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A World RP with Multiple Races and a Unique Magic System 

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Marael

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PostPosted: Thu Jan 03, 2008 12:06 pm


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Jocelyn Alaw


There are several different races in this world, and each of them is a bit different from the next. This guide is for your reference when you're wandering around, so you know what is what.

We will be occasionally adding new races to this and clarifying more if there is confusion. It's a mighty big world, and you never know what you'll find out there!!

Happy reading!
PostPosted: Fri Jan 04, 2008 8:51 pm


The Cetan
Playable


Appearance: The Cetan are a humanoid race that are very similar to humans, although they all sport feathered wings, like angels of the human lore. Their faces are narrow and eyes are large and usually a golden color. Their feathers are generally gray, brown, white, or a tan/gold color, and although other colors do exist they are rare. The Cetan are taller than your average human, the shortest starting at 6 foot. They are skinny and their lightweight, allowing flight for prolonged periods of time. The skin of a Cetan is rougher than a Human's and because of the cold climate they live on, as they age their skin becomes cracked at times and must be covered with salve from a healing plant only they know how to grow.

Magic: Cetan can and do use cards.

Homeland: They currently live in the Polar Continent, and it is rather rare to see one outside of it. Their diet consists mostly of fish and other mammals they can find. Over the years, the wing colors have become lighter as a result of the change from the Jungle continent to the Polar Continent.

History: The Cetan originally lived on the Jungle continent, and their history is a bloody one filled with clan wars and numerous massacres. They are masters of tactics and weaponry, and generally are arrogant about it.

Several centuries ago, they waged a war with the humans. They lost terribly and were driven out of the continent. The leaders of the two species drew up a treaty of peace. They moved to the only uninhabited place, which was the Polar Continent. They currently reside there only out of habit and stubbornness.

Religion: Their main god is a female god by the name of Alef Alitif. She takes the form of a large gold bird, and is generally pictured with red talons from her various prey. She is usually depicted as holding a expertly crafted spear or arrow in her talons as she flies.

Alef is known for brash decisions, and calls for ritual sacrifices on occasion. Generally, they sacrifice prisoners of war, or if there are none available, a hunter from the animal realm will suffice. She is very temperamental, demanding perfection in battle.

She is not forgiving in the slightest, and many Cetan believe that she has abandoned them because of their great loss. However, there are a select few who still believe that she will return and still pray to her.

Society: The Cetan society is militaristic and ruled by a General who controls all aspects of the country. All members serve in the army when they come of age, (both male and female) and do not marry and start their lives until after their service. Everything revolves around the society as a whole, and everything is shared among then.

Their lives are very structured and each member has a place in the society and a job to do. Rank is very important to the Cetan, and their society is generally structured around it. All the buildings in the cities are very close together, and a central fire is burning 24/7. Most houses are stout, small, and usually made from a combination of dirt insulated with furs, and are dug into the ground for warmth. Their houses are never more than one story and large families live together, huddling for warmth.

Other: Because of their long exile in the Polar continent, the Cetans are dying off slowly and there are not very many left. After a certain age, they never leave the Great Hall because of the cold.

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PostPosted: Sat Jan 05, 2008 2:06 pm


The Teroa


Appearance: The Teroa are an Ancient species, having the appearance of a small Humanoid dragon. The males are usually blessed with much longer wings than the Female, while the Females are gifted with exceptional magical capabilities. Basic Teroans reflect an emerald complexion, and Rogues have been known to accomplish a more dark color such as black or gray. The royals who are in connection with the Feron are known to hold a milky white appearance, while the oldest of the Tribes skin reflects a dark sapphire color.

Magic: Female Teroa usually use the magic of the ancients, summoning powers from the depths of the Citadel located in Nazoni to control the elements. It is not unheard of, however, for the Teroa to embrace the power of the Cards. Research has proven for the origins of their ancient powers to be connected to the mysterious, yet modern, card powers. In the case of Males wielding magical powers, it is largely frowned upon by the Teroan society, as they are the muscle of the Tribes and do not require magic to achieve their objectives given to them by the Feron.

Homeland: The Island of Nazoni has long been lost to the people and creatures of the planet. The Citadel located in the center of the Island was built on top of the Caves of the Ancients, and has become the heart of Teroan society. Ancient magic prevents anything incapable of natural flight to enter the Teroan Capital. Nazoni was built using the ancient powers found in the caves under the Citadel, the roads are made of Rock, the buildings made of metals. Large rivers weave their ways through their homeland, and a few large meadows litter themselves throughout Nazoni.

