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Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Apr 20, 2015 4:48 pm


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          The world of Below is filled with several different types of Nightmares. Some have been there since the dawn of time, others have evolved over the years. Here you'll find the races Below 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!




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PostPosted: Mon Jun 01, 2015 3:19 pm


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          Physical Appearance:
          Demons are the standard by which most races are measured, if only because they fall into the average. They are neither particularly tall nor short, falling between 4'10 and 6'5, with 5'2 to 6'0 as the average. They have incredibly varied body types and are neither naturally very strong nor very weak in build.

          They have horns that protrude from their foreheads which can vary in size from short nubs to long and graceful. While their tails aren't suitable for much other than showing mood, their pointed claws and teeth are sturdy enough to cause damage.


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          Strengths and Weaknesses:
          Versatility and adaptability are the strongest tools in a Demon's arsenal. While they lack natural gifts in intellect and physical strength, they more than make up for it in sheer determination and resourcefulness. Because of this, Demons can do well in any profession. Most Demons are willing to put in the hard work to become great at something, but are more likely to figure out the easiest means to an end before buckling down and expending too much energy.

          Magic:
          Demons do not possess any innate skill regarding magic, but their ambition and perseverance makes them fairly formidable at learning how to wield it. Since their culture values status and reputation so highly, many Demons are motivated to learn magic extensively in their field of choice. They often try for prestigious roles, preferring to climb to the top of their profession instead of plodding away with patience.

          There aren't any particular types of magic that Demons excel at. Instead, they are fairly capable of most kinds of magic, given enough practice.


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          Government:
          Historically, Demons have been lead by a monarchy, the rulers of which referred to as Sovereigns. The spouses of such Sovereigns are called the Lady/Lord/Liege Sovereign, and the family of the Sovereign is called The Sovereign Family. Children of the Sovereign are referred to as Prince/Princess/Princen depending on gender. Sovereigns delegate local power to sworn Lords/Ladies/Lieges who rule over specific geographical areas.

          In present day, Demon Sovereigns have acceded ruling power to the Great Council, with lieges being replaced with elected governors.

          Family:
          Their families are nuclear, usually consisting of the parents and offspring of one-to-two generations, sometimes three. Demons do not generally live with their parents past adulthood, and will strike out on their own to start their own households.

          Courting:
          Demons generally court their partners with gifts and shows of affection, quite like we do in the western world. The upper-crust of Demon society are often very businesslike in their romantic affairs, with many romantic relationships being ones of duty and honor. Less aristocratic Demons, though, almost exclusively marry for love and are much more casual about relationships.

          Values and Customs:
          Demons are civil by nature, and expect other Nightmares to follow their rules of courtesy (such as apologizing for bumping into someone on the street). They do not tolerate being disrespected, but rarely resort to violence in retribution and are rather quick to forgive. Their society is fairly relaxed, however, without the same sort of strict social rules that races such as the Baphomet and Fallen have.

          Demon society values independence, and as a result considers ambition an important trait to have. Because of this, they allow for manipulation, but only if it is covert. They are very much of the opinion that if a wrong is done to someone and it is not noticed, the wrong is not wrong at all.

          Religion:
          Demons celebrate festival days in large social gatherings, but prayer primarily takes place in home altars and public shrines. Demons put equal importance on The Nine, but like most other races, often take an individual patron deity. Instead of being passed down through families, young Demons are encouraged to let a patron "choose" them, usually through symbols, coincidence and events.

          Demons worship select local deities that do not belong to the Nine. Included among them are The Lady of Asphodel, who watches over the area around Asphodel Fields, The Lord of Taratos, who historically watched over Taratos, The Lady of Summer, who watches over their place of origin, Summerforge, and her two consorts, the Lord of Summer and the Liege of Summer.


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          Early Demon Society:
          It is common belief that Demons were the second unblemished race that the Nine Gods of Below created, and as such, tend to have a superiority complex.

