior in every way. Elves are interested in Imps as possible business partners and connections, while the Cherubs hold a massive debt towards the elves which can easily be manipulated if ever the elves wished to call upon a favour. Despite seeing the Cherubs as a weaker race, the elves do generally get along well with the solar cherubs, though they are loathe to be in the same room as the lunar cherubs if they can help it.
Liege Servius: Ordered the kidnapping of Princess Elena. Lady Fidellia: Negotiated the treaty that re-opened commerce between the worlds and allowed Daydreams to attend the Academy. Myrin Nieven: The woman who made it possible for the Cherubs to find sanctuary in Elysium during the war. She helped to orchestrate the grand illusion that disguised Cherubs as Elves, though she is nicknamed "Myrin The Eradicator" by the Sluagh for ignoring and forgetting about the Sluagh who dwelled in Elysium.
Elven children are likely to be homesick. Many Elves have been taught to look down upon races from Below and even most races from Above. Elven children who attend the Academy (or come down to attend University) will need to grapple with this prejudice to Sluagh and Demons. Elves are known for their business talent as well as magical skill, so Elven children who aren't good at, or aren't interested in either may face some pressure from fellow Elves to focus on these skills! Elves are one of the richest race of Daydreams (only second to Cherubs). However, there are disparities in social class based on income. Poorer Elves are more likely to be racially tolerant (though some will cling to the fact that they are Elves and are thus better than everyone else). Elves worship the Nine as well as practicing ancestor worship. Elves are extremely concerned with quality. Sub-par things will earn an upturned nose from most Elves.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Dec 01, 2015 12:26 pm
Physical Appearance: Ranging between 4'5" and 6'0" (with the average falling between 5'3" and 5'6" ), Goblins tie with the Fey for the title of shortest race of Daydreams. Goblins have long, curving ears covered in fine, velvety fluff, and they have rat-like tails. Their tails are quite strong, and can be trained to be prehensile. All Goblins have four fangs—with between one and all of them visible when their mouth is closed. Goblins also have hooked claws.
Strengths and Weaknesses: A Goblin’s tail is very strong, but in general, they are not a particularly strong race. They are very hardy, however, and resilient to disease. They have strong immune systems and do not suffer from allergies.
Magic: Goblins have about an average proficiency with magic in general. They’re not the most magical race, but nor does the average Goblin need to work as hard at developing magic as Demons do. Goblins have developed some of the best and most elaborate illusion spells in the history of either world. They are also more adept at reproductive magic; they have a higher success rate than most races do with low-quality soulstones. They value illusions and reproductive magic over other kinds of magic.
 Government: Goblins are ruled by a secret order called the Baronetcy Council, which is dedicated to monitoring the behavior of their people and keeping tabs on all of their citizens. Order is maintained through the use of extensive spy networks and surveillance. Although the members of the council are a secret, the people who carry out their orders are not—many people throughout society openly serve the Council by enforcing its laws and decisions, whether as police officers, judges, traffic wardens, or clerks at the DMV. A Goblin who breaks the laws can face a prison sentence, a fine, or even be cast permanently out of Goblin society, to be shunned by friends, family, and neighbors. Thankfully, banishment is a punishment of last resort and is only applicable to a narrow range of crimes.
Family: Goblins value their children more than almost anything else. Families tend to be extensive, with in-laws often given the same weight as blood relatives. It is actually common for Goblins to have extra-marital children; they place no stigma on this at all, and it is not considered cheating—it is merely considered to be a child having even more parents to take care of them. This is because Goblins often imbue with their friends as well as their lovers.
Courting: When one Goblin loves another Goblin very much, they will purchase a soulstone and partially imbue it with their magic. They will then present this partially-imbued soulstone to the object of their desire. Should the other accept, they will finish imbuing the soulstone together.
The difference between a friend-to-friend imbuement and a lovers’ imbuement is that a friend-to-friend imbuement is pre-planned, rather than as a surprise. Context is very important.
Values and Customs: The most important thing about Goblin culture is that it is not discussed with outsiders. At all. The Elven conquest one thousand years ago nearly destroyed their entire culture, leaving them forever in fear of losing who they are forever. To deflect interest away from themselves, Goblins present a subservient, submissive face to other races, pretending to be nothing more than servants and flunkies. The idea is that if they pretend to be such, no one will be interested enough in them that they’ll investigate further and discover real Goblin culture.
Amongst others of their race, however, Goblins unwind to reveal a people with a passion for the arts, especially the performing arts and the culinary arts. Goblins value beauty nearly as much as they love their children. Lesson plans in school focus on encouraging students to grow and show off their talents. Goblins are encouraged to take up creative hobbies if they pursue non-creative careers. Experimentation is encouraged, and even failed experiments are celebrated. Goblins consider an ideal society one that balances the importance of community with the importance of the individual. Although friendly rivalries are enjoyed, violence is not tolerated—Goblins are, by and large, a peaceful race that want to be left alone.
A note should be made here about the importance of food in Goblin culture. A holiday is not a holiday unless there is a feast; family recipes and cookbooks are treasured heirlooms to be fought over among the children; and hot sauce is serious business. In Goblin territory, there are at least a dozen different major brands of hot sauce, and the closest Goblins come to violence is in arguments over which is the best. However, nearly everyone agrees—there’s no hot sauce like the one your parents used to make.
Religion: Goblins once worshipped the Nine, but worship of those gods and goddesses has been replaced by the worship of newer gods, goddesses, and goddens. These new deities are essentially saints—individuals from their history who performed some miraculous or important work for their people, and are thus worshipped. Goblins pair this religion with a hefty dose of ancestor worship as well.
 Early Goblin Society: In antiquity, Goblins were divided into baronetcies, ruled by barons (male), baronesses (female), and baronins (non-binary or androgynous). During this period of time, Goblins were more likely to engage in violence, waging wars with each other and with invading forces that entered their lands—mostly with invading Dryads. However, one thousand years ago, Elves arrived on the scene from Auster. The Elves brought with them their own culture and sought to eradicate the Goblin culture to bring the other race under their heel. The Goblins nearly succumbed, until they were united by Tegebroth, a brave young Goblin who united the warring baronetcies together to preserve the future of the Goblin race. He was the founder of the Baronetcy Council and thus among the first rulers of the race as a whole.
50 Year War: The Goblins did not want to go to war, and spent several years debating the merits of going to war. In the end, it was decided by the Council that to maintain their image to Elves, they must send troops into combat. The vote in the Council was very nearly tied. It will never be so close again, as the Goblins were very quickly shuffled into the front lines. This led the Goblins to suffer heavy casualties during the war. It is only by their strong immune systems (and thus low childhood mortality rates) that their population levels have managed to recover since then.
For more information on the 50 Year War, you can read about it here.
After the War: The Goblins feel like they are still picking up the pieces. They are still a common race in Above, but just barely, and they are terrified of ever coming that close to dying out again. A shift in Goblin culture is starting, centered around the debate as to whether they should continue hiding in the shadows or if they should expose themselves to the worlds and risk annihilation. Either way, Goblins agree that another war would be disastrous, and that they need to secure better access to soulstone imports from Below.
Social Affiliations: Goblins have precious few friends among other races. They are afraid of the Elves and do everything they can to keep the Elves from messing with them, but have no strong opinions about Dryads, Fey, or Fallen. They are vaguely bitter towards Demons, but they blame Elves for the war, not Nightmares. They are most interested in meeting Imps for their strong sense of family and community, and possibly Nixie as well for whatever culinary contributions they might have.
Kalad: the Goblin who domesticated the chili pepper. Worshipped as the godden of food, fire, celebration, and adventure. May not have actually existed, but don’t tell the Goblins that! Kesedriax: Negotiated a trade treaty between opposing barons during their early history. Worshipped as the goddess of peace, courage, strength, and water. Tegebroth: United them all to bring their culture underground; the founder of the Baronetcy Council. Worshipped as the god of hope, community, wisdom, and protection. The most important deity of the Goblin pantheon.
Goblins are discouraged from discussing their culture with members of other races or standing out in situations involving other races. It’s okay to be a star at a Goblin theater, but being a star at a multi-racial theater is frowned upon as Drawing Attention to Yourself. Goblins are amongst the poorest races in Above. The people of Above generally know who the Goblins are…but most of them don’t care. Goblins hold brands of hot sauce and other condiments in the sort of regard that most people reserve for sports teams. Intense rivalries exist. For some Goblins, banishment from society is a fate worse than death. For others, it’s a non-issue or even an opportunity to be free and do their own thing. It varies from individual to individual and especially from generation to generation.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Dec 01, 2015 12:27 pm
   Physical Appearance: This dimorphic race has adapted to their respective environments, with four distinct types. The Succulent Dryads hail from the deserts in Above; Floral Dryads can be found living in the vast, rolling meadows; Fern Dryads can be seen in the jungles, taking over as much of their environment as possible; and Arboreal Dryads—perhaps the most common of the four types—can be found in any of Above’s forests. In terms of biology, Dryads straddle the line between plant and animal.
The height of a Dryad is largely dependant on what biosphere they come from. The shortest may reach no higher than 4'6", but the largest can grow as tall a lofty 7'6". Floral Dryads are the shortest of their kind, followed by the Succulents, Ferns, and lastly Arboreals at the opposite end of the spectrum.
Though different types of Dryads have their own unique characteristics, between them they do share several unifying traits. All Dryads bear leaves or other foliage on various parts of their body, most commonly their ears, legs, and foreheads. These growths photosynthesize and provide Dryads with the vitamin D required for stabilizing their mood and growth, and much like the Fey flower contain nerve endings. All Dryads' sclera colour matches the hue of their iris. For example: if a dryad has violet coloured irises, they will have a darker purple sclera.
Some dryads have textured skin that can be a little off putting to some of the other races. The texture loosely reflects their flora type. Floral dryads tend to be quite silky and soft to the touch, while Arboreal Dryads feel a bit rough like bark. Succulents can feel a bit bumpy, while Ferns might feel slightly veiny.
 Strengths and Weaknesses: A Dryad suffering from dehydration or extreme cold may act sluggish and slow. Their leaves and flowers start to turn yellow and wilt when the beginning signs of early dehydration kick in.
Floral Dryads are especially good with reproductive magics. They produce a high number of batteries who are happy to share their wealth of magic with others. They often offer their services as batteries to infertile individuals looking to have their own children.
Arboreal Dryads are sturdy, and are the strongest of the four Dryad types. They can withstand extreme winter conditions, their thick skin helping them to retain their internal body temperature without the need for layers.
Succulents do incredibly well in warm climates and harsh desert conditions. Their eyesight has adapted to be able to see through sand storms, and their sense of direction is impeccable due to their need to navigate their fruitless territory. They have a very good understanding of the sun’s position in the Above sky, and use this in order to traverse the desert sands. Their lack of resources in their desert homes makes the succulents the smallest and rarest of the dryad types. They have a very delicate balance with their environment and cannot risk over population due to limited supplies.
Ferns are conquerors. They are incredibly adaptable and resilient and their numbers challenge those of the Arboreal Dryads. A plentiful people, the Ferns are far reaching and always looking for new land to integrate themselves in to. It helps that the Ferns are probably the most charming (albeit a bit aggressive in their ambitions) of the dryad types.
Magic: Most Dryads specialize in herbal magic (magic connected with the seasons and with the natural world). Pyrestia magic is taboo due to Dryad foliage being combustible. Pyrestia use has a negative connotation due to entire settlements being wiped out during the 50 year war from fire attacks, forcing many Dryads to flee and seek new places to take root. Some never succeeded.
 Government: Succulent, Fern, Arboreal, and Floral dryads have settlements spread throughout Above. They govern over themselves as individual groups. In rare cases when all of Above is threatened, the four groups will come together to discuss the issues that will impact the entire race. Such instances include trade treaties or wars. Sometimes it is for more beneficial reasons, such as the reintegration of Dryads in to Below, allowing their people to spread their roots in foreign territory.
The individual Dryad groups are ruled by a Shaman. When a Shaman’s foliage begins to wither and wilt from old age, the Shaman will begin to silently watch the members of their community more closely. They watch for how each individual treats the world around them -- how they treat the local fauna and flora, as well as their fellow Dryad. Those who seem the most in tune with nature will be summoned and brought before the Shaman, and training will begin.
Those who do not wish to take on the responsibilities of the local Shaman will be pardoned. The age of the apprentice is not a factor. Children as young as 12 have been chosen to become Shaman, and those with few years left to live have also been selected. The Shaman looks for someone who can uphold Dryad values and traditions, in order to keep their history and teachings alive for the next generation.
So intune with nature, the Shaman can sense the coming of their own death. In their final weeks, they will select their successor from the candidates, and the community will throw a grand festival to welcome their new leader, asking the Nine for their blessings. After the ceremony, the new Shaman retreats, entering into a period of seclusion. They take their chosen successor to their private chambers where they learn the last of the Old Shaman’s secrets before they pass. The old Shaman entirely fades from public view to live out their final days.
Family: Dryads work together to raise their communities. Often adults with take turns imbuing stones in clutches, and the stones’ parents will be chosen by the Shaman. Parents-to-be must apply to adopt a stone into the household. The Shaman will meditate on the energy of the child’s life forming within the stone, and at the end of this meditation period when the stones are ready to be awakened, the applicants will be welcomed in to the Shaman’s home. The Shaman will observe the applicants and hold a feast. The stones will be on display, in clear view of the adults as they mingle and interact with one another. The Shaman pays close attention to the energy shifts and spikes in the room from each individual, as well as the stones. It is believed the children waiting to be awakened select their own parents, and at the end of the evening the Shaman will announce who the stones have selected. It is said that the stones choose the parents they think will help them unlock their best potential.