Since Nazoni is the only safe haven for most Teroans, it is unusual to find a Teroan leaving it's refuge. From time to time small Teroan Colonies are known to rise in secluded areas, such as mountains, craters, and islands. As such, Nazoni has grown to be the Teroan capital, as well as the Teroan trade capital of the world. It is even said for dragons to roam the lands of Nazoni, but that is yet to be proved.

History: Born in the mystery of Ancient Magic, very little is known of the Teroan History. Some believe them to have been around since the most ancient of times, while others believe them to be guardians, watching over the lands in times of need.

Religion: The Teroa believe in the power of their Citadel, and worship the Ancients. Through it's magic they have been able to watch the world evolve. They watched the rise and fall of Empires, the burning of villages, and even the fall of Rinon Hiera. It is as if they wait, sensing a darker evil that will one day consume the lands.

Society: The Teroan society is based on honor, as well as faith. Ruled over by their Matriarch the Feron, the Teroans thrive in means of survival and magical abilities, but are more restricted when it comes to technology and science. Power is valued only second to honor, and from the time of a young age each male Teroan is trained in the art of combat, as the females are trained in the art of magic. Waiting on a moments notice to fly into a battle that they are sure to lose to a much greater evil they feel growing in the outside world. They protect gifts in their Citadel, rumored to be given to the chosen few who will one day define the fate of their world.

Their military is constructed on the basis of honor and protection. The leader of the armies being the brother of the Feron, and the sole commander of what is thought to be the most powerful military might in the world. They fight not for wealth, but for the protection of the greater good and survival of the Teroan species.

Other: Although the Teroan is born into a world of knowledge and honor, like other creatures, some have shown other interests. Going rogue they sweep through the lands, pillaging, burning, and robbing all that stand in their path. It is lucky then, that only few have been known to go rogue, and fewer still have survived the hunts of the Teroan military.
PostPosted: Sun Jan 06, 2008 6:37 pm


The Korat
Playable


Appearance: The Korat come in all shapes and sizes, and many more colors. From a distance it's not hard to mistake a Korat for Human, on average they're taller than than the normal Human but have been known to range anywhere from four foot to seven, with the odd exception. Their bodies are covered in fur that again can vary widely in color and length, but tends to be very fine on the face, hands, and feet, and the hair on the back of the head is known to grow longer than the rest of the body.. Their ears are like that of a cat, triangular at on top of the head, they move around in response to noise and can be quite sensitive both to noise and touch. Their muscles are very dense, so even if a Korat looks thin and light, as most do, there is a good chance they are stronger than the average human, they are also much faster. After the ears the most obvious trait is their tail; With the exception of two tribes the Korat tail is not prehensile; Unlike most parts of a Korat the tail's length is fairly standard, most of the time coming to just above the ankle, much longer or shorter is rare and often the result of an injury and not natural growth.

Magic/Religion: The Korat are a very spiritual people, although there isn't really a unified religion they have a very strong set of beliefs, centered around nature and the sanctity of the forest. They see (non-card) magic as the power of nature, and learning to control it is a way to get closer to the forest. Cards are seen as nature's gift to each person, and often a sort of prophecy as to what a person is supposed to do with their life.

The belief structure is polytheistic. Cale the great mother takes the form of a giant tree, her many branches support animals and protect them from the elements, her many fruits feed them to grow strong. Kura the great father takes the form of the ground, larger than vision, he supports them all and gives the nutrients for everything to grow. The two created the world from their bodies, and their many children fill in the other aspects.

Homeland: The Korat are of the jungle continent, and rarely venture outside it. Most Korat communities are small nomadic farming groups* out in the jungle and scattered across the southern jungle, with a limited number in the north, but they are also a major participant in larger cities all over the continent.

*Each Korat community in the jungle acts as a sort of combination farming group, guardian, and tenant, moving with the seasons to where the forest needs them to be, and nurturing that part of it until it's time to move on. Several expeditions have attempted to discern a pattern for their movements with no meaningful results other than several people quoted as saying "Though their travels seem utterly random, they always end up somewhere the forest needs them, when it needs them". Also, members of unrelated tribes can routinely locate a tribe based solely on where they were, and when; this has also not been explained and is currently thought to be some kind of innate magical link shared by the species. Similarly there have been several recorded incidents of nearby tribes arriving uncalled during or slightly before an emergency.