          Demons originated in Summerforge; a jungle-like area in southern Below. Around 5000 years ago, the Demons expanded east and north, and not soon after they began to trade with the Imps and Baphomet. This continued until The War of Asphodel, which was the result of the Demons' northern expansion into what is now known as Asphodel Fields. They pushed the Imps farther north into the northern edge of Eleusinia's Wreath and a piece of land that is now known as Graven's Gift.

          This was not, however, the end of their expansion. A little over a thousand years ago, the Demons of Euros crossed the Middle Sea and invaded the Baphomet of Moonspear through the Coast of Shards in a war known as the War of Shards. Victory was imminent, but at the last moment, the Baphomet were aided by the Imps, as well as Alcyone's new allies, The Fallen of Cassiel's Watch.

          Civil War:
          It started simply enough; a plea for equal rights among the Demon territories. The rural areas were tired of being treated like second class citizens by their own government and united against the nobles and their own monarchy.

          There were of course sympathizers for the plight of the rebels among the nobility – one of those that played on those sympathies was Prince Ylorah. The prince, having ambitions beyond his birthright, arranged the assassination of many of his siblings by the rebels, or by other accidents during the war. He even went as far as to poison his own mother in his quest for the crown.

          Once the prince became king he brought an end to the civil war by threatening the involvement of the Baphomet troops and his connections with the Imp cartels to bring the rebels back into the fold. It was also at this time he instituted a policy of “unification” among all the races of Below. Many races were brought about with threats of trade embargoes and some even faced outright armed conflict. This policy is now known as Sovereign's Vow.

          50 Year War:
          The Demons were the first involved in the 50 year war, due to their princess being captured by the Above. Soon realizing that they wouldn't be able to win alone, they attempted to shield themselves from some of the attacks by saying that the Grimm were their allies. The Daydreams believed this lie, and thus also began attacking the Grimm, though it wasn't long before the Grimm died out due to unrelated causes. It wasn't until 10 years later that other races joined in the fight, though mostly due to the firebombing of various major cities in retaliation for the Demon's continued efforts on the battlefields of the Above.

          It wasn't until the end of the war that the princess was released back to her people, though she was horrified by the extensive damages done to her homeland.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          In the years after the 50 Year War, the Demons have since opened their cities to the other races. They gladly gave a portion of Asphodel Fields to the Academic Society of Asphodel to found the four new schools, as well as donations and resources to build them. Tensions between the Daydreams and Demons are still high despite the time that has passed.

          Social Affiliations:
          Demons are on peaceful terms with all of the races. They trade primarily with the Imps and Baphomet, as they are nearest to their lands. The two races often act as intermediaries between the Demons and the remaining races, primarily because the Demons prefer working with the Baphomet over the Geists, Litches who mostly only trade with their long-standing allies, the Imps, and the Fallen who are primarily self-sustaining.

          The natural adaptability of Demons makes them good diplomats, due to the fact that they can readily change their behavior to match that of other cultures and do not take offense easily.


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          • King Ylorah: Creator of Sovereign's Vow.
          • Princess Elena: Captured by Daydreams during the 50 year war.
          • Adira: Current headmaster of the Asphodel Gardens Academy.


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          • Orphaned Demons have it the easiest – they are being raised in Demon lands and are still the most populous of the races. Their culture is the dominant one in the four schools, so they may have some extra social benefits that other races, such as the Geists, do not.
          • Your Demon will likely be encouraged to achieve great things! This may be a point of tension for them, especially if they are insecure or not particularly talented.
          • Demons are encouraged to be diplomatic and make friends with the various races. The cliquish behavior of the Fallen, Baphomet and Imps might leave them feeling discouraged if they are not allowed into their tight-knit social group.



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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Tue Jun 09, 2015 7:09 pm


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          Physical Appearance:
          Due to a curse, called The Rot, Litches often look sickly with patches of "rot" all over their bodies. Despite appearances though Litches are far from death's door, they just look like they're going to fall over at any minute. They are one of the taller races, standing between 5'0 and 6'7, with 5'4 to 6'3 being the average. They are generally thin, though not always, and you can often see their bones beneath their rotted-looking skin, either because their skin is tight against them, or because there are patches of no skin to cover them. They are born with these features, and are not the result of their skin rotting away.