Courting: The Dryads traditionally show interest by making crowns made out materials found in their biosphere. They never take leaves or twigs from plants that are still alive. They will only take items that have fallen or dropped organically. Those who are removed from their traditional roots and seek a more progressive lifestyle often just use dating apps or other modern means in order to ask someone out, as is the case with most other races living at the Academy.
Values and Customs: The driving force of Dryad society, the shared cultural ideal that united the race in olden days, is the need to lay down root. “Root” means something different based on values of the four different groups. Root is a holy dogma that many traditional dryads demand be upheld.
Floral Dryads believe their “root” to be fertility. It is expected that everyone will take their turn at imbuing and contributing to the community. Those who are infertile are not looked down upon, but instead are given every tool needed in order to have a family of their own. Those Floral Dryads who live in bigger cities are more likely to be frequent donators at Battery Clinics.
Fern Dryads believe their “root” to be spreading DNA and acquiring new land. The Ferns are the most friendly towards other races and most likely to imbue to make hybrids. They want the spread of their genes to be as prominent as possible. Fern Dryads in larger cities are eager to partially imbue stones for the cache and frequently donate their magic to the cause. For those who are more progressive, the Fern Dryads love being noticed. They tend to have large online followings, or are incredibly ambitious in their careers, wanting to be the best and most well renowned for their craft.
Arboreal Dryads believe “root” to mean making a home. It is the place where you settle down and live out the rest of your life. In the olden days, this was much easier to achieve, but with the rapidly changing economy finding stable ground has proven more difficult. Homes are rarely forever, and to Arboreal Dryads who are trying to live in a large city for the first time, this can be quite unsettling and make them fairly anxious. They do not deal particularly well with instability.
Succulents are withdrawn, self-sufficient, and above all, value practicality. Succulent Dryads view “root” as the attachment to their community. Their numbers are so few due to their harsh, desert environment that they keep their friends and family close. What the community needs and values always comes first to them. Those who have moved to larger cities or Below are more likely to be involved in community watch programs or volunteering at youth centers.
In the old days, if a Dryad had to leave their community and Shaman behind, whether from doing something illegal or simply throwing away Dryad values and being ousted, they become what was known as ‘Driftwood’. These nomadic individuals often took on the lifestyle out of necessity. Some Driftwood tried to integrate themselves in to other races and larger cities. In modern day, the word has adapted and shifted as language has changed. Driftwood is now considered an insult against a Dryad. It is often used in context of someone betraying one’s trust and “abandoning” the relationship, or for being too selfish and not thinking of others.
Religion: For Dryads, Religion is more of belief in nature’s essence. Each of the Nine represent a “force”. The Dryads have four ‘primary’ Gods and Goddesses for each of the seasons and five secondary deities that are known as lesser deities. These Gods and Goddesses are closely linked to the Fey religion due to their proximity.
In this Pantheon, the Spring is Eleusinia. Her counterpart is Oreia, who is shown as the essence of of Autumn. Eleuthereus represents the Summer, while Kthonios is the force behind Winter. The lesser deities are Mnemosyne who represents the magic of Day; Asteria who governs the Night; Kallistos who shows the extremes of the Solstices; Cyllenus who brings the balance of the Equinox; and lastly Enyo who hails the end of the life cycle with Decay.
Each of these forces receive great reverence from the Dryads. Often called by what they represent as opposed to their official names, the Dryads understand that each force of nature is necessary for the cycle of life.
 Early Dryad Society: Dryads are not a particularly xenophobic race, but are protective of their land once they have established a home; their early history is that of a lengthy series of civil wars between groups over territory.
There is an old myth that says when a Shaman dies, they return to the Earth and become the nature around them. This is a big reason why respecting nature is so important -- many Dryads believe that every flower, every leaf, every petal on the wind is the spirit of a much beloved Shaman.
In contrast to the intraracial violence between Dryads, they have been known to work well with the Fey. Fey have helped unify the different Dryad groups and have acted as neutral mediators, especially as the climate shifts and economic needs and resources replenish or decrease in a natural ebb and flow.
Dryads don't know where they came from, but similarly to Fey they believe they came from plants. This is reinforced by the biologically similarities between Fey flowers and the flowers that grow on Floral Dryads.
50 Year War: Fern Dryads were curious to explore the expanses of Below. They had their own agenda, wanting to expand their reach to other regions. Opportunists, they attacked not only Below, but Above as well. The other groups were more focused on keeping their homes safe and defending their communities. Different races from Above and Below targeted them due to their neutrality, trying to convince the Dryad population to pick a side.
The Succulent Dryads were already few in number, and the attacks on their people only solidified their choice to stay out of the war. Instead, they pooled their resources in to defending their desert homes, having been targeted for their trade route, which were originally chosen for their safe passage through difficult regions, hoping they would be free from attack.
Arboreal Dryads believed themselves numerous and strong enough to defend not only themselves, but their Fey refugees who had requested asylum. Arboreal Dryads dug their heels in and built strongholds where they could stand up against invading parties and protect their Fey comrades.
Floral dryads were more pacifist and would bend to threats or good deals, often caving under pressure from both sides. They developed a reputation for being disloyal.
The Migration: The destruction of Fey cities during the war lead to the strengthening of Dryad and Fey relationships. When Above and Below retaliated against the Fey for their neutrality, the Arboreal Dryads offered their homes and resources to the Fey to keep their race from being wiped out.
For more information on the 50 Year War, you can read about it here.
After the War: The Arboreal Dryads had gained a population of refugees, their settlements equal parts Dryad and Fey. Because of this, many Dryads adopted many of the Fey ideals and assimilated them in to their own. This adapted belief system eventually spread through the mingling of the other Dryad groups.
The Fey refugees stayed as guests in Dryad lands until they were comfortable leaving.
Succulents fought hard to maintain their borders as resources were limited, and as a consequence there were many casualties. It is rare to see Succulent Dryads due to struggling population--and even more rare to see an entire settlement as they are still rebuilding from war. Many of the original occupancies were demolished as room was made for bases during the war, as supplies needed secret routes to prevent supply cutoffs or sabotaging from other races. Since then, the Succulents have reclaimed some of their lands and now live within the old bases. Some Succulents have raided and overtaken other Dryad villages outside of their usual biosphere. Due to this there are still some intraracial tensions.
Social Affiliations: Dryads get along best with the Fey. Due to the treatment of the Feys from the Elves, some older Arboreal Dryads do hold some biases against the Elves as being villainous and selfish as a race and dislike associating with them. Fern Dryads however do not share the same sentiment, as they worked closely with the Elves during the war.
Older Fern Dryads are a little hesitant around Litches, thanks to the horror stories passed down about Necromancy from Shaman to Shaman from the War. They do, however, realize that Necromancy is now illegal and do not judge the descendants of the Black Company for their ancestors’ actions.
Dryads generally get along with other races, not having strong positive or negative feelings towards them. Other races are met with open curiosity and lots of questions.

Eliria of the Florals: The current Shaman of the Florals. Eliria is the youngest Shaman ever appointed in any of the four Dryad groups, at only 12 years old.
Micari of the Ferns: The current Shaman of the Ferns.
Zu’shar’ak of the Succulents: The current Shaman of the Succulents.
Loyesh of the Arboreals: The current Shaman of the Arboreals.
Roderis: A famous Arboreal Dryad who lived the nomadic lifestyle and strived to change the prejudices against the journeymen lifestyle. Known as a social reformer. While nomads are not as harshly viewed now thanks to Roderis’ efforts, Driftwood still remains an insult.
Mersal’ka of the Succulents: The infamous Shaman of the Succulents during the 50 Year War. They used their expert strategic abilities to fend off many of the attacks against their group’s desert home, often countering the other races’ attacks with their own ambush. Mersal’ka was ultimately killed in battle. This resulted in the Succulents being left without a Shaman, as none of their apprentices had been officially been chosen. This lead to the first ever vote for a leader among the Dryads. While the idea of a democracy was freeing, the Succulents decided that they wanted to ensure the survival of their old customs and allowed the new Shaman to select their successor.
Keep in mind the different values for each of the sub-groups. The four Dryad groups do not often meet except for in times of calamity or mutual benefit in Above. Succulents treasure a sense of community over all, Florals hold imbuing high on their priority list, Arboreals want a stable home life, and Ferns always strive to expand their reach (literal or metaphorical). Dryads in Below are far more likely to mingle between the different sub-groups.
Try to remember which environment each of the Dryads are from or adapted to. Meadows, jungles, forests and deserts are all very different climates with their own different struggles and advantages.
Special Winter Solstice Note: for Dryads, the Winter Solstice is a time for rest and reflection. The solstice is usually spent quietly napping or meditating.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Dec 01, 2015 12:33 pm
Physical Appearance: Fey are one of the shorter races in Above. The Fey have an average height of 4’10”. Fey have three notable physical features:
The most important one is the flower—every Fey has a flower that connects to the central nervous system, responsible for assisting in balancing of endorphins. This flower has a direct effect on their mental health (which can manifest as physical symptoms if improperly cared for). Fey also have insect-like wings and antennae. Their antennae move to express their emotions.
All Fey come in two varieties: Solar and Lunar. Each type historically had a different set of wings, antennae, and flowers. All Fey used to have Solar or Lunar traits exclusively. In the past, even if two different Fey were to breed together, all of their offspring would have been pure Solar or pure Lunar. Medical experimentations and advances in medicine have allowed for the race’s adaptation to their chosen environment.
 Strengths and Weaknesses: Loss or damage to the Fey flower’s petals could have negative implications on one’s mental health. Depending on the severity of the damage this can result in mood changes or persistent apathy. If the flower is damaged and cannot regrow on its own hormone replacements can be taken to help the Fey regain a sense of stability.
Traditionally the Fey’s flowers required daily absorption of light for the host to survive. Failure to obtain the proper exposure levels would result in an unhealthy flower and a sickly Fey. Solar Fey required sunlight, while Lunar Fey needed moonlight. Due to their chosen environment’s drastic lack of solar or lunar light sources the invention of artificial light was created as a band-aid fix. These artifacts were considered too cumbersome as time went on, and soon the Fey began to seek alternatives. Through medical breakthroughs (brought on by the study of DNA thanks to the Corruption Outbreak) the Fey can now be a mix of Solar and Lunar traits and no longer require artificial sources for their energy.
Fey thrive in temperate climates and do not do well with extreme changes in temperature.
Fey’s religious worship revolves around the cycle of night and day, and are deeply rooted in the shifting of seasons. They always know when a Solstice or Equinox is just around the corner, and have naturally green thumbs due to their cultural morals. This makes them especially adept at herbal magics.
While not paper thin, Fey wings are still more delicate than wings possessed by the other aerial races. Feys tend to subconsciously hold their wings at rest in any position that is comfortable for them, and in ways that take up the least amount of space. This helps to prevent unnecessary damage to their wings.
Magic: All Fey are extremely skilled with herbal magic. This ability manifests at a very early age, but needs to be practiced in order to master their natural talents. With enough time and practice, the mere touch of a Fey can accelerate a plant’s growth. Those who practice the art form can even have an effect on Dryads. The herbal magic can make a Dryad’s leaves and branches grow more quickly, but also has a calming effect on the Dryad. This can help a Dryad heal from injuries.
 Government: Fey are ruled by councils. Councilors are an even mix of elders and younger adults. The idea is to bring in as many perspectives as possible. Votes must have a majority, or a law will not pass.
There are harsh rules when it comes to physical assault in the Fey community. Acts of aggression and violence towards another living being, if found guilty, will result in the guilty party being cast out from society. They will need to try their luck in other communities away from a predominate Fey social structure.
Family: Fey believe that love and affection are what make a family rather than genealogy. Often an entire village -- if the community is small enough -- will play a part in raising the children born there. Social networking and a sense of belonging is very important for those who uphold traditional Fey ideals. It is not uncommon for Fey to feel a familial closeness with their best friends due to their desire for community.
Fey do not have a sole proprietor in family structures due to the moralistic belief in equality. Family bonds are typically so strong that Feys are not known for disowning their own children, unless they have done something especially illegal. Important family decisions are often made as a group.
Courting: While Fey are very loving and quick to admit it, romantic love is approached very carefully. A flutter of the wings shows interest in a person. To show the desire to begin a long and committed relationship with another, Fey often create a special dance for their intended, and will perform the dance for that person. The ultimate sign to show that you accept their proposal is to dance with them.
Because family structures are based on connection, marriage may not be as important as a well defined partnership. If Fey do marry, it is usually only for love. Their weddings are usually grand events, filled with food, dancing, and many happy wishes for harmony.
Values and Customs: Fey believe that love makes the world go ‘round. They extend peace, hospitality, and adoration to all who are willing to receive it.
Dancing is an important form of expression among the Fey, and often results in seeking dance as a career or a beloved hobby. It is often used as a tool to vent, and many holidays involve a formal dance as a form of celebration for entertainment purposes. Fey are a very forgiving race, and typically believe in second chances. They are a very charitable race and are known for taking in or sponsoring refugees in need.
Most Fey are vegetarian, which coincides with their unwillingness to commit violence. Feys prize colorful wings. The more colors a Fey’s wings have, the more suitors they are likely to get as an adult! To better display their wings Fey will often keep their hair cropped or short. Fey believe in treating their neighbors like family. The Fey regularly organize balls where young Fey are brought together to meet other races to socialize, learn about one another, and dance. These balls were typically hosted for Feys and Dryads exclusively, but have since expanded to include the other races. Romances are easily sparked at such events thanks to the well crafted, enchanting and welcoming atmosphere present during such occasions.
Religion: Like many races in Above and Below, the Fey worship the Nine. Each of the Nine protect and represent essential aspects in the cycle and balance of life. Eleusinia brings new life in the Spring, while Eleuthereus bursts with life in the Summer. Oreia prepares the world for sleep during the fall, while Kthonios keeps a watchful gaze over the quiet nights of Winter. Kallistos (Solstice) lengthens the night and days with the help of Asteria (Night) and Mnemosyne (Day), while Cyllenus (Equinox) balances them out. It is Enyo that is left with the less desirable but all too important Decay of all living things.
