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vampires, Werewolves, Shifters, Fae, and other mystical beings in a post-apocalyptic world. 

Tags: Vampire, Demons, Action, Fantasy, Magic 

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Silquestnocte

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PostPosted: Thu Feb 26, 2015 9:51 am


*Under Construction*
PostPosted: Thu Feb 26, 2015 5:10 pm


Hybrids/Mixed Breeds

Silquestnocte

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Silquestnocte

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PostPosted: Thu Feb 26, 2015 5:11 pm


Cursed Beings
PostPosted: Sat Feb 28, 2015 8:01 am


Nagas

Nagas originate from India they are serpents of the waters. These creatures take different forms some are all serpent with many heads others have serpent tails and the upper body is human others are human looking but with a snakes head. Nagas are guardians of treasure hidden with the earth. It is said they are able to control the weather. Like all Snakes they prefer warm hot weather to cold. they do not lest in cold and could die if there body tempter drops to low.

There are different types of Naga

Hidden Nagas - Guardians of treasure in the earth
Water Nagas - they live in springs, river & lakes and have palaces of gold, rubies and emeralds
Divine Nagas - Are of the sky they form the clouds
Heavenly Nagas - they guard the temples of the gods

*Under Construction*

Silquestnocte

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PostPosted: Sat Feb 28, 2015 8:02 am


Erinyes (Sand Furies)

+||+---------Race Summary---------+||+
A race originating from a desert, they appear completely human. However, it is suspected they are actually the result of another, unknown race breeding with desert tribes. They normally have dark skin and black hair (eye color is highly variable), although other colorations have been known to pop up from time to time. Their build tends to fall under the category of fairly thin with very little body fat, but lean muscle instead.

+||+-----------Race Attributes--------------+||+
-All Furies have the ability to shift their entire body into sand, and then be able to piece it back together at a later time. They cannot control the grains of sand they become. They are still aware of their surroundings while sand, however this is a last-ditch effort to avoid capture or injury, as it takes considerable energy to piece themselves back together. In theory, one could gather all of the sand into a bag (or lamp) and capture the Fury. It is unknown if anyone has ever been able to use this technique effectively.

- They hold grudges like no other race, and have been to known to hound the one who offended them until an adequate apology is made, or either party is dead.

- The cold and wet does not agree with them, extended exposure to either can result in sickness and/or death. On the flip side, they appear to be heat resistant (but not fireproof), walking around with ease despite 110 ˚F+ temperatures.

-Very versatile when it comes to physical weapons and hand-to-hand combat, much like a human.

-Nomadic in nature, it is unusual to find an individual that has settled into a place for more than a year.

- While they can wield magic, it is completely unheard of for an Erinyes to be able to utilize water magic. Earth and Air are the most commonly reported, culturally however, fire is the most prized.

- Their life span runs slightly longer than a human, normally 120-150 years until they die of old age. However, this is highly unusual, as most die from wounds, disease (read, getting to wet or cold), before these ages can be reached. However, there have been legends passed down that a Fury can exist indefinitely as long as they remain as sand, almost like a “pause” button of sorts. In theory, a fury could turn themselves into sand, and make sure they are stored safely in a small container (like a lamp) and then wait until the end of time, or someone pours them out, and then continue their life.

*Under Construction*
PostPosted: Sat Feb 28, 2015 8:07 am


Archeon
Archon (never add an 's' it's the same singular or plural) are magicborn. They could claim to be both the oldest and the rarest race in all the worlds. They originated at the dawn of magic and while there are more than one, making them a race, their have never been more than three alive at one time. They are both incredibly powerful and incredibly fragile creatures, usually associated with a specific type of magical energy. They are born wild and are naturally volatile. They feed on free magic and will destroy things to free the magic they need from them. When they die, they blow up.

It is important to note that archon are not just born anywhere. They need to have a large concentration of four things before they will form; old and abundant magic, a large build-up of residual knowledge or memory, a long history of effort or patience, and a very magically conductive focal object.

Archon are living magic. They have to spend a part of themselves to use any kind of magic and thus they risk death by getting into a major fight. Most archon can only create a solid form that resembles an atronarch. This serves as a more efficient combat form but it is hardly attractive or social.

Archon are rare, so rare that there are currently ten or fewer characters listed who have even heard of them. They have no society and feel no real need to be near others of their own kind. However, if they live long enough to develop their personality they can find others to be quite attractive company for one reason or another.

Core rules to remember:

1: The behavior of any energy in an uncontrolled state will likely resemble simple elemental effects. This does not actually limit or dictate the abilities of the archon. Thus, your natural form could be a ball of water or mist or lightning or flame or light etc... but archon are not elementals.

2: Archon are immortal because they have no aging mechanism. They simply can't age. Any body they manifest is more like wearing a complex golem. The form is going to be subject to the whim and skill of the archon.

3: Archon can learn information very quickly but they often have difficulty comprehending the significance of it or how different pieces fit together. Thus, they are often confused.

4: Archon can take on any form they can piece together or craft with their magic type, they can also excercise a wide variety of abilities associated with the type of magic that they were born from. However, the bigger the task the more magic is required. Overdo it and you die. This isn't as forgiving as blood magic. This is like using chunks of your own flesh and bone as reagents in battle spells.

5: Archon are fragile in their natural form as well as dangerous to come into contact with. They are especially vulnerable to strikes from objects that are either opposed to their magic type or are naturally magically conductive. Think of what would happen to a ball of lightning if you hit it with a thrown metal javelin that was dragging a chain across the ground. Instant catastrophic damage. Spells and other magic warping or disrupting effects can have the same impact. Remember to dodge or die gracefully... in a massive ball of boom.

-Credits to Haeo for creating this race

Silquestnocte

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Silquestnocte

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PostPosted: Sat Feb 28, 2015 8:36 am


Merpeople

ome in both genders. They do shift in the water and turn 'fishy'. Any kind of water, not just salt water. The shift takes a little bit of time because it does take time to get from shallow water to deep water without a direct dive from a cliff.

There are three classifications.

Royalty: These are the most powerful of the Mermaids. Which is why they're the royalty.

General: These are the rest of the Mermaid population. Minor abilities and bigger weaknesses.

Sirens: These can be male or female. Male Sirens are extremely rare. Yes, they do sing and can compel just about anyone with their songs, to doom or pleasure depending on what the Siren wants at the time.
Mermaid Rules:

1. Mermaids don't like others to know about them. So they keep quiet about what they are unless they wind up in a serious relationship.

2. They can be dangerous if cornered, so don't do it.

3. they evolved right alongside humans, so they date back to the same time periods. Age them accordingly.

4. While they are long lived, be intelligent with their age. I don't want anyone to say they've got a Mermaid that's over ten thousand years old.

5. They do turn fishy when they get wet. But it takes time to fully shift. So scales are first and easily covered.

6. No guns! These guys don't need them!

7. Weaknesses will include: being away from water for too long, some form of metal to be poisonous to them, they may or may not find precious gems to be a distraction that they have a hard time breaking away from (for trapping purposes only), fatal wounds (stab anyone in the heart and they're going to have major problems), and I'll add more as they come to me.

8. While they do have magical abilities, they're all limited to water-based stuff, singing for the Sirens, and an ability to manipulate precious gems (if they're not having the 'fascination' problem).

Under construction
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