          Usually, they have a sickly pallor, their skin and hair normally has a grey tint to whatever color it is. Their eyes have a faint glow, which seems even more intense against their black sclera (though it is possible for litches to have white sclera). While they do not have sharp teeth, their hands end in bony claws that are quite sharp.


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          Strengths and Weaknesses:
          Due to the influence of The Rot, Litches do not have the same capacity for sensation that the living do. With enough mental focus, they are nearly immune to pain, but the more they block this sensation, the less they are able to sense the world around them, resulting in poorer reflexes. However, a Litch skilled in this ability will be able to slip in and out of this state with ease.

          While they are incredibly strong and resistant to pain, many Litches seeking military or security jobs prefer to rely on magic than other weapons. They are especially skilled in necromantic magic, as they have a deep understanding of death and the dead.

          As they have dampened senses, they have difficulty relating to the other races. Time often "gets away from" a Litch, especially that of scholars. By nature, Litches prefer occupations that require intense thought and concentration, as they are not easily distracted from what they are focusing on.

          While Litches are not immortal, they live for hundreds of years longer than the other races.

          Magic:
          Due to their patience and studious culture, Litches have a tendency toward being very skilled with nearly all varieties of magic – especially alchemy. Add to their incredible mental and physical stamina and you have an incredible capacity for even the most powerful and exhausting magic. Litches who involve themselves with powerful magic must be very careful, however, due to their dampened senses it is often too late before they realize how self-destructive some magic can be.

          Litches are the only race who have a true handle on necromantic magic. This ability lets them control death more easily than all of the other races, whether it be reanimating dead creatures to do their bidding, staving off death or using the dead for incredibly powerful divination. This is, however, a place where even the most powerful Litches tread with care.


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          Government:
          Litches govern through Wardens and Councils, with each member of the council called an Elder. Wardens are ultimately the decision-makers, though they cannot act without the consent of the Council. Their centers of government are located in their three major cities, Frostfyre in the West, Snowgarden in the South and Death's Kiss in the East, with each Council dedicated to dealing with the affairs of their city and the surrounding area. The Wardens are called, respectively, Warden of the West, Warden of the South and Warden of the East.

          Family:
          Because their lands are sparsely populated, Litch families are often very tight-knit. It is not entirely uncommon to find upwards of eight generations of one family line living in the same city or village. Litches (along with Geists and Imps) are the most likely to imbue soul stones with three spirits, as they are often take more than one companion at a time.

          Courting:
          Litches are generally very shy and incredibly subtle with their shows of affection, instead preferring to make friends with their mates before committing entirely. Bolder Litches can often have a bit of a business-like attitude to their relationships, often giving their prospective partners logical and rational reasons as to why they are compatible.

          Values and Customs:
          The three main tenants of Litch society are patience, knowledge and temperance. Litch society values working carefully and efficiently, rather than rashly and without proper understanding of what they are doing. The tenant they struggle most with is temperance, as it is often hard for them to pull their focus away from something once they have really gotten into it. A wise Litch understands that work is not everything and everyone must live a life with balanced parts.

          Because they are, by nature, incredibly cerebral and focused, they often come off as cold and distant to the other races. It is not because they don't care, but because they tend to have a hard time picking up on the subtleties of expression and body language unless it is a skill they have studied and learned. Litches are, however, taught to be very polite and to choose their words carefully before using them, as to not harm others.

          Religion:
          Litches follow the Nine devoutly, with Kthonios, Eleusinia, Asteria and Mnemosyne as their usual patrons. They are the only races of Nightmare that doesn't have rustic deities, saints, or ancestor spirits.


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          Early Litch Society:
          Litches were not always referred to as such, and at one time were once a race of unmarred elven humanoids that evolved alongside the Demons in the lost lush jungles of Auster. They were greatly skilled in magic, and in their experiments accidentally opened a portal to the Above. Things did not go