Each of these aspects help to keep the world in check, never allowing overwhelming power in any one direction, but also keep the fertile lands in perfect condition for the next year’s harvest.
Some of the more traditional Fey believe that especially hot summers or cold winters and other drastic changes in weather are a sign that the gods are displeased. It is believed that littering, overindulgence in food, and waste in excess lead to drastic changes in weather or temperature. To soothe the Nine, the Fey will try to organize clean-up missions or donate unused preserves to those in need.
 Early Fey Society: According to the Fey, the first Fey were born from flowers. Due to lack of supporting historical records other races believe the Fey origin story to simply be a myth.
One of the things the Fey do have documentation for is of the original portal that linked Nightmares and Daydreams together for the first time. Feys, alongside the Elves, were one of the first races to view some of the residents of Below (pre-war). Another part of Fey history that is well documented are their early ties with the Arboreal Dryads. Since the war the two groups have been thick as thieves, although there is no evidence that a formal treaty has ever been signed between the two races.
50 Year War: The Fey did not fight in the war. During the war, the Fey provided food supplies for the other Daydreams. They also attempted to provide food to the people of Below. However, other Daydreams were outraged by this betrayal, and the Fey and their friends in Below were sharply cut off. Fuel was further added to the fire when the Elves later discovered that the Fey were harbouring refugees from Below. Many Daydreams considered the Fey to be playing both sides. They were considered traitors at best and war profiteers at worst. The Elves demanded the burning of Fey villages, while those in Below who benefited from the kindness of the Fey felt the need to defend their unlikely allies.
The Migration: After learning of the Fey’s “duplicitous” actions, the Elves took to attacking supply routes and smaller villages on the outskirts of many country borders. Not only was this to show the Fey their disdain and disapproval for assisting Below, but the attacks were also meant to be a display of power to intimidate the Fey. They were expected to fall in line or to pick a side, however, despite this, the Fey were not declared enemies of Above. Due to these attacks, many of the Fey were displaced from their homes. Refugees escaping the razing of their villages found solace with the Arboreal Dryads.
For more information on the 50 Year War, you can read about it here.
After the War: Out of fear of their strained relations with other Daydreams, the Fey chose to lay low from most other races, secreted away in Dryad towns and cities. It was not until fifty years ago (a full hundred years after the war ended!) that the Fey finally rebuilt their old villages. Many Fey chose to remain with the Dryads that offered them protection. Since then, the Fey have slowly been reopening themselves to society; they have resumed sending their children to public schools and have reopened their famous schools of dance.
With the treaty recently signed and passage between Above and Below at long last reopened, the Fey were among the first to sign up for the exchange program. It was thanks to the invention of the sun stones that the Solar Fey were finally able to take up permanent residence in Below.
Social Affiliations: While the Fey mostly get along well with everyone, the Elves still have their prejudices against the Fey for their actions in the war. However, the Fey themselves do not hold any ill will towards the Elves. Fey are most fond of the Dryads thanks to their support during the war. Pairing with Dryads are common place due to their close proximity with Fey society.

The Pariah and the Outlaws: During the war, when Fey society fled from turmoil, there was one who disagreed with seeking harbour elsewhere. Feeling that the Fey should instead defend their homes and band together, the Council cast them out. Taking up the mantle of the "Pariah”, they soon banded together other dissenters to launch guerrilla attacks against remote Elven villages in retaliation for previous attacks on Fey settlements. The Pariah’s followers became known as “The Outlaws”. Anyone who praised the Pariah’s ways was accused of being a member of The Outlaws or a zealous sympathizer, and risked being completely cast out from Fey society. However, after only a few months of attacks, The Outlaws disappeared and it was presumed they had been destroyed when one of their attacks when catastrophically awry. The body of the Pariah was never recovered, but this brave and reckless soul had left an indelible mark on history. In modern day, tales of the Pariah and The Outlaws are taught as a lesson for Fey children: only Outlaws fight fire with fire...and things never end well. Older generations still vilify the Pariah, but modern Fey youth somewhat romanticize The Outlaws. Often rebellious Juniors might stitch or paint the symbolic O on their clothes as a statement of standing against "The Man". Davin Featherbee:The current Fey representative living in Below. Hawthoria Baine: The scientist who made the breakthrough on Fey’s genetic structures. Thanks to the demand and funding towards genetic manipulation brought on by the radical changes the Corruption sowed, Hawthoria was able to develop an injection that could permanently alter a Fey’s ability to live in both light sources. Once injected, the change became permanent. The serum also had the added advantage of impacting all future offspring who receive magical DNA from their Fey parent. Some more conservative Fey, however, believe the injection to be an abomination and refuse to take advantage of it. It is believed to be unnatural, seen as tampering with what nature intended. Fey youths seem to be the most eager to get their hands on the injection.

Any type of Fey (Solar or Lunar) can live in Above or Below! In the past, a Fey’s health was ensured by artificial light sources such as magic stones or special magically infused lightbulbs. Due to modern advancements in medicine these items are no longer required. (AS OF MAY 12th, 2018 ALL FEY CHILDREN WILL BE ALLOWED TO HAVE MIXED TRAITS. For breeding purposes, if you have a Fey who IC has not taken the injection please state so in the “notes” section of the breeding form, or add one in. Otherwise, it is up to the artist’s discretion) Fey, with enough practice, and dedication can learn to heal plants or assist in their growth through their innate magical abilities. The Fey take great care of their chest flowers and won’t let just anyone touch them. If a flower becomes severely damaged, it is possible for the Fey to become weakened or ill, as the flower is linked to their nervous system. Adult Fey are less likely to suffer extreme effects, while small children are more susceptible to developing mental illnesses if their flowers are maimed. Luckily the Fey can use all sorts of charms to prevent damage to their flowers. Honing their use of herbal magics in encouraged to self-maintain their flowers. Mental illnesses can still occur in Fey whose flowers have not been damaged. Fey clothing have been charmed to fit around their flowers. Fey are not strong fliers, and generally keep low to the ground and have difficulties over long stretches of water. They cannot surpass 20ft (a story and a half). They are not especially fast and mostly flutter as opposed to soar. They have very little flight stamina. Because their wings are not as strong as Fallen or Chimera wings, strong windy days can blow them off course if they’re not careful.

|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Apr 30, 2016 9:28 pm
Physical Appearance: Kirin come in a variety of shapes and sizes, though their heights generally fall between 4'6" and 6'0" with an average of 4'8"-5'7" tall. One thing all Kirin have in common is their singular, spiral horn placed on their foreheads. These horns are incredibly sharp if not sanded down.
Kirin also tend to have long, well maintained hair, in varying shades. While most Kirin tend to come in pale or pastel colors, darkly colored Kirin are not unheard of. Aside from their unique spiral horn, Kirin also have large ears, capable of independent movement. The unique ability allows them to detect where sound is coming from with greater accuracy than many other races.
Strengths and Weaknesses: Despite having a unique talent for Healing magic, Kirin are especially prone to diseases as young children. Because of this, they tend to cloister themselves off from the rest of the world. Because of their generally weak immune systems, most Kirin are fairly frail and do not possess a lot of physical strength. Their legs are meant more for short bursts of speed rather than prolonged activity. Though, there are some Kirin who defy this norm.
Magic: Kirin are especially gifted with Healing magic. Other types of magic generally require more concentration and effort to learn and master, but Healing is not something most Kirin have trouble with. Additionally, Kirin have a second form. Much like the Grimm of Below, full-blooded Kirin are capable of transforming themselves into horned Horses (or ponies). This form boosts their Magical abilities. It is considered incredibly rude and taboo to ride on the back of a Kirin while they are in this form.
 Government: Kirin society is primarily built up of powerful family lines that have lasted since the beginning of time (so they believe). Since there is a high mortality rate among Kirin infants and freshlings, there aren't a lot of them to begin with. There are 3 main families who oversee the general health and safety of the Kirin race (as well as produce the main supply of medicine), the heads of these families are called Calns. Heirs are chosen in birth order, provided the offspring survive.
Below them there are elected officials that take care of various responsibilities around the towns. They help manage the workflow for the Calns and are basically like middlemen between the average Kirin and the Caln family lines. These officials change once every two years, and anyone is eligible, but there has been some controversy over allowing hybrids into this position.
Families: There aren't a lot of Kirin around, so families tend to be small and close knit. Kirin prize familial relationships perhaps over all else. Entire bloodlines tend to live in the same house, it's very rare for Kirin children to leave home permanently unless they are going to live with a partner's family. Children are especially loved. A Kirin child is protected by all members of the community, related by blood or not. To harm a child is to be socially ostracized. It is not unheard of for child abusers to be shunned and banished from Kirin settlements permanently.
Courting: Courting is a very important ritual for Kirin. They think highly of well kept appearances, so common gifts are beauty products. The more expensive, the better. On top of beauty products, jewelry and other adornments are basically mandatory with courting. Kirin love to adorn their heads and hair especially, so beads, crowns, and scarves are particularly popular. Intimate partners will offer to brush each other's hair, as this is a sign of deep trust between partners.
Suitors must also introduce their interest to their family. Keeping family uninvolved is a sign of not being seirous in Kirin culture. While looks are very important, a good suitor according to cultural norms wants a family. The bigger, the better. They absolutely must love children. Of course, there are Kirin who are not interested in children... these individuals are seen as strange.
Traditionalists frown upon courting outside of their race, but younger generations see it as an opportunity for healthier children. The pickiness is still there, suitors must meet their physical standards, but slowly they're becoming more open. The most accepted non-Kirin partners are of Naiad, Fey, or perhaps even Dryad descent.
Values and Customs: A mixture of vanity and familial love makes up most of Kirin values. Unkempt appearances and a disinterest in future generations is shocking to most Kirin. Appearance wise, they prize soft skin, fur, and long hair most of all. Cutting one's hair short is considered an act of rebellion in some circles. Those with short hair or no hair at all may be considered extremely unattractive depending on where you go.
Since they value appearances so much, there are a lot of customs around self-care. It's considered completely acceptable to take self-care days off to pamper oneself, and it's especially encouraged for young Kirin. They have unique holidays set aside for friend and family groups to take time off to take care of each other both physically and mentally.
Religion: Kirin have their own set of Deities, though with the hardships they have gone through with the war and the continual high mortality rate, many younger generations are beginning to lose faith in Gods of all kinds. Older generations chalk this up to their growing relationship with the Naiad, since Naiad do not believe in the Nine, or Gods in general.
Depending on whether they've settled with the Fey or have returned to their homeland near the deltas, religion is a nebulous thing for most Kirin.
 Early Kirin Society: Kirin believe they have existed since the beginning of time, with their homeland specifically being a lush valley between Everwood and the deltas. Because they think themselves to be one of the first races to exist, they tend to view others as children in comparison. This usually means they look upon them with a familial sort of condescension, unfortunately.
Early Kirin were very secluded from the rest of the world. They kept to their own in small nomadic familial groups that wandered the valley they called home. Kirin prized the world they lived in and did not seek much modernization until they were essentially forced into it by the growth of other nearby races. The nomadic groups turned into three major villages, with the leaders of each village forming the 3 families that watch over the race as a whole. The bloodline has persisted into current time.
From the beginning they were fairly distrusting of other races, if only because they feared they might bring in more disease. After a near extinction when they first met Elves, they were quick to close off almost all trade and communication with other races until a few hundred years ago.
50 Year War: During the 50 Year War, Kirin were satisfied to stay out of it until their neighbors began to pester them into joining. With the pressure of potentially having to deal with not only invaders from the Below, but also the Above, they eventually caved and agreed to supply healers for the war.
Their reputation quickly spread to the Below's forces, and Kirin became prime targets when they were spotted on the battlefield. Many Kirin soul stones were smashed during the war as well, which further crippled their already low population.
Most Kirin deployed did not return home, to this day their deaths are remembered by the race as a whole during a three day period of mourning for not only their deaths, but the deaths of the soul stones that the Demonic forces destroyed.
The Migration: With the combined losses of their stones and disease setting in, the Kirin fled their lands to the Fey territory for safety. They stayed intermixing with the Fey (and Dryad) for a century before returning to their native valley. Because they stayed together for so long, the two cultures are very similar which allows for Kirin and the Fey to get along together very well.
Upon return, they realized that the Naiad had not only settled fully in the deltas, but were also quite present on land where their old homes had been. Initially this caused a bit of a fuss, but over time they have calmed down and the two races are locked in a peculiar friendship.
After War: After the war they quickly shut themselves off again for several years to recuperate. While they still distrust most other races, they now do business with just about everyone. After the loss of so many healers, they were forced to develop other ways to deal with the natural poor immune system they collectively have. Because of this, Kirin are the founders of modern medicine. As a race, they're particularly well off financially, with the 3 main families sitting at the top of the pay scale.
Social Affiliations Kirin are closest to the Fey. Many of their cultural values align since they spent such a long time together as neighbors. While they look down upon the short hair that Fey value, they prize their wings and ability to cultivate flora enough that out of all other races they would prefer to associate with them.
Of course, Dryad are also part of the small circle of "friends" that Kirin have. While they aren't nearly as close with Dryad as they are with Fey or Naiad, the Kirin do have a healthy respect for the race. They find their need to send their children off to new places without family to guide them strange, though.
Lastly, Naiad are the second closest friends Kirin have. Both races tend to be vain and self-centered, but have many similar values that allow them to connect on a more personal level. They supply a lot of creams and shampoos to Naiad, who in turn supply them with deep sea jewelry.
