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The Changed
Captain

PostPosted: Sat Mar 31, 2007 12:18 pm


People who are brought in to Athlaias end up transforming into creatures, most of them resembling to myths back in our world. No one knows why they change when they cross the man-made portals
Some theories say the bridge between the worlds crosses the plane where fantasies take shape, where older myths reign over the more recent ones. But as far as anyone knows is all a matter of luck

There is no sure way to tell what type of creature the person will turn into, but it has something to do with the person’s personality and natural traits. Most would recognize why it feels so fitting, and familiar in some sense, but some don’t know themselves well enough to tell. That connection is much stronger to our subconscious and not all follow that path carved by our genetic tendencies and early influences in our lives

There is one thing that is sure though. Because we originally don’t have a magical nature, besides the chemistry in our bodies, the being the Changed turn into are never highly magical dependent in nature. Occasionally they can resemble to demons and such creatures people describe as magically powerful, but it’s the physical aspect that is mimicked

Of course there are always exceptions to the rules. People with a stronger connection with the hidden ways of the world, such as mediums or other naturally gifted individuals, are more likely to assume a more magical nature than the rest of the population. But those cases are extremely rare, 2.1% or less

Each of the Changed picks up a power when they cross the bridge between worlds, which grows and develops at the same time the transformations settle in. It’s not much in their own, but together, with a bit of strategy, it’s more than enough to help them get around and prevent from getting caught
The reason it’s called natural magic is because the church is unable to duplicate it, it’s a form of magic born outside their dogmas, rules and procedures. Normal people sometimes possess it as well, a natural talent to do some things that cannot be explained nor mimicked

Their magic can be divided in 2 types, the active and the dormant. The active magic is the one the Changed has full control off, being able to call it whenever they want to
The dormant only manifests itself subconsciously in certain occasions. It’s possible to call it if the person can enter the same state of being that would trigger its occurrence, but it takes a lot of practice and focus and even then they would never achieve full control over it

The number of spells one can perform and which type varies greatly between individuals. Usually those who have stronger or more physical abilities tend to have fewer magical ones (these aren’t to be mistaken by magical ones. Things like flight, strength and speed are physical traits and much easier to figure out how to use them). Size also plays some importance, as the smaller need to be able to defend themselves
The creature the Changed is turning into can also dictate some of the spells the person will possess, but the others are determined mostly by the nature of the same creature and the personality of the person
PostPosted: Sat Mar 31, 2007 12:34 pm


The Categories

There was an attempt to divide the Changed into categories, depending of the creatures they were turned into. They are not divided by the percentage each compose, but rather in the type of beings they become


Animalistic: often feared by their looks alone, these people are those who resemble beasts the more, having lost all human appearance. Besides instinct there is some influence from the original myth in their behavior
The basilisk and the cockatrice woul be fearful predators, the kraken a boat snatcher, etc. The magical abilities depend on the specie, the bigger ones having less than the others

Birds: they aren’t often feared at first sight like most of the groups, often considered wise, beautiful and pure creatures. But because of those same feelings there is a tendency to attempt to capture them alive to serve as exotic pets or killed for the “lighter” meat and magical feathers
Besides the instinct gained, the physic alters to allow flight, making them lighter, stronger and more resistant, at the expense of needing more food to keep the faster rhythm once the ability to store fat is gone. The amount of magic they possess depends on the specie they become

Canids: all canine creatures belong to this group, not counting the werefolk or taurics. They are animal like in appearance in most cases and being most "wild" in nature, either savage pack hunters, barking and howling beasts or solitary and quiet shadows in the woods, they are often quite feared
The instincts are canine in nature, varying with the species. The same happens with the magic, changing greatly with the creature in question

Drakes: all dragons and other great serpents are part of this group. They lose their human appearance completely, though a rare few get to keep their thumbs. The variety of shapes and colors is great in this category, but there are a few traits common to all
Besides the reptilian nature, all drakes seem to have a tendency to hoard treasure (either just shiny pebbles and other small collectibles or stealing from human populations). They aren’t as magically talented as most think, often having size and bulk to keep them protected. And they aren’t extraordinarily huge either

Elementals: a rare occurrence, as the people who became them all had a stronger connection to the world. They have a strong magical nature, but weak physical presence, often finding nutrition from the element they share affinity to
Among them are nightmares, weavers, sylphs, shadow people, etc. Some keep a human appearance, others an animalistic one and in some cases their shape varies according to occasion or barely having a shape at all

Enlarged humans: they are one of the few groups where their original human appearance remains mostly unchanged. Though some gain a more primate like features, like the yetis or the sasquatchs, they aren’t the brutes they seem to be
In fact they are builders and protectors in nature, some who prefer isolation and quietness. They don’t have much magical abilities besides strength and endurance

Equines: very horse like in appearance, they are one of the few that aren’t feared on first sight. Losing the human features and posture completely, these people gain more than just the horse instincts and speed
Depending on the creature they are becoming they can find themselves as carefree flyers, swift swimmer or even vicious hunters. The amount and type of magic they can perform depends on the specie and their own nature

Griffs: half bird, half mammal (though the lower half might occasionally be of a snake or even a fish), these people lose their human features, though like the drakes a few are lucky to keep their thumbs, completely to gain a new freedom and magnificence in return
The instinct they gain is often the bird logic complemented with the mammal thinking, and with the once human reason to unite it all. The magical traits aren’t particularly strong, though the smaller species tend to show them more