History: Though they were there during the great war previous to it the Korat and the Cetan had little involvement, so most Korat felt that it was not their fight to be in the middle of. This 'live and let live' attitude prevented a similar war between the Korat and the Humans which has been to the benefit of both races who now live peacefully in the same cities. Before the great war the Korat had a very limited written history, instead passing things down through song and story.

Society: Each little community is it's own independent matriarchy, other than the 'queen' there is a council consisting of five or nine members elected by the towns people, their gender doesn't matter nor does their age but they tend to be in the older end of the spectrum. When the current queen of a town feels that her time is coming she will select her replacement from the women that live in it, the council has to accept her but once they do she goes into training with the current queen to deal with whatever they might have to. All of the members of the council and the queen are expected to support the community just as the rest of people there are, running farms and protecting against animal attacks, or anything else they might do.

Under the council all members are treated equally and expected to contribute after a certain age, but members are encouraged to pursue happiness.

Other: For reasons that nobody can really explain the Korat have a strong, almost fearful aversion to deep water, even on boats they get jumpy and freaked out. Because of this only a very small number have ever left the Jungle continent.

Unlike cats, Korat tend to be extremely dog friendly as they make excellent companions and protectors against the less friendly forest dwelling animals and monsters.'

lily564a
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Marael

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PostPosted: Thu Jan 24, 2008 7:30 pm


The Fae


There are two main types of fae, although they all are slightly different in appearance and temperament. Their societies are all interconnected however, by a pair of Courts.

Magic/Religion: All off these species use magic (the traditional kind, not cards...) as naturally as we breathe, and do not have any sort of religion. Leprechauns and Redcaps do not like cards and therefore anyone who uses the cards. All other fae tolerate card users, and some even like it, but most do not use them because it would be a step down from their natural magics.

Homeland:
All of these live in the Jungle Continent, and have been there since before humans and Korat. Some say they are nearly as old as the land itself. Some of the fae live in cities of their own, others with humans, and still others prefer the wildlands.


Society: All of the fae watch over their children like hawks and they are valued above almost everything else. Fae are very vain and family oriented, and politics are a big part of their life, with complex hierarchies saying who has power over whom.

Most of the fae do not send their children to a traditional school after the age of 35, when they finish their basic schooling. After that, a fairy child may learn whatever he or she wishes by finding someone knowledgeable in the area and learning until they become interested in something else. Most fairy children are easily distracted and learn a little bit about everything. Others focus on one or two things and know everything there is to know about it.

The fae have two courts that rule over them, and each Court has a set of rules that their members must follow. The first time the rules are broken, the fae is punished severely. The second time they are killed. The Courts have an uneasy peace between them, and the Gray Lords, the ruling fae, are the main driving force behind everyone getting along. Without these immensely powerful beings, the fairy world would be thrown into chaos.

(note: Fir Darrig and Leprechauns may be aligned with either court. They are listed with where the majority lie)

The Seelie Court
The Seelie Court is the court for all the good fae. However, just because they are good does not mean they are lenient in any way. This merely means that their motives are generally towards the good or harmless and unless provoked they are benevolent. The Seelie Court is ruled over by a council of lords that are never seen. Their spokesperson is Puck, or Robin Goodfellow. Robin is one of the oldest fae and is the last of his kind. He is fairly good-natured and loves jokes, but can be very vicious when provoked. He appears as a tall, handsome human or a pan.

Members of the Seelie Court are in Blue

Rules for Members of the Seelie Court:
1. Do not intentionally kill another rational creature without due cause.
2. Non-fae are not allowed to know details about how fairy magic works or specifics about either Court
3. Members of the Court must tell the truth if asked a question by a Gray Lord, a ruling member, or a spokesperson. (like Puck)
4. Oaths must be honored completely.
5. Magic duels are not allowed.
6. Unbreakable curses must not be cast for any reason.
7. When cursing someone, they must be told how it can be broken.
8. If a non-fae saves the life of a fae, he or she is beholden to them until the favor is repaid.
9. Humans are not to be taught the Old Magic.
(This is the traditional kind of magic, that does not require cards. Very powerful magic, but requires lots of energy to cast. Some humans know it, but not very many. For more information, send me a PM or ask in the Questions thread.)