While they do business with Elves, culturally they tend to harbor immense dislike for them. Kirin collectively see Elves as one of the two starting points for the war that affected them so drastically, so they haven't quite gotten over that.
In terms of the Below, they don't have much opinion on most races outside of their physical appearance... however they still have an immense distrust and loathing for most Demons, since it was the demonic forces that destroyed their soul stones and targeted their healers during the war.
As children, Kirin become sick very easily. It's extremely common for a child to spend a good portion of their childhood sick, or avoiding being sick. Kirin learn from a young age to dislike Demons and Elves, so exchange students will have some ingrained prejudices to overcome. Kirin are pretty frail physically, except for their legs. Cutting one's hair is an act of rebellion in many Kirin families. Most Kirin will be pressured by Above to become doctors! A lot of Kirin children may become homesick, as they are a race that values familial relationships immensely. Because of this, they may favor Imps and Geists due to their similar cultural beliefs around family.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Apr 30, 2016 9:28 pm
   Physical Appearance: Naiad come in all shapes and sizes, though they tend to be very lean. They are a race of medium height, ranging from 5'3" to 6'5" though the average height for most Naiad lies between 5'6" and 6'0". Naiad have fins on their arms and ears, and come equipped with a long mermaid-like tail. Their tail is very powerful and vital for swimming, so most Naiad put in a lot of effort to keep it in perfect condition at all times. Additionally, their fingers and toes are webbed to help with movement through their watery homes. Most Naiad possess scales in differing shapes and sizes, which appear all over their bodies. Some rare Naiad are born without any scales at all, this is sort of looked down upon in Naiad culture, but it is not a huge deal.
Naiad are native to all types of water, and thus all Naiad can survive in just about any location with enough water for them to be completely submerged. However, a Naiad born in fresh water would be hesitant about living in marine locations simply because they're more used to the lower salt content. Since Naiad are found all over the world, there are many adaptations they have developed over time. Some Naiad have sharper teeth akin to sharks, others have thick scales to help with the cold water, and some from deep sea have even developed bioluminescence.
 Strengths and Weaknesses: Naiad are the best swimmers in Above, capable of remaining completely submerged indefinitely should they choose to. Their tails allow them to swim at incredible speeds as well. While Naiad suffer on land without proper moisture, once they return to the water they heal incredibly fast. A sick Naiad simply needs to stay submerged for a while to rid themselves of whatever sickness they have picked up.
Since their return to the larger world, charms have been developed to allow Naiad to remain properly moisturized while on land. Without them, they need frequent trips to local fountains to soak themselves.
Magic: Naiad have a natural talent for water magic, though their true racial abilities lie in their voices. Naiad are natural born singers. Through their voices, they can cause brief deafness, and even use their songs to amplify their other magical talents. Their songs are primarily based in emotion, making their type of magic more of a feeling than a science like other racial abilities. Targets that are emotionally compromised at the time of hearing their voices are more susceptible to its effects - even when not using magic, a Naiad's song can have profound emotional effects on listeners.
 Government: Naiad are a monarchy that still very much focus on their royal family. The royal family is referred to as their "saving family," as they were the ones to suggest they hide from the 50 Year War by diving into the deepest depths they could reach. As a result, they became the rulers of the entire race. While Naiad royalty is usually in pairs, only one person actually governs at a time. The other person is usually just there for "decoration," as they have no real power. The heir to the throne is decided by blood. Currently, they are ruled by a single Queen with only an adopted son.
In the past, the royal family was incredibly strict and dictated the race's every practice. These days, they only step in when their people need protection. Despite the hands-off nature of their ruling, there is a deep respect for the royal family among all Naiad. It is very rare to not admire or adore the royal family in some way. Songs about how they were saved by the royal family are even sung during holidays! If the current ruler has an order, it is obeyed without hesitation. Outside races believe this to be a threat should the ruler turn out to be a tyrant, but so far this has not happened.
Family: Naiad are incredibly protective of their family. Harm done to one's relative is harm done to oneself. Naiad do not believe in imbuing stones unless it is beneficial to the family. This is a belief that stuck around from when they were hiding from other races. Since they were secluded to limited habitats, too many Naiad would cause social collapse. For this reason, it is very unusual for a Naiad to imbue more than two times in a lifetime. Despite being protective of their families, should a family member betray the rest, they are quickly shunned. Harming one's own family is a grave sin among Naiad, as family is sacred. Only the royal family is above one's own family.
All Naiad children are taught to nurture their voices, as being able to protect oneself is something that Naiad value immensely. Young Naiad learn how to control their vocal magic from a very early age.
When it comes to familial decisions, there is no one main decider in Naiad families. They prefer to sort out familial happenings as a group, with all parties having a say in what is to be done about a particular matter. It is not uncommon to find many generations living near each other, even as neighbors. Naiad like space, but it is very rare that they will stray so far from their relatives that they have a hard time seeing them. Courting: Courting in Naiad culture is very particular. A Naiad interested in courting another usually gifts a single pearl - but it must be given while the person they're interested in is not looking. If the other person can guess correctly who the gifter was, it is seen as the two being "meant to be."
After this, the suitor will often sing for their desired partner and adorn themselves with more jewelry than usual to make themselves as appealing as possible. Tension does occur if there are multiple suitors for one person, and it is not unheard of for their to be races to determine the "winner."
Love is a sacred thing in Naiad culture, as they often pair for life. One night stands are fairly taboo, and are not really understood. If a relationship falls apart, Naiad typically respond in what others might call a dramatic fashion as this is considered a great failure in their culture. Chopping off their hair is a common sign of grieving over the loss of what could have been.
Marriages are typically very small, only family and very close friends attend them. The Naiad getting married sing their vows to each other. However, royal marriages are a different matter entirely. The entire colony typically sings for days about the event, usually slowing all movement until the event has passed.
When it comes to courting outside of the race, it is seen as a massive disgrace to the family to marry anyone who is not a Naiad. Of all of the other races, some exceptions can be made for Kirin since they are so similar in values and cultural behavior, but it is still regarded with disappointment. As the younger generations branch out into the world, this attitude may change over time.
Values and Customs: Naiad value self-care immensely. Long, well cared for hair, shiny scales, and near flawless overall appearance are prized in all Naiad settlements. An unkempt Naiad is looked upon with distaste, as it's seen as a sign of weakness. Additionally, Naiad are a very closed off race, preferring to associate only with themselves and occasionally Kirin. The two races have a lot of similar values and so they tend to get along fairly well. That being said, Naiad are still very suspicious of outsiders, and marrying or even befriending people of another race is still very controversial in their culture. This closed-off nature of theirs is very well known, as Naiad do not typically soften their words with others and can come off as quite rude. Of course, that requires even being able to meet one, as most Naiad refuse to even leave their aquatic homelands - knowing full well that mos other races cannot touch them there.
Still, they aren't entirely unbearable. Among Naiad, the more good you do for the race, the higher your status is. In their own society, good deeds go a long way. Many of the influential families have done a lot of charitable things for the race as a whole.
Aside from valuing their own beauty and health, Naiad value pretty things as well. A lot of trading within Naiad circles is done in jewelry. Even their cities are constructed to be beautiful. Some cities can even be seen at night as glowing lights deep below the surface. The biggest city is Luminia, named for its bright lights that can be seen from the deltas near the Everwood forest.
Religion: After so many tragic events leading up to the near extinction of many races, Naiad do not have a lot of faith in the Nine. In fact, culturally, they aren't very religious at all. They sort of think worship of the Nine is a little silly. The events of the 50 Year War have left them jaded, believing that no true Gods would allow such atrocities to happen under their watch. They see this as evidence that the Nine probably do not exist at all.
The closest it comes to religion with Naiad is ancestor worship, specifically of ancestors who have done great deeds for their race as a whole. These ancestors are not seen as Gods, necessarily, but as shining examples to live by.
 Early Naiad Society: Naiad have always kept to themselves to some extent. The most contact they had in the early days were with Kirin, who lived close enough to the deltas to interact on occasion. They were always a scattered race, with many settlements throughout the oceans of Above. Only when the 50 Year War started did their numbers begin to dwindle.
50 Year War: When the war began, the Naiad immediately wanted nothing to do with it. It seemed like a petty fight between two races they had little to nothing to do with, and since it was being fought on land, they really saw no reason to get involved. When things began to get worse, one family suggested they all retreat into the depths until it was over and let the land dwellers kill each other off. That was the beginning of the current royal family line.
When the war was over, several Naiad families returned to the deltas and began constructing Luminia City. The territory was freed up by the retreat of the Kirin, who had left their homelands to take shelter with the Dryad and Fey while the war raged. Once the Kirin returned, the two races reformed their unsteady friendship.
After the War: The Naiad were still distrustful of other races, but once the medicine the Kirin were making made its way to them, they latched onto it. Kirin medicine works wonders for Naiad scales, after all. Since Kirin also value their hair and jewelry, the two races began to exchange goods regularly, which eventually opened the Naiad up slightly to the few races that Kirin were on good terms with. For the most part though, Naiad have kept to themselves.
When movement between Above and Below was reopened, the Naiad did not want to join the others. Initially, this was because they didn't think that it would even be possible. Since Naiad need to be wet in order to be healthy, travel was deemed impossible. Upon learning that Below as a whole began to make accommodations for the Nixie, attitudes changed slowly. When the Kirin finally agreed to let their own people travel, the Naiad decided it might be worth checking it out a well.
Social Affiliations: Naiad are really only friendly with Kirin. Almost all of their trading is done solely with them, only some goes to the Fey for their herbal remedies and on occasion, Elves for their high quality jewels. Aside from trade, their relationship with other races is kept at arm's length. They see many of the other races as unnecessarily violent, and do not want to get heavily involved with them in case another war breaks out.
The Queen: Current Ruler of the Naiad race.
Naiad dry out easily. For this reason, most Naiad will invest in charms to help keep them damp. If Naiad become sick, they must remain underwater to get better. Dorms for Naiad are all on the first floor, due to them needing to sleep in deep, well-like beds. Naiad are given the option to room elsewhere if they have a charm. There is a pool just for Naiad on the first floor. Above and Below have created large fountains and pools for Naiad to dip in during excursions in an effort to show peace. Many stores and buildings will have signs that say "Naiad cool off here"! While using the fountains and pools must be legally free, it's a good chance for stores to try and shove merchandise into their faces while they try to cool off. Voice magic can influence and cause emotions, but the recipient must be willing to hear it or be mentally unstable at the time. Some Naiad will judge other races fiercely due to traditional views of seclusion, but some won't.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Sep 05, 2016 12:17 am
Physical Appearance: Kumiho stand between 4'10" and 6'5" in height. They are typically a lightly built race, although body types can vary. Kumiho are covered in a soft, velvety coat of fur on most of their body, particularly their arms and legs. Their skin and fur can come in a wide variety of markings and colors. The fur thickens to a fluffier coat in the winter and sheds again in preparation for the heat of summer. At the ends of their legs, they have animal-esque paws, and because of this they do not wear shoes. In addition to their varying levels of furriness, the Kumiho have large ears that help to regulate their heat. They can possess between 2 and 7 long, fluffy tails, and the number they are born with stays consistent throughout their lives. The number of tails they have indicates their innate magical potential. Their lifespan varies, but a healthy Kumiho with 7 tails can live for several centuries.
Strengths and Weaknesses: Kumiho do not tend to be physically strong. Individuals with fewer tails (2-4) are more agile and quick on their feet, while those with more tails have a higher reliance on their magical abilities. Kumiho can handle both heat and cold very well, their bodies having effective heat managing capabilities. However, when wet their tails will become heavy very quickly, so they are not fond of swimming or rain. In addition, Kumiho are very susceptible to colds.
Magic: The number of tails a Kumiho has is usually indicative of their magical potential. Kumiho magic consists of mainly barriers, charms, and illusions. Some 'highborn' Kumiho, or those with more tails, are very talented in divination.
 Government: The Kumiho recognize no formal governmental structure. Their society is divided into several villages, which are led by a group of skilled and respected family heads and elders. Social castes both high and low exist, but they are can be transcended through hard work, or marriage arrangements to a family of a higher class. Inside the barrier that surrounds their society, there are a small handful of villages that are built around the slightly larger estates of the elders.
Family: The Kumiho's family is a central feature of their culture, and often several generations will live on the same shared land within the village. As mentioned above, their government revolves around familial ties and respect. The elders are provided larger estates, but most houses are large enough to accommodate a few familial generations. The villages are all made up of a dozen or so families on average.
Courting: Arranged marriages tend to be the norm in Kumiho culture, but the betrothed are encouraged to go on dates with each other to determine their level of compatibility. If an engagement is broken, or in the case of lower-class individuals who have not been arranged a partnership, the Kumiho courting process focuses on earning the approval of their love interest's family.
Values and Customs: Kumiho are a vain race, and they pay a lot of attention to their appearance. Even the lowest-ranking Kumiho, including servants, are expected to keep their clothing and fur in the best condition possible. However, outside of fundamental fur, hair, and skincare, Kumiho do not use physical cosmetics. Instead, they enhance their appearance through long-lasting illusions that appear like makeup, an alternative which seems easier to them than applying cosmetics. As young as juniors, all Kumiho begin learning how to alter their appearance through illusions.
Religion: Kumiho acknowledge the existence of The Nine, but do not acknowledge them as their gods. Instead, their faith centers around nature spirits and ancestor veneration. Kumiho do not have a standard level of involvement with their religion. However, families usually have an altar located in the home for the purpose of honoring their dead. At these altars, they burn incense and place offerings for the ancestors. Otherwise, they have small shrine about the home and community that are not dedicated to one specific entity, but they will occasionally drop small offerings at these shrines for good luck, healthy crops, etc.