Human faced: strangely these keep their human face, and occasionally the torso, while the rest of the body is completely transformed. There are tendencies of the original myths mixed with the instinct
Harpies are tormenters but otherwise harmless, sphinxes mysterious guardians, manticores deadly predators… The magic each one possess depends on the specie in particular

Humanoid: tending to keep part of the original human traits, this category is one of the most varied. These people have, besides some instincts from their animal side, a nature related to the original myth
Merfolk appreciate metalwork and music, gargoyles tend to dwell in the rooftops of stone buildings, minotaurs are short in temper, fauns have a liking for wild places… the list goes on. They tend to be quite balanced in physical and magical traits

Hybrids: often looking like the combination of the humanoid or the werefolk with other more animal like type, they are a rare occurrence
Perhaps it means that person is still quite attached to their human figure, or has an odd nature to look like such a strange creature. Their magical abilities and the about of instinct varies greatly

Plants: often keeping a human appearance mixed with the plant features, these people share a close relation to the earth and the collective knowledge and feelings the plants share
Because of the strong relation to plants it’s not uncommon they become collected in their ways, only occasionally becoming “active” like the other Changed. Their magic tends to be strong as their defenses, like plants, are passive actions and appearances

Small people: among the few that keep a good deals of their human features, their new size also doesn’t make them look much like a threat, though often appearances are misleading
Protectors and dwellers of small places, their connection to the world grows and their skill is often becomes greater than their human counterparts, from shoemaking to metal refinery. Most keep a strong connection with the human world, either benign or malign, and their magic tends to be greater to compensate the smaller size

Taurs: having the lower body completely animal and the upper one mostly human like, they are a strange duality of natures, or perhaps a strange enlightenment obtained from such combination
It is unsure how much instinct rules their lives, because sometimes they act as completely human, while others their nature seems beyond our senses. The degree of their magical ability varies as much as how many animal features their upper bodies possess, though they are not related to each other

Werefolk: these anthropomorphic people all have the ability to shift between a nearly animal and anthro appearance. They have a very close relation to the animal they represent, to the point of completely adopting its mannerisms, and inherited their traits and instincts
They are more physically than magically capable, usually not having more than their shapeshifting ability

The Changed
Captain


The Changed
Captain

PostPosted: Sat Mar 31, 2007 12:38 pm


The Elements

The natural magic the Changed possess can be divided into 11 different groups. Each is related to a particular type of personality and it's very rare to find a person who belongs to just one
Also usually the magic uses so many groups at the same time, it’s impossible to precisely say where each belongs to

Air: it deals with all gases and sound is a side-effect from those. It is said that those who belong to this element are carefree and easily shifting souls, wild in open spaces, but tame in closed ones
Spells from this element are ventriloquism, mirage, breeze…

Water: it deals with all the liquids, even if it’s magma. Those from this element are adaptable and persistent. Often considered calm and patient, but their rage is to be feared
Spells from this element are dowsing, purification, flow…

Earth: it deals with all solids, from flesh and metal to rock and ice. Plants are included in it. People from this element are patient, stable and reliable, though what lies under the surface can be quite the opposite, energetic and living in its own way
Spells from this element are vibration, solidify, plant growth…

Fire: wrongly named it deals with all sorts of heat, both absorption and expulsion. It’s a powerful, fiery element filled with emotion and exuberance that easily travels to both extremes
Spells from this element are fire spit, heat, cold…

Light: it deals with all light forms and energy cast by them. Besides the light beams themselves, it also deals with colour and sight. People often use it as a synonym for good, but it can be harmful as well, like all elements. Those who belong to it are honest and straight forward, but their ideals can be blinding
Spells from this element are illusion, light burst, glow…

Shadow: it deals with absence of light and perception of depth. Besides the shadows casted onto the surfaces, it also deals with textures and volume. People often think of it as a synonym for evil, but it’s a fundamental part of our lives and not something to be feared. Those of this element are illusive and secretive, but they are deep of though
Spells from this element are shadow walking, multi shadows, local depth loss…

Mind: it deals with perception of thoughts, both conscious and subconscious. It’s not possible to manipulate ones thoughts and force them around, but those who have the ability can influence others by whispering ideas and hope they will follow them. People from this element are perceptive and cunning, with a fast thinking
Spells from this element are telepathy, animal communication, empathy…

Space: it deals with the distance between matter and the order of how things are combined to shape it. Those from this element are fast to understand how things are connected and how things work. They are natural problem solvers
Spells from this element are shapeshifting, matter moulding, size shifting…

Time: it deals with the flows of time, a source of knowledge to those who gaze into it. It’s not possible to interfere with it however, only watch and learn. People with affinity to this element are thinkers, philosophers and often ponder on all sides of the situation before taking action
Spells from this element are enlightenment, first sight, time gazing…

Magnetism: it deals with the force that binds things together and consequently with electricity as well. It’s an energetic and charming element that can also keep people at bay in some cases
Spells from this element are weight, float, luring…

Chaos: it deals with the void and random events. It’s a strange, unpredictable element that paradoxically gives an order and union to everything. Those belonging to it are unpredictable and sometimes unreliable
Spells from this element are negation, contradiction, fluke…
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The Changed - Quester Guild

 
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