The Unseelie Court
The Unseelie Court is the court for all the evil fae. They are maleolovent and quick to anger. It is unwise for anyone to mess with a member of the Unseelie Court unless necessary, and they must be very careful. The Unseelie Court spokeperson is Mab, dark queen of the fairies. She is very powerful, old sprite. She appears as a beautiful black-haired woman, and is one of the few sprites that takes a human form.

Members of the Unseelie Court are in red.


Rules for Members of the Unseelie Court:
1. Do not kill a member of the Seelie Court without reason.
2. Do not speak of Court matters with anyone
3. Duels are allowed within the Court only
4. All orders from the Gray Lords must be followed.
5. If there is a way to break a curse, the recipient must be told
6. If the life of a member of the Unseelie Court is saved, the debt must be repaid before the member can go on their way.
7. Changelings must not be returned to their homeland until after their fae counterparts are grown.
8. Oaths must be honored, but wording is open to interpretation.


Types of Fae

It is important to note that a fae will age one year for every 5 human years. So at the age of 35, the fairy is the equalivent of 7. Fairies live to be several centuries old in fae years (which is VERY old in human years), and are not really considered to be adults until they are 80 or 85. At about 500, they are generally considered to be 'old' by fairy standards and generally quit traveling (even among fae communities) at 250 or 300, when they start to settle down.


Brownies/Gnomes/leprechauns/Redcaps/Trows/Tylwyth Teg

Appearance: The only characteristic these fae share is a lack of wings. Brownies and Leprechauns are small and generally human shaped, coming up to roughly the knee of your average human, although they can change their form to appear larger if they wish. Gnomes and Redcaps come up to about the waist of an average human, and are squat and usually rather round. Gnomes are usually depicted with a long beard, but it is not required. Trows are roughly human size, with skin like stone and very slow movements.

History:
Brownies: Brownies are a race of fae that are named for their appearance. They have brown hair and generally wear brown clothes and like to help out around the house. If you leave them milk at night, they are known to make chores easier, and may even do them for you completely. Brownies are very loyal to the house they serve, and may even follow a family around from place to place if treated right. However, once presented with clothes, they tend to disappear and never return.

Gnomes: Gnomes always live near people, although they have their own towns and usually their own societies. They love trading, and like tinkering with mechanical things and inventing things. Gnomes are good with metals and cats love them.

Leprechauns: Leprechauns, in contrast, do not live in houses, but prefer the outdoors. They are very mischievous and tend to play pranks on anyone who happens to be nearby. They love shiny things and are known for stealing anything interesting that isn't actually nailed down. They can be helpful, but their words should be taken with a grain of salt, as they like to speak in riddles and occasionally outright lies. If caught, they have to answer one question honestly, and it can be about anything.

Redcaps: Redcaps are vicious little fairies, who dye their hats (or sometimes heads) with the blood of humans and other creatures. They generally live on battlefields or in old ruins where lots of blood has been spilt. They are wicked and very dangerous, although tend to shy away from large groups. Their history is very bloody overall.

Trows: Trows are among the oldest of the fae, and they are very slow, emerging only at night. If a trow is caught in the daylight, they are turned to stone until the sun sets. They are a very neutral race, with some of them completely evil and others basically good. The race as a whole has a bad reputation, however. There are rumors of half-trow beings running around, but if they are smart they do not advertise the fact for fear of being shunned. Full trow have very blocky bodies and wide features, and half-trow tend to favor their fae side. Legends have them doing everything from eating children to minding their own business and talking to the stones of the earth.

Tylwyth Teg: The Tylwyth Teg are small fairies that are generally found in valleys and near sources of water, like springs. They are generally friendly and are famous for their rituals, most of which involve dancing in the moonlight. They speed up and slow down time regularly when they get bored. Tylwyth Teg also like to steal children with golden hair. These children are always treated well and showered with fairy gifts. When these gifts are spoken of to another non fae, they disappear and the child is abandoned. The Tylwyth Teg are shy but can be very helpful when they wish. They are beautiful beings that like to trade with humans and nearby cities, and although their natural form is slightly different from humans, they take on human shape when they trade their wonderous wares. Fairy-made trinkets are usually made by them.


Sprites/Pixies/Dryads/Undines/Slyphs/Fir Darrig

Appearance: Sprites, Pixies, and Slyphs all have wings that can be any color. Some wings are shaped like a butterfly, while others have four dragonfly wings. There are even rumors of a six-winged race of pixies, but they are rarely seen. Pixies and Sprites are small, about 6 inches tall, but can shift their shape to be normal sized. Slyphs are roughly human-shaped, but are insubstantial, like mist. They can make themselves solid, but it takes effort and most choose not to.