 Early Kumiho Society: There are no reliable accounts on the origins of the Kumiho, but some surviving folklore indicates a kinship and shared ancestry between the Kumiho and the Grimm of Below. This genetic split would have occurred so long ago that scholars have mostly written it off as nothing but a legend. From the very beginning, Kumiho have been withdrawn and secretive, interacting with other races very little. Their territories provided well for their needs, so there was little incentive to establish a trading system outside of vanity items. In exchange for these luxuries, they offered portable charms and crystal foci used for amplifying magic.
50 Year War: A few years before the War broke out, an elder foresaw the impending conflict. Instead of offering to help any races, the Kumiho nearly unanimously decided to retreat and allow the others to take care of their messes. They retreated deeper into their territories and set up a magical barrier to keep out intruders. The few individuals that remained outside quickly succumbed to disease. The other races assumed that the Kumiho had gone extinct, much like the Grimm.
For more information on the 50 Year War, you can read about it here.
After the War: The Kumiho have maintained their solitude, believing much of Above to have been wiped out by the 50 Year War. The elders have reassured that this was the safest option for their people. However, the Kumiho have been using a reserve of a more raw form of soulstones that are much less refined than those used in modern times. These stones are unstable, and sometimes the imbuing of the stone fails or the infant perishes. Because of this, the elders occasionally question their isolation.
Social Affiliations: None currently! They need more time to adapt to the new world.
Ayame: An elder of a village and a member of the council. Nagoro: An elder of a village and a member of the council. Tomoe: The reason the barrier even was brought down in the first place. While the Elders of the villages are not pleased with him, many of the Kumiho view him as the reason they can finally experience the world and are grateful to him.
Because of the long length of time the Kumiho have isolated themselves from the rest of their world, their technology is far behind modern. Adapting to these changes will be a large culture shock, especially for elders. Despite being averse to water, Kumiho still bathe regularly to upkeep their appearance (and smell)! Kumiho have not been exposed to the germs of the world for many generations, and are very susceptible to catching cold. In addition, getting too wet beyond normal bathing can leave their immune system vulnerable.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Feb 11, 2017 8:05 pm
   Physical Appearance: Cherubs are a rather small and dainty race. The normal range for a Cherub of any gender is 3'5" to 4'9" when fully grown. Anyone outside of this height range is considered unsightly. There are two alignments of Cherub: the Solar and the Lunar. Both have typically textured skin, and plumage around specific parts of their body.
The Solar cherubs prefer the pristine, delicate, pretty side of their small builds. They sport full plumage around their necks, ankles, and wrists, with long feathered ears which are often called "adorable." Their feathers look similar to clouds - rounded, full, and soft. They typically sport warmer and vibrant colors. They have a hard time seeing in the dark. They would have you believe they'll live forever, when in reality they live around 350 years.
The Lunars, however, prize their small builds for their stealthy capabilities. They also have feathers around their necks, ankles and wrists, and on their ears. The Lunar Cherubs' plumage is far more angular and sharp looking, and tends to feel more coarse, and their coloration tends to be darker and muted. They have fantastic night vision, but are sensitive to light. Their hard working lifestyle nearly halves their lifespans, with an average life expectancy of 200 years.
 Strengths and Weaknesses: Cherubs, due to their small size, are rather frail physically. Normal tasks such as lifting a heavy bag of groceries or carrying a few boxes can be rather taxing on the average Cherub. Because of this, Cherubs rely heavily on magic, especially household spells. A strong wind could blow a Cherub away if they weren't careful, and so they tend to stay indoors during volatile weather. Their bones are quite brittle. Because of this, Cherubs try to avoid conflict as much as possible, as they are largely unable to take a punch. Other races might have to be cautious around them due to the weakness of their bones, but luckily this problem does not extend to their own. Cherubs are largely vegetarians, but they eat lots of meat alternatives and protein-filled plants to keep up their stamina.
They are not more or less susceptible to illness when compared to other races, but depending on their alignment they vary in their weaknesses. Solar Cherubs are prone to catch diseases or illnesses linked to lavish lifestyles, such as Gout. If they develop a mental illness, they are more likely to sweep it under the rug and keep up their facade of glamour. Lunar Cherubs are more likely to fall under the duress of stress-induced illnesses such as arrhythmia. Their approach to mental illness is much more practical, and they will analyze the problem and its causes, then learn to cope with it.
Magic: Solar cherubs and Lunar cherubs specialize in different areas of magic. Those born under the sun favour illusions and light magics, while those born under the moon favor dark magics. Solar cherubs are exceptional illusionists, spinning detailed lies to put a positive spin on an otherwise boring story. They worked together to mask their homestead as an elven city before some of their stones were discovered in Below. Aside from the obvious, Solars have an aptitude for healing magics.
Lunar cherubs, on the other hand, lean towards dark magics. They prefer stealth and cloaking tactics, far more austere and subtle than their fanciful Solar counterparts. Outside of their natural comprehension of dark magics, Lunars prefer magics more closely linked to kinesthetic activities, such as alchemy or crafting.
 Government: Cherub society is located in a large city called Elysium, which is believed to have previously been an Elven stronghold. The Solar and Lunar cherubs are both led by representatives from both sides. There are four Solars and four Lunars that create a council. Otherwise referred to as the Tempest Court, the council makes all decisions for the entirety of Elysium. Council members are elected by the members of their alignment. At the head of the Tempest Court are a head Lunar and Solar, selected by the previous heads of the council. While the council can attend to and fix minor problems and disputes via vote, problems being brought to them through a bi-monthly meeting with civilians, only the present head Lunar and Solar cherubs can pass a law, or erase a previous one. The system works well, and the members of Cherub society generally agree with it. If a council member is ever disliked, they are able to be voted out and replaced with a new election.
Family: Being a Lunar Cherub or a Solar Cherub does not dictate what your child will end up being. Two Lunars could end up having a Solar child, and two Solars a Lunar offspring. If the child is of the same alignment, then the child is permitted to stay with their biological family. If, however, the child is of the opposite alignment, the child is placed with a foster family that shares their alignment. If a suitable home cannot be found, the child is typically placed into a 'school' or 'cloister' where they can focus on developing their specialized skills. Most Cherubs go along with this custom, feeling that it helps their society to function. In the case that a parent protests against having their child taken away, the consequences are severe. Anyone who kicks up a fuss or refuses to give up a child of the opposite alignment are branded on their first offense. On their second offense they are no longer allowed to imbue. On their third offense they are fined heavily and made infertile. If by then they haven't learned their lesson, on the fourth offense they are jailed for life. All children in each scenario are taken away and relocated to a new home.
If a child stays with their parents, there is no concrete family structure. Children are welcome to leave home whenever they wish, depending on their financial situation, marital status, where their studies or careers may take them, etc. The Cherub family extends to close blood relatives. To the Solars, In-Laws are considered family, while to the Lunars they are considered to be "partners."
A mixture of the two alignments is considered deplorable. While the Lunar and Solar cherubs live in harmony and recognize that the two halves are required to run Elysium, one is considered 'tainted' if they dabble romantically with someone of the opposite alignment. Openly admitting to being in a relationship with someone of a different alignment is actually illegal. Finding out that a Lunar is involved with a Solar can result on being disowned by their families, and exile from Elysium. Luckily, these laws only pertain to those residing within Elysium, and Below now offers refuge to those needing sanctuary.
Courting: Solar Cherubs and Lunar Cherubs have very different ways of courting. Solar Cherubs love to hold grand balls, still preferring the use of the rather dated 'dance card' system to say who they fancy. There are often games, drinks, live music and food to help keep people busy while they mingle and flirt. Being rather social creatures, they thrive on cute, tongue-in-cheek, coy games to attract their potential lovers, drawing out the courting process for as long as possible before choosing their forever mates.
One type of game the Solars like to play at their dances is called 'The Ribbon Game'. An individual will be seated, blindfolded, having invited their romantic interests to join them. The ones who have been invited will line up, taking turns to place a kiss upon the blindfolded cherub's face. The invitees then have three options; a kiss on the middle of the brow; kiss on the cheek; and a kiss on the mouth. - The kiss on the brow symbolizes sensuality, a desire to be closer to the individual, though the invitee is not romantically inclined -- at least not yet. - The kiss on the cheek means the invitee just wishes to be friends, or is not interested in the other Cherub in a romantic sense. - A kiss on the mouth means there is a deep longing there -- a want to share a deeper connection. After everyone has placed their kisses, everyone lines back up and claps three times to let the blindfolded Cherub know they can remove their ribbon. Now, the Cherub has to guess who kissed them, and where.
The Lunars do not hold romance high on their priority list, feeling that successful careers are more important. They treasure strong blood lines and loyalty more highly than a heart flame. There are no elaborate ceremonies or games among the Lunars. It's incredibly common to be placed in an arranged marriage or pairing before a Lunar Cherub is even born, leaving no room for romance. There are rare occasions where a Lunar will fall in love, but those bouts of passion must be concealed and kept private. Public displays of affection are highly frowned upon among the Lunar Cherubs.
Values and Customs: Solar Cherubs, who are diurnal, hold a separate set of customs from the Lunar counterparts. Solars value art, glamour, passion, health, exploration, and entertainment above all else. This may be the reason why Solars tend to have a high output of dancers, musicians, adventurers, and healers. Solars are also religiously inclined, and likely the only reason why churches exist in Elysium at all. Solars are often found draped in the finest of garments, made from lavish silks and velvet, surrounded in marble sculptures. They are vain and are constantly preening. They are the builders of grand murals, meticulously working to uphold the beauty of their city. Littering, for this very reason, is also illegal and punishable by up to 10 years in prison.
Lunars, who are nocturnal, value history, precision, perfection, science, architecture, and evasion. They are the more logic-minded, never ones to jump to conclusion or make rash decisions. They don't care much for appearances, choosing to stick to the shadows rather than make themselves look more attractive. They are the ones who build the infrastructure of Elysium and the Undercity. They prize themselves on their ability to archive, up-keeping grand libraries that would make any bookworm swoon with delight. Lunars take pride in the more quiet and solitary pleasures, such as reading or performing research. While both sides have their hard workers and slackers, the Lunars believe firmly that their alignment works the hardest. They are the ones who shape and mold dreams into reality with their hands, while Solars are content to stick to their daydreams and flights of fantasy.
The two cultures, despite being so different, complement each other well and they respect the others' work. For example, a church may be designed and built by Lunars, but furnished and decorated with murals by Solars. Their life crosses over at dawn and dusk, when one alignment goes to sleep and the other awakens. If a governmental decision is needed that involves both alignments, the Tempest Court will step in. The race provides for itself. A handful of Cherubs believe that more success may come out of a long line of successful individuals, which is why there are still some arranged marriages - but they believe that hard work speaks for itself. Cherubs, as a whole, do not believe that mingling excessively with other races will result in any meaningful or lasting relationships, and while they enjoy interacting with individuals they may largely keep to themselves.
Religion: Lunars possess no religious alignment, and scoff at the very idea of Gods and Goddess existing in the world. They view the Solar churches dedicated to the Nine as pointless and a waste of space that could be better utilized. If the cloisters were not harboring hundreds of homeless children a year, the Lunars might very well have petitioned to shut down the religious sectors in Elysium.
Solars worship the Nine, though they believe the Nine are all winged beings, possessing anywhere from four to twelve wings, depending on how powerful they are. It is because of their extreme devotion that the Solar believe they have been graced with advanced healing magics. However, other Daydreams and Nightmares alike are not so convinced.
 Early Cherub Society: The earliest records of Cherubs suggest they used to be entirely covered in large feathers, as they lived high in the mountains and needed protection from the bitter cold during flight. Their feathers fell out over time as they no longer had need for heavy padding. Cherub ear feathers do not serve any extra purpose except protection, but an old myth has been passed down from one generation to the next about how their ears used to be wings capable of flight. As they stopped flying, the feathers began to recede. Some Lunars believe that, eventually, the feathers in their ears will fall out entirely.
In early Cherub society, Lunars and Solars couldn't be more divided. There were whole cities dedicated to certain alignments, and Lunars and Solars were not permitted to mix, or even speak to one another. It was considered a disgrace to have a child which was not of one's own alignment. Unlike today, if a child was born to a different alignment, they were instantly discarded, often left to die. For this reason, the Cherub population had always struggled. The halves that made up the Tempest Court today were divided. The Lunars were in charge of themselves, and the Solars kept to their own issues, only ever meeting in the middle to discuss conditions when tensions edged on the line of civil war. The Cherubs generally lived in close proximity to and were allied with the Elves.
50 Year War: With an already low population, and the threat of war looming over them, the Lunar and Solar councils had to make a decision: both put their differences aside and come up with a plan to avoid the annihilation of their race, or fight alongside their Elven companions and risk extinction. The Tempest Court was formed, and a decision was made. The Cherubs informed the Elves that due to their physical frailty they would not be fighting in the war, but would – with the help of the elves -- create a mass illusion that everyone not of their society could see. This illusion would make it seem as if the Elves were slowly replacing the Cherubs, who appeared to be dying out as their numbers slowly dwindled. In reality, more and more of them would be gradually added to the illusion, until it appeared that they were all Elves. It was determined that the Solar churches would trade off keeping up the illusion until further notice.
All of the Cherubs, Lunar and Solar, moved to one city where the illusion would take place: Elysium. About the size of our world's Los Angeles, it was big enough to house all of them. The city divided itself into sub-cities as Solars and Lunars tried to avoid each other as best they could. Since Solars are diurnal and Lunars are nocturnal, those who lived near each other could avoid the others' lifestyle simply through their natural progression of the day. In addition, a law was enacted that Cherubs could no longer commit infanticide due to a child's alignment, allowing their population to grow again. They established a transfer system in which a child born to parents of the opposite alignment could find a foster home they would thrive in. Although relationships between Solar and Lunar Cherubs were still tense, they were better than they had ever been.
For more information on the 50 Year War, you can read about it here.
After the War: Following the 50 Year War, the Cherubs stayed under their illusion, partially because they had been doing it for so long that it had become habit, and partially because they were still concerned for their safety. This had become what they knew. However, some Cherub soulstones wound up in Below (perhaps originally placed in reserves to protect decline populations during the war) and were awakened - much to the surprise of the residents of Below! A few trusted Elves, concerned for their feathered friends, informed the Cherubs. After much discussion and debate, the Tempest Court decided it would be best to reveal themselves and break the illusion.
Social Affiliations:
Due to masquerading as a heavily populated Elf city under their protection for so long, the Cherubs are closely intertwined with the Elves and consider them to be their closest allies outside of their city. The Solar Cherubs especially like the elves and their need to surround themselves with beautiful things.
The Sluagh and Lunar cherubs are closely linked and have a strong affinity for one another. The Lunar cherubs designed and constructed the undercity beneath Elysium where the Sluagh and many Lunar cherubs call home. The Solar cherubs feels as though aiding the sluagh as extensively as they have in the past was a waste of valuable resources during the war. That being said, sluagh and solar cherub friendships are still cherished and encouraged, but the lunar cherubs feel they are the true comrades of the sluagh. They were the ones who squandered away their stones to keep them safe, they were the ones who helped them rebuild their population and keep them safe while the solars painted their murals and held their extravagant parties. The lunars have far more in common with their sluagh companions then they do with their solars brethren.
Icarus: Current leader of the Solar Cherubs - head of the Tempest Court. Daedalus: Current leader of the Lunar Cherubs - head of the Tempest Court.
Solar cherubs have a strong bond and appreciation for the elves, while Lunar cherubs significantly prefer the sluagh, and hold some disdain for the elves for what they did to the sluagh. Cherubs are quite frail and would not do well in high-contact sports. It is possible to use charms to temporarily strengthen them. Cherubs have low physical stamina, especially young cherubs. Freshlings and juniors will likely struggle in their Health & PE classes. Because of how delicate Cherubs are, they prefer to hang out with other races who understand their predicament (ie; Fey). Solars and Lunars are incredibly different, so keep in mind their individual strengths and weaknesses when playing a Solar or a Lunar!
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Feb 11, 2017 8:06 pm
Physical Appearance: Sluagh are an oddly proportioned race. They have a vast range in height- with the shortest being 4'5" and the tallest capping out at around 6'9". The general population lies between these two extremes on average, though. The most notable traits about Sluagh are their long pointed ears, arms, teeth, and eyes. Their ears are elongated, similar to Elves but capable of moving in all directions. Many Sluagh communicate in subtle ways with ear movements. All Sluagh have darkly colored sclera, which can be any color that sits close to black. Their teeth are sharp, a Sluagh's bite is no laughing matter. By far, the most striking feature Sluagh have is their arms. They are over-sized and look as if they're built to pack a powerful punch, its a wonder they aren't off balance at all times.
 Strengths and Weaknesses: Despite their appearance, Sluagh are not particularly stronger than the average Elf. In fact, while it's quite possible for them to become strong, many Sluagh focus more on agility than strength. This is usually because most Sluagh are surprisingly light despite their physical stature. Their bones are not as frail as Cherubs', but they're certainly not as heavy as they logically should be. Despite living with the industrious Lunar Cherubs, the Sluagh have never really picked up on the need to change their surroundings to suit their needs- rather, they tend to change themselves to suit their surroundings. Their adaptability is their strength, as Sluagh are comfortable living just about anywhere- though they do greatly prefer dark places.
They have excellent immune systems and rarely get sick. Most Sluagh that happen to catch a cold are only down for a day or two before bouncing right back to perfect health. Broken bones or deep gashes seem to heal exceptionally fast for them as well. The downside to this is their population-wide lack of magic.
Magic: Most Sluagh are not magically inclined- infertility rates are high in their population. Because of this, they tend to treasure their magically gifted children. A Sluagh with an overabundance of magic (a Battery) is often pushed to pursue a place of power within their society. Sluagh have lost most of their cultural heritage over the years, and so they do not specialize in any particular magic. Rather, a Sluagh will tend to mimic their closest Cherub friends' choice in specialization. This is highly encouraged by their society as a whole, as their bond with Cherubs is very strong.
Though it is lost to time outside of old texts, in the past Sluagh practiced and specialized in Blood Magic. This is considered an illegal practice these days, but back when it was popular with Sluagh they primarily used it for medicinal purposes. The texts that detail these practices are heavily guarded by the Inner Circle- none outside of a select few Sluagh even know they exist. Since Blood Magic is so highly looked down upon by the rest of Above and Below, they are not keen to share this knowledge with anyone.
 Government: Sluagh, for the most part, abide by Cherub laws and regulations. However, they do have their own inner circle of decision makers. Buried deep in the depths of Elysium, the Inner Circle passes on guidelines to the rest of the population when they deem it necessary. Sluagh as a whole do not get along with Elves at all, so the Circle typically meets any time they feel like their Cherub friends are getting a little too cozy to their old time enemies.
The Circle's word is well kept by the population, but rarely shared. In fact, spreading what the Inner Circle has spoken about to outsiders is considered a great taboo, even if the person being spoken to is a Cherub. To outsiders, it can seem strange that Sluagh will suddenly change behavior, almost all at once, but they are really just that good at communicating with one another in ways that aren't overt.
Family: The Sluagh are a race of small population, partially due to the high rates of infertility, but also due to necessity. They live solely within the Undercity's confines, even if they occasionally venture out to where the Solar portion of the Cherub race lives. Sluagh are a naturally distrustful people, but despite this they have a tendency to raise children in groups. This is usually because if children are ever made, it's usually only one at a time. All children within a few years are raised together by that particular group of parents, though it's made very clear who is truly related to who.
Sluagh value reproduction, but due to the race's deep issues surrounding trust, its rarely expected that a Sluagh will drop everything even for their own blood relatives. The concept of "family" is very loose to Sluagh, considering that the pool of people even able to reproduce is slim.
Courting: Those Sluagh that are able to reproduce are almost immediately paired off before they're even old enough to know what it means. These pairings are considered to be more of a duty than an actual romance, and almost no one expects the matched pairs to actually share a romantic bond. For this reason, Sluagh view true romance with much higher regard than the concept of family. Of course, flings are really nothing of note to Sluagh- its almost expected of matched pairs, in fact.
Sluagh courting is a slow process. It's expected that all romantic partners will be friends before lovers, as trust is a difficult thing for many Sluagh. When a Sluagh wishes to court a person (or persons) of their interest, they typically start with small touches. Subtle physical contact is a first sign to a Sluagh wishing to be closer to another Sluagh. Gifts also play a part, as truly dedicated courters will often give their person(s) of interest difficult to acquire presents. Since up until recently, most Sluagh never left the boundaries of Elysium, it's become particularly popular to acquire gifts from outside the city limits. This shows a true dedication, as leaving the safety of the Undercity is quite a feat in the eyes of most Sluagh.
While finding romantic partners is encouraged for Sluagh that want them, it is "unofficially" forbidden to engage in any dating or imbuing with a member of another race. Those who break this taboo are often shunned, but never truly outcast. Sluagh value their race's safety as a whole, and getting involved with outsiders is seen as extremely dangerous. Even dating Cherubs is seen as taboo, primarily because Cherubs are so very against hybrids.
Values and Customs: Sluagh have a long history of hard times, and a need to adapt. They value being able to change one's direction at the drop of a hat. That being said, they also value consistency. Blowing everyone off or breaking promises is highly frowned upon. Keeping your word is a serious matter to Sluagh, and those that continually prove to be unworthy of trust are often given the cold shoulder. Sluagh also tend to value brains over brawn. The race as a whole has tended to fly instead of fight when threatened, as the latter option has turned out poorly for them. Sluagh children are taught to just remove themselves from conflict if they can. Despite this tendency to leave when things get tough, they are not a race of pacifists.
Trust in one's own companions is extremely important, for that reason they do not encourage making too many superficial connections with outsiders, if any connections at all. Sluagh enjoy the company of their Cherub friends, but are completely indifferent - if not distrustful - of pretty much all other races. Within Sluagh communities, objects and resources are rarely considered to be any one person's possession. (Courting gifts are excluded from this belief, though.) Because of this, there's a general sense of "what's yours is mine, and what's mine is yours" among Sluagh. This can come off as stealing to some outsiders, as there's never a need to ask for permission when borrowing items from fellow Sluagh. This isn't considered thievery, but they also don't see an issue with taking something if its truly needed.
Religion: The Sluagh are conflicted on the topic of the Nine. In the past, they have scorned them. Blaming the Gods for their inactivity in their times of need. These days, they neither deny nor confirm belief in them. Religion is regarded as a personal thing - but attachment and unwavering service to someone or something that you cannot even see is largely regarded as foolish. In this manner, they are most akin to Lunar Cherubs.
 Early Sluagh Society: The Sluagh have lost all early records of who they once were. All they know now is that they are not in their original homeland, having long since been displaced over many centuries of failed conflicts with Elves. Some old tales suggest that Sluagh were once Elves themselves, cursed to look as they are now due to abuse of Blood magic. They were never to have a permanent home nor feel the true love of the Nine. Sluagh outwardly deny these claims, but there are a few here and there that think the old tales could very well be true. There is no evidence to support it, though. Old ruins in the Elven city still exist, but there has been little interest in truly exploring them. Sluagh would like to, but they have a deep rooted fear of Elves and will likely never push for it.
Sluagh lost their homes multiple times as the Elven empire expanded. In those times, the Sluagh were lead by a monarch, though their royal family had been killed in the war. A brave company of soldiers lead by a Sluagh named Ciaran discovered the island where they currently live while scouting for a safe place to guide the rest of their damaged and dying population. Once there, they began to take refuge in the island's many caves and were forgotten to time. It wasn't until the Elves promised the Cherubs that they could have it that they were rediscovered. At first, they were rightfully angry that their homeland was once again being intruded upon, but the Cherubs welcomed their presence and soothed their unease. They are still angry about the Elves, though.
50 Year War: Sluagh, predictably, did not fight in the war. Their population was not big enough for it, and as far as they were concerned, Elves were so good at winning wars they clearly didn't need any help. Instead, they focused on building up their relationship with the Cherubs and turning Elysium into what it is today. During this time, many Sluagh stones were locked away in their own secret caches in locations off of the island, just in case anything were to happen to the main population.
For more information on the 50 Year War, you can read about it here.
After the War: Sluagh rejected the notion of being disguised as Elves, but instead promised that they would not leave the Undercity, or the inner parts of Elysium. The Cherub had offered right around the beginning of the war to hide some Sluagh stones in Below with their own hidden stones, but they had turned down the offer - they had their own caches in Above, so it was quite a surprise when Sluagh children were awakened in Below of all places. None of their stone cache records had ever shown that the decision to keep Sluagh stones out of Below was reversed. The Inner Circle originally wished to bring them back to Elysium, but eventually conceded to abide by the Tempest Court's decision to allow the awakened Cherub children to stay- and so allowed the misplaced Sluagh children to stay as well.
Social Affiliations: Sluagh are really only affiliated with Cherubs, and rather prefer it to stay that way. The Inner Circle has not officially declared a truce with the Elves, but with their population being so small there is no worry for any violence breaking out. Among the other Above races, they find similarities with the Fey and Goblins, as being other small races that have been pushed around, though haven't actually reached out to either of them since their reemergence to the world.
They are wary of Below, but do not know enough about any of them to have particular feelings about any one race. Despite allowing the misplaced stones to stay in Below and even opening up the ability of sending students to the Academy, the Sluagh have made it clear that they will withdraw their students if they feel things are going to get dangerous for their people as a whole. When it comes to individual races, they tend feel that when it comes to rearing children they have a lot in common with Geists, though they're wary of their manipulative ways.
Ciaran, leader of the company of Sluagh soldiers that found the island Elysium is on. Cillian, a member of the Inner Circle and Ambassador to Below.
Many Sluagh are infertile, having magic is a rarity that is highly valued! Despite their gangly appearance, Sluagh are physically agile and have little trouble with being active. All Sluagh children are raised to be highly suspicious of outsiders- your Sluagh student may have a hard time opening up at first! Sluagh children will likely naturally gravitate to Cherub children, likewise they may tend to shy away from Elven kids- despite this, Sluagh are taught never to start an altercation. Sluagh are used to seeing hybrids from a distance, but not up close. A Sluagh from Elysium may gawk a little at all the hybrids in Below!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jun 01, 2017 2:49 pm
   Physical Appearance: Full of fluff and teeth, Shades are deceptively aggressive looking. Having joined the ranks of the smaller nightmares and daydreams, these petite creatures possess luxurious coats that keep in heat. For this reason, Shades do best in colder climates and tend to feel rather sickly in the heat. Unlike races with fingers (such as Demons or Imps), Shades possess razor sharp and prominent claws that add to their menacing look. Their almost feral appearance is heightened by their by their pawed feet, incapable of wearing shoes. The bottoms of their feet are rougher than the average nightmare or daydream, allowing them to traverse most terrain without pain.
Shades also possess large, canine-esque ears that can pick up the faintest of sounds from a football field away. Due to their heightened sense of hearing, Shades are naturally sensitive to loud noises. This can result in Shades shying away from crowds, sporting events, concerts, firework displays, or even particularly loud people.
The most unique aspect of a Shade’s appearance is their tail. While a Shade’s tail might come in many shapes and sizes (on average reaching the Shade’s head in height) even from a distance one might find themselves squinting and thinking, “Is that a mouth? In their tail!?”
Not only do Shades’ tails have giant mouths riddled with sharp teeth, but the mouths are also sentient. Often given their own names, a Shade’s tail has its own personality, likes and dislikes. While they are of a lesser intelligence, their tails are able to form simple, but often fractured, sentences. Their communication skills are limited by their brain power and peculiar mouth shape. The shape of the mouth makes it difficult for a Shade’s tail to articulate eloquently. As if to serve as a counterpoint, Shades themselves have quite flexible tongues. Their mother tongue (called Totlec by non-Shades) is spoken entirely in clicking sounds that resembles the sound of bugs, and is completely unable to be spoken by other races that do not share Shade genes. Thanks to the flexibility of a Shade’s tongue, Shades are able to pronounce sounds from almost any other language with ease if they take an interest in learning. However, Shades have to dedicate many hours to learning other languages if they wish to master them. Spoken word can be quite difficult for their minds to switch to, as they have grown accustomed to their use of clicks. A child raised from birth around other races, or a hybrid child having grown up speaking multiple languages would likely struggle less.
The host (as Shades are often referred) and tail share one stomach, meaning whatever the other eats fills both tail and host’s belly. Due to their connection, both are able to taste what the other has eaten, which can lead to interesting scenarios as not all tails and hosts share the same food preferences. If Shades were not fascinating enough already, both tail and host can detach their jaws incredibly wide and swallow things whole if they so desire. Luckily it is a painless process, but Shades need to be mindful not to gorge themselves.
Adding to their unique appearance, Shades have unique eyes that a usually almond shaped. Some Shades can even have four eyes. Their eyes can see perfectly in the dark, and Shades can see heat if they focus enough. Shades with four eyes are able to see further than others who do not, and Shades with two can see detail better than Shades who don't. Their eyes do not have a standard iris. Instead, their eyes are a solid colored. If you look close enough you can see a bullseye pattern where a pupil would typically be.
 Strengths and Weaknesses: While Shades might look small, they’re incredibly fast and have high stamina, making them one of the fastest racers out there. They rely on overwhelming their opponents in battle, and their claws and tail cause the most damage. Their tails are able to bite through metal and lock their jaws, making them incredibly dangerous. Their tails are heavy, making them useful to knock someone over if given the opportunity to build up enough momentum.
Magic: Shades are skilled in only shadow magic, and have an unusual ability to make shadows become tangible. They can manipulate anyone’s shadow, as well as create shadows where one did not previously exist on a whim. They can change a shadow’s shape, and even influence them to speak. However, once a Shade loses their focus they lose their control over the shadow, causing it to return to normal or dissipate. They cannot, however, manipulate a shadow into an overly complicated concept. This means—as an example—they can make stairs for them to travel on, but they cannot make a horseless carriage. Many Nightmares and Daydreams learn the hard way that only Shades can use a manifested shadow. If a Shade makes a set of stairs, an Imp cannot follow suite and attempt use them.
Other types of magic present a struggle for Shades. Not only do they struggle with other magics, but they often cannot use magic on their own without extensive training from another person.
 Government: Shades have a monarch they follow. The monarch is a descendant from the first Shade to suggest running to the swamps for safety. The title for their monarch is translated into Carer. The Carer does not rule alongside a partner. The Carer cannot be someone who is not a direct descendant of the previous Carer, making it very important that the Carer reproduces before they pass. The Carer ensures Shades are kept safe, and their word is law. Shades tend to blindly follow them without a second thought.
Family: Due to the eternal fear that Shades will once again be persecuted, Shades often prefer smaller families. Keeping their numbers fewer ensures that less damage can be caused to their own. If Shades ever need to uproot and flee from danger or threat, keeping their numbers lower will ensure an easier escape.
There is a shared mindset among pure Shades that family units should not imbue more than once, and never more than two stones. Offspring are raised carefully and with an abundance of love. Shades absolutely believe in the saying, ‘it takes a village to raise a child’, as the entire community keeps a watchful eye out for the children and assists in raising them.
Family is considered incredibly precious to a Shade, and Shades will easily find themselves provoked if their family is threatened or endangered. They also believe that one can be family without genetic ties. Adopting someone into their family is very common, and it is not rare for best friends to eventually ‘adopt’ each other as siblings.
Shades do not like their own having romantic or close familial bonds with anyone outside of Chomps or Shades. Some families may even struggle to accept if one of their own decides to adopt someone of another race. It isn't uncommon for Shades, out of fear, to shun those who bring other races into their family circle.
Shades hold a personal prejudice against poly relationships, and they often prefer a monogamous relationship with one other Nightmare or Daydream.
Courting: Shades are a naturally frightened and anxiety-filled race. Actively vying or seeking romantic attention is not typically something Shades will do, as they fear being rejected. However, should a Shade want to, they tend to court first only those they are close to. They will start giving smaller gifts throughout a period of months. It is customary that if the person receiving them returns a gift that the Shade gave them, it means that the recipient isn’t interested. The longer courting practices tend to give a Shade a sense of confidence, and they'll eventually work up the nerve to as if the other(s) wishes to romantically involved.
Shades significantly prefer being courted instead. Also, typically, due to how trusting they are of Chomps, they'll immediately accept any request from a Chomp, even if they do not really know one another.
Shades inherently do not trust other races easily, and courting them if you are not a Shade or Chomp will usually be a long and difficult road. Shades have been raised strictly to tuck tail and run from other races, but if you can learn to gain a Shade’s trust you may one day win their unyielding affections.
Values and Customs: Shades value safety and family. They will flee any situation that threatens them, and will immediately lash out at those who dare to hurt their family. They long for a secure and rooted home, and once they find it they intend to raise generations there, often unable to be budged until their safety is threatened.
Shades care deeply for Chomps and will do anything to ensure their protectors are safe. While Shades are typically fearful and easily unsettled, this is one of the only ways you'll ever see a Shade risk themselves for another’s sake.
Trust is something that isn't easily given and is held sacred. Long lasting relationships are sought after while at the same time avoided. It's a confusing process, as Shades inherently desire companionship, but have a deep rooted fear that their companions will turn on them.
Because Shades rely so heavily on their shadow magic, fire is a great fear. While fire can create vast and massive shadows, fire itself is believed to be the work of true evil.
Religion: Unlike many races in Below, Shades lack religion, having purposefully denounced the Nine after their troubled past. They actively insist that the Nine holds no love for them if they were to exist and live peacefully believing in nothing. They turn their head from any proof given.
 Early Shade Society: An interesting fact about Shades is that they used to live in Above and, while they had always been a reserved race, they were slightly more involved in the world. They were a far more trusting race, known for their passive nature. However and unfortunately, Shades also were known for their peculiar looks. Many races found them frightening to look at, and viewed their tails as abominations. Shades became punching bags, viewed as hideous monsters. They immediately were blamed when a series of missing children cases appeared in Above at an abnormal rate.
After rumors began to spread like wildfire, Shades were abruptly grabbed and set on fire in 'trials'. Horrified and frightened, Shades found themselves hunted. As their numbers began to decline at a rapid rate they started growing far more hostile, attacking anyone who came too close.
Luckily, despite their numbers dwindling down to a pitiful number, the last surviving group of Shades found refuge in a swamp that largely kept the residents of Above out. Stories were told of brutal monsters who killed anyone who entered the swamps. Those monsters mentioned were actually a private and strong race called Chomps, who eagerly extended their arms and homes to the Shades after hearing how brutally they were mistreated. Shades with little options left fled into the swamps, the Chomps keeping out all those who dared to try and chase after. This was the beginning of Shade’s nurtured fears, beginning their lives ruled by terror. It was then that they started to look to the Shade who suggested they come to the swamp for guidance, and the unspoken position of Carer was born.
Chomps became Shades’ protectors, and the two races happily mingled together.
50 Year War: Shades did not get overly involved in the war, sticking to the swamp completely. However, Shades did assist in attacking anyone who got too close to the swamp, turning the swamp into a no-man’s land during the war.
For more information on the 50 Year War, you can read about it here.
After the War: After the war, Shades and Chomps stayed put for many years within their swamp. Eventually, however, Chomps grew to realize that their growing numbers would eventually outgrow the swamp, and they needed to come up with a new plan for the growing population.
Shades were not keen on ever returning to society, especially after the war, which proved to the Shades that Above and Below were violent worlds. Somehow, Chomps managed to coax them out and ease their fears just enough so the two races could emerge into the light of society.
The Carer of Shades stays beside the monarch of Chomps at all times, waiting for any excuse to go back into hiding.
Social Affiliations: As a rule of thumb, pure Shades do not like other races, except Chomps, who have always served as protectors of the Shades.
Shades view Chomps as wonderful and powerful beings who they love with their entire being. Chomps saved them, and they adore them for it. Nothing a Chomp does is wrong to them. They'll follow them to the ends of the earth.
Because of the deep and justified fear of fire, Shades especially dislike Chimeras, who can use and breathe fire.
Carer: The current Carer of Shades, who has not publicly given their name and remains hidden under the protection of the monarch of Chomps.
They have a deep seated fear of fire that bases through generations. It is something they cannot help. While there will be some characters who do not have their fear, about 90% of Shades inherently do. They are weak to heat due to their thick fur. Their tails have limited ability to speak. They can speak in basic and fractured sentences. Tails have their own separate personality. Tails and the host share the same stomach. Pure Shades often will immediately shun those who fraternize with other races (except Chomps). All Shades are raised to honor their flight response, and are inherently more likely to flee when danger or presumed thread presents itself.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 01, 2017 2:50 pm
   Physical Appearance: If Shades are small and nimble, Chomps are massive and perhaps a little slower moving. While Shades have petite frames, Chomps find themselves on the opposite side of the spectrum. This race runs higher than 6’1”, and can even reach heights up to 8’1”. It is incredibly uncommon to see Chomps shorter than 5’11”, which is viewed as freakishly short for their race.
Chomps charge about on large, clawed feet that make climbing very easy for them. Due to their size and the shape of their feet, Chomps have some level of difficulty when it comes to running. Thanks to the shape of their feet, Chomps do not need nor do they wear shoes.
One familiar trait that other races might find commonality with are the Chomp’s split pupils, similar to that of the Naga and Neko’s eyes. However, their slit pupils are lighter in color than their eye color. What might be jarring for races unfamiliar with Chomps, however, could be their detached, hovering claws. Their claws stick close to their body and should not be moved too far from their self. If someone pulls their claw too far, it feels foreign and very painful for the Chomp. Going too far (about a foot away) can trigger the claw to go 'dead', making them unable to be used. As a defense measure, Chomps have developed the ability to ‘grow’ new claws. If after two days the claw is not returned to their body, the Chomp’s body will begin the process of growing a new claw.
Chomps, like other more heavily populated races in Below and Above, have horns. The placement is different from races like Demons or Baphomets. Chomp horns run perpendicular to and atop their heads. They only have one set of horns and do not have varying shapes or sizes like other races. Their almost winged-like ears can detect sound easily, making them easily irritated by loud people and sounds. This is one of the many reasons why the Shades and Chomps prefer one another’s companionship, as both races understand that sometimes loud is just too loud.
Chomps have two sets of exposed ribs on their body. These ribs are actually genuine bone, and attached to the rest of their ribs. It is a weak spot for Chomps, and thus is guarded fiercely.
Like Shades, their tongues can bend more than other races, although they are slightly more limited than the Shades’. While they can only do basic responses in Shades’ languages, they are raised to be fluent in the Toltec.
Chomps have unique tails that help them swim in all types of water. The top fin and star hover, much like their claws. Unlike their claws, however, removing them will cause them to continue to move independently from the body, and they can be returned to a Chomp at any point. They do not grow back. The tips of their tail are also fiercely protected.
Chomps have sharp, strong teeth. They can also drop their jaws far further than any other race, like a crocodile
Strengths and Weaknesses: Chomps are a strong race, making them fairly dangerous in combat. While slow, they hit hard and cause a decent amount of damage by doing so. They can lock their jaws similar to the a Shade’s tail, and their bites can easily go through bone.
Due to their ability to harden body parts, it's best to steer clear from hand to hand combat with them.
Magic: Chomp magic is more defensive, allowing them to harden parts of their body at the blink of an eye. The hardened part will become hard as steel. The trick is mostly to protect vulnerable parts, but they aren't above hardening parts of their body to use as a weapon.
 Government: Chomps are a relaxed race that tend to rely on making decisions as a group. While they do have a monarch, the Chomps’ monarchs tend to be used more to decide combat strategies for the race and give the final vote on tough decisions. They haven't even given their monarch an interesting title, further proving the lackadaisical nature they often possess. Typically the monarch just goes by their given name.
Family: Chomps value smaller families, like Shades. They don't imbue usually more than two stones in their lifetime, although they would not object to more imbues if their partner requested it.
They, like Shades, are known to adopt friends into their family. Become their best friend and they're likely to view you as a sibling and wreck anyone about to hurt you. Chomps are violent when it comes to family and will absolutely attack anyone who hurts their kin. However, unlike Shades, they do not really care if their family members mingle with other races that are outside Chomp or Shade societal circles. While it isn't always liked, they won't shun or even respond negatively for the most part. They do, however, massively prefer Shades and other Chomps.
Chomps are more likely to focus only on having one romantic partner, although this isn't because they dislike poly relationships. After years of being with Shades the preference of one romantic partner was adopted.
Courting: There is no real courting ritual for Chomps, as they tend to just bluntly announce their affections for someone and directly ask them to be their partner. Their courting style is to just brazenly ask someone the second they know they want to settle down with someone. Chomps take rejection very well, and will look elsewhere quickly. However, once committed, Chomps are always so. Chomps respect their partners and will ruin anything that threatens them.
Values and Customs: Chomps value a quiet life and family. They grow irritated if peace is threatened and are quick to punch down any threat on their preferred lifestyle.
Strength is valued greatly, which is a new development that occurred when Shades came in to their lives. Now that they have a race to protect, Chomps often raise their children to master defensive combat so they can protect their loved ones.
Religion: Chomps lack personal religion, mostly because they do not care for the intricacies and existentialism behind Religion. They are not opposed to the idea, nor do they condone those with personal beliefs. Chomps simply just don’t bother to ponder the forces of the potentially divine.
 Early Chomp Society: Many years past, Chomps lived among others in Above. However, their floating tails, especially their stars, were coveted, and other races began to try and steal parts of their tail for various reasons (black market love potions; beauty accessories; etc). Chomps, in a fit of fury, retreated into an uninhabited swamp they named Wailing Swamp, and stayed there for generations to come. Eventually, Chomps were forgotten. The swamp was avoided, as anyone who entered vanished; resulting in Above believing monsters lived in the swamp.
As the years passed, Chomps were happy in their swamp, however they were not wholly severed from the world. The Chomps heard wind of another race being hunted, though for an entirely different reason, and could not help but to be moved and feel sympathy for their plight. When the last surviving group of Shades approached their territory, they immediately welcomed them and took down anyone who attempted to chase after the Shades into their swamp lands.
They willingly became the Shades' protectors, feeling a deep kinship with them, and the two races happily lived together in the swamp.
50 Year War: Chomps did not get overly involved in the war, sticking to the swamp completely. However, Chomps did assist in attacking anyone who got too close to the swamp, turning the swamp into a no-man’s land during the war.
For more information on the 50 Year War, you can read about it here.
After the War: After the war, Shades and Chomps stayed put for countless years within their swamp. Eventually, however, Chomps grew to realize that their growing numbers would eventually surpass the limits of the swamp, and they needed a new plan.
Shades were not keen on ever returning to the society that once treated them so cruelly, especially after the war, which proved to the Shades that Above and Below were violent worlds. But, Chomps managed to coax them out, and the two races emerged into society together.
The Carer of Shades stays beside the monarch of Chomps at all times, waiting for any excuse to go back into hiding.
Social Affiliations: Chomps do not really care for other races, except Shades. Although, Naiads and Kirins are viewed as particularly stuck up, making Chomps actively choose to steer clear from them.
Chomps disproportionally favor their own kind and Shades.
Monarch: The current monarch of Chomps, who has not publicly given their name. They stick around the Carer of Shades
While they can harden parts of their body, this trick is only mastered as an adult. They are very protective over their tail tips, as they do not grow back. Chomps are very protective of their Shade friends and will protect them at all costs. They are a rather laid back race that doesn’t get particularly fussed about much, with few exceptions.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Apr 18, 2019 8:29 pm
   Physical Appearance: Centaurs are the first encountered sentient quadrupedal species. Their lower half resembles a wild horse while their upper half is humanoid. The only distinguishing feature of their humanoid half are slightly pointed ears. They tend to have colouration that reflects the environment they were imbued in; stones imbued in forest clearings have more earthy tones, whereas those in wildflower clearings can have many bright colours. This trait is unique in Centaurs, where new colours can be introduced to gene lines through the environment they were imbued in. While most Centaurs believe this to be the influence of Spirits, most modern scientists believe this is a product of Centaurs suppressing their magic - the only way it ‘escapes’ is during the magical imbuing, sometimes resulting in their children having new and unique colours and markings.
There isn’t much variation between the height of common Centaurs; their lower half remains fairly consistent throughout the species. The only variation comes from their upper half, however the differences are only by a few inches. The average total height of a Centaur is 8ft, making it somewhat difficult to integrate into other societies and their restrictive buildings.
Centaur bodies can vary in build as much as any other race - they strive to have the body that will give them the most advantage within their chosen environment. Centaurs in the plains tend to have more muscular builds while those in the forests maintain a lean shape to navigate the trees, to those in the alpine regions that need extra weight to endure the cold. Thin Centaurs without muscles are rare, as such a body is not optimal in their harsh environments.
 Strengths and Weaknesses: Centaurs believe they find their strength in just that; strength. They have always sought to conquer any environment they are in and any obstacle they face through sheer will and power. While outsiders might consider them adaptable, they believe they are changing the environment to suit them, not the other way around. Their sheer determination and confidence allows Centaurs to overcome most physical obstacles.
A dominant strength of Centaurs is their physical build. Their strong horse halves allowed them to conquer their environment when they were first expanding as a society and that persists as a valuable trait to this day. The combination of a strong physical body and the mind of a hunter creates a powerful combination. While Centaurs are individualistic and often self-centered, when working as a herd they are organised and committed to a fault. They are also naturally resistant to most magic and poisons, making them a very durable race.
It is easy for a Centaur to become frustrated by any challenge they cannot handle with their pre-existing abilities. They will often perceive this as a fault with whatever they are encountering, rather than with themselves. Additionally, Centaurs struggle to accept that anyone or anything outside of their herd can offer any advantage, meaning Centaurs rarely grow as individuals.
Physically, a Centaur’s only obvious weakness are their legs. While their muscles are strong and durable, their bones can easily snap. While they often recover, a Centaur without the use of their legs is usually considered weak and non-contributing. Due to their lack of magical ability, a Centaur’s physical wellbeing is critical.
Magic: It is unknown whether Centaurs have a lack of magical ability or if they simply chose to shun magic during the early development of their society. It is clear they can use magic if they desire to; this is most evident in that a group of Centaur evolved into the magically attuned Kirin. However, since the dawn of the Centaur species, magic was viewed as a crutch - true strength came from physical prowess and using magic was a shortcut that created weakness within an individual.
The only form of magic that is commonly practiced amongst Centaur is what they refer to as their spirituality. Any magical healing would instead be seen as healing from the spirits, and so forth. This means that Centaurs view magic as an outside, spiritual source rather than a skill from within oneself.
 Government: As Centaurs value individuality and strength, it has been impossible to unify the species under one reigning power. The closest Centaur come to government is within their herds which vary wildly in size - most herds do not have fewer than a dozen individuals and more than sixty is near-unheard of. The average size herd is 30 adult Centaurs, where every individual can prove their worth without becoming overly competitive. There is usually a herd ‘alpha’ who has proven themselves more powerful and capable than their peers. Their strength attracts others who wish to thrive off their success - this is how herds are created and maintained. It is not unusual for a member of a herd to challenge the alpha for their position; if successful, this can either unify the herd under the new leader, or cause it to split as others remain loyal to the previous alpha. This splitting and re-making of herds allows the Centaur population to be constantly shifting, keeping Centaur bloodlines strong and diverse.
Family: The herd is considered a more powerful bond than genetic relations. If a herd splits due to conflict, it is not unusual for family members to choose different leaders to follow; what is more important is how your herd can support one as an individual, and it is acknowledged this is different for every Centaur. When family members choose different paths, it is often amicable.
It is difficult for a Centaur who wishes to join an entirely new herd. It is rare that a herd will accept a stranger without someone to support their claim that they will contribute to their community. As Centaurs are often close-minded, roaming individuals struggle to prove their worth to an established herd. Solitary Centaurs are regarded with suspicion as others assume they were too weak to contribute to their herd and were cast out.
Courting: Courting is quite simple in Centaur culture; any elaborate and lengthy displays of interest are seen as inefficient and will often result in rejection. The most common display of affection is to present a sign of strength. For most, this means hunting a large animal and preparing it for a feast or item of clothing. For others, it may involve picking a flower from the highest mountain or diving to the bottom of a deep lake to retrieve a stone. While these displays demonstrate strengths, some who receive these particular gifts may perceive it as a display of inefficiency - Centaurs prefer practical gifts.
Centaurs imbue stones in spiritual clearings. While some clearings are universally considered spiritually important, Centaurs can imbue stones wherever they feel a spiritual presence. Most Centaurs prefer to imbue stones in an established clearing, as they believe the strength of the spirits increase with every gathering and thus older clearings will result in the strongest children.
Values and Customs: Centaurs value strength above all else. This strength usually comes in the form of physical prowess, but can also involve critical thinking or even communication; the only strength that isn’t valued is magical skill. Most herd alphas have both physical strength and charisma, but the former is more valued than the latter. Centaurs value individuality and finding strength within oneself and how this in turn strengthens the herd.
Centaurs enjoy raising children and seeing them grow into their potential. Few things are more celebrated than a child becoming capable and contributing to their herd. Most children are encouraged and enjoy to perform their own coming-of-age rituals that show a display of strength and how they intend to contribute. Adult Centaurs often send children to do simple tasks but treat them as incredibly serious; once a child completes this errand, they are enthusiastically praised, thus encouraging them to enjoy performing tasks for the herd. Due to this effort put into each individual child, Centaurs do not have children often - they take up a large amount of resources without contributing anything themselves for many years.
Religion: Centaurs consider themselves more spiritual than religious; there are few rituals or ceremonies, simply widespread beliefs that affect small aspects of their lives. Those who are in tune to the spirits often become healers or shaman - it is important to distinguish this from magic, as they believe their skills come from external spirits rather than from a magic within. Spiritual clearings are one of the few places considered ‘sacred’ and the unspoken agreement is that combat in these clearings are forbidden; fighting may upset the spirits in the clearing, thus resulting in weaker imbuing done there in the future.
 Early Centaur Society: The strong, agile horse half of Centaurs allowed them to hunt more efficiently than any other race Above, inevitably leading to their early evolution. As is the way of evolution, being able to obtain food easily enabled Centaurs to develop their brain in other areas, including language and critical thinking. While the other races were fully formed physically, before they had even begun crafting tools, Centaurs had learned to communicate and form individual herds with their own cultures and ideals. This hastened evolution caused Centaurs to view other races as non-sentient and incapable of civilisation - they couldn’t even talk, after all. They didn’t appear to encounter any other societies, so they felt no need to expand their lands to communicate with or conquer other races; in their mind, there were no other races, only animals.
The competitive and physical nature of Centaurs caused lots of small conflicts, leading to splitting and forming of hundreds of herds as they grew as a race. None of these minor disagreements were seen as significant, until a new type of Centaur began to emerge from soulstones. These Centaur had only two legs and long, spiralled horns coming from their heads. The first few of these strange Centaurs were viewed as odd deformities - while they weren’t treated with outright hostility, they were looked down upon for their inferior physique and weak reliance on magic to survive. As they started to grow in number, the Centaur grew increasingly concerned. Not only was this new race vulnerable to sickness, they had an affinity with magic that went against all Centaur beliefs. The leader of the largest herd at the time declared these plagued Centaurs as cursed, that clearly they were a result of their ancestors fighting on sacred ground, thus angering the spirits. They couldn’t risk having these weaker Centaur imbue amongst themselves and weaken the integrity of the race, so they were banished. The Centaur knew not of where the banished ones went, but they swore they would kill any of them on sight if they were seen again. Modern historians have come to the conclusion that the constant suppression of magic in centaurs lead to the ‘plague’ of Kirin - their innate magic overcharged some of their soulstones, resulting in the magically attuned but sickly Kirin.
50 Year War: The Centaurs were not involved in the 50 Year War, nor any other conflict in Above. Anyone that historically roamed into Centaur territory were never seen again, so their plains, forests and mountains were deemed hostile territory to all the other races. The sinister truth of the disappearances is simple; the Centaurs never saw another race as sentient, thus any creatures that were found in their lands were a new and interesting hunt.
For more information on the 50 Year War, you can read about it here.
After the War: Once Above and Below began to communicate and explore each other’s lands, stories of the Above cursed land of monsters began to reach the ears of scholars in Below. One scholar - Peter Horn - who specialised in exploring new territory heard this story and scoffed at the childish nature of it all. An entire region had been avoided throughout all known history just because there were a few disappearances? Intrigued, Dr Horn put together a small team to explore the previously uncharted region, confident in his experience. Unsurprisingly, no communication was received from Dr Horn shortly after his arrival Above. Once word spread of his disappearance, a much larger expedition was sent into the Lost Lands to recover the missing scholar. After a terrifying ordeal involving the expedition team being hunted for sport, the Centaurs finally came to the realisation that they were not alone in the world - the other races had finally caught up to them and, embarrassingly, surpassed them.
An agreement was quickly made that the Centaurs would no longer hunt the other races and would attempt to integrate themselves into the rest of society. While the Centaurs had mastered physical skills, they had never bothered to delve into technology or magic, meaning they had a lot to learn. Many Centaurs are opposed to leaving their lands and mingling with those so clearly physically inferior, but more still are eager to learn new things to make themselves even stronger as a race. As long as those things aren’t magic, of course.
Social Affiliations: Seeing as they have been isolated for their entire history, Centaurs have not formed any strong social bonds with any other race. However, after discovering that their two-legged sibling species had survived the entire time and called themselves Kirin, word quickly spread amongst the Centaur herds to avoid them. They had become even more reliant on magic - even turning themselves into beasts - and their vanity is seen as laughable to the strong, practical Centaurs.
When they first encountered Baphomet, Centaurs assumed they were a subspecies of Kirin due to their legs and horns. While most Centaurs won’t treat Baphomets with outright hostility, they do view them as a weaker version of themselves.
Aritao Strongback: Leader of the herd that first encountered other modern races. Pakaha Lightspirit: The shaman of Aritao’s herd who freed Dr Horn and proposed peace between Centaurs and other races.
As herds are always changing and families often break apart, Centaurs only tend to have one name given to them at birth. Major life events such as obtaining a large trophy or performing a distinguished feat often result in Centaurs giving themselves a second name or title to reflect this accomplishment. Giving yourself a second name without proving yourself first is seen as arrogant and childish. The first Centaurs have come from their lands in Above and have never encountered technology or proper magic. It is mostly shunned by more traditional individuals, but most Centaurs who leave their lands to explore the world will be excited by the chance to master a new skill, such as technology. Most of the first Centaurs are unlikely to imbue with other species, especially Kirin, Baphomet or any non-beastial races, at the risk of their children losing their strong lower bodies.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|