History:

Sprites: Sprites are your traditional fairy. They are small, probably no more than a handspan high, and wear clothes made out of odds and ends, like leaves and bits of cloth. They have shimmery wings, usually either dragonfly or butterfly shaped. The wings are patterned after these insect wings, generally. Sprites can make themselves appear larger, although they are generally without wings when in their human form (as they would be very hard to hide) Some fae accentuate their wings when they shift, but it is rare, as most try to blend in. Sprites are mischievous, but generally don't do much harm. They usually live in cities with humans, or in their own cities.

Pixies: Pixies are very similiar in apperance to Sprites (see above for description). However, they do not generally make themselves appear larger as they have no interest in blending in with the human race. Their features are sometimes more accentuated (with larger eyes, ears, etc). Their mischief is generally more angled towards ill, and can occasionally bring great harm. However, they can be bribed to work in a house occasionally, and are great servants as they always keep their word. Mages and clever bards have been known to trick a pixie into service for them, although their mischief may or may not be worth the help. They sometimes appear as small balls of light with vaguely human shapes in the middle. (think the Legend of Zelda games)

Dryads: Dryads are beautiful tree fae that are tied to old trees. They are usually very shy and can be very dangerous if their tree is threatened. If a dryad's tree is cut down or killed, the dryad will die as well. Likewise, if a dryad is killed or is away from their tree too long, the tree will die slowly. Dryads, being tied to a tree, cannot leave it, although they can travel along the ground where the roots are. Most dryads are found in woods, and most are tied to oaks. A dryad's skin and hair are generally colored like a tree, in shades of green and brown. When out of their tree, they are slender and small, with long stick-like fingers, and come up to the chest of an average sized human. Most will not reveal themselves to anyone unless they have something very important to say, or if their tree is threatened. Even so, they will likely appear as a woman (or man) melded with a tree--half in, half out--or just as a talking tree. Their magic is strong, although they rarely use it for anything not related to nature. However, they often curse people who foolishly mess with their trees. Some of the older dryads preside over more than one tree.

Undines: Undines are water fae that appear as beautiful women caught in the water that lure men into help them, only to drag the unfortunate soul down to their realm under the water. There, the man will be forced to mate with an undine (as they have no males in their race). Once there, they never leave. Once down there, they live for several years before being allowed to die. The undine world is a series of dark cities deep in the water, and their structure is very complex. (If you wish to know more, PM me.) Undines are basically evil, and are tied to water, although unlike their cousins the Dryads, they are not required to stay near it. Undines may travel over land as long as they consume lots of water and are careful not to get caught in the sun. The body of an undine is made of water and can evaporate and dry out. They appear as human women, with blue eyes. Undines do not wear clothes unless some clothes are given to them, as in their realm clothing is not used. It would not even occur to an undine to cover herself unless someone told her to. Undines are very well endowed, which is crucial to their luring of men.

Slyphs: Slyphs are evil air fae that do not really have a form. They can be seen as clouds or misty shapes in a wood, but can also take corporeal forms as well. They do not have wings, but rather float with magic. These beings are basically made of magic, and they are very arrogant. They do not believe that humans are worth anything, even ones with magic, and have been known to seduce men just for the fun of it. This never ends well for the men, who are found dead several days later, usually with a dreamy look on their faces. It is said they can spin dream worlds for people to get lost in. They are usually female.

Fir Darrig: Fir Darrig are similar to leprechauns, although they are slightly taller and have wings like that of a dragonfly. Fir Darrig are very willing to help strangers lost and are quick to offer advice. However, their advice should be taken with caution as they have a malevolent streak. However, there is always some grain of truth in their well-spun tales. Fir Darrig treasure shiny objects, but are not obligated to tell the truth if caught. They love irony and matching of wits, and are excellent at puzzles and riddles. Some of the more mischievous ones are known to speak entirely in rhyme. Their magic is not as powerful as other fae, but they specialize in illusions. Coupled with a quick tongue, the Fir Darrig can be very dangerous and should be treated with caution. Angering them is a bad idea, as they can be very spiteful.
PostPosted: Thu Dec 17, 2009 11:42 pm


So what species does a gypsy witch with the gift of sight and uses ancient magic fall inder?

Ava Garabaldi

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Ace of Spades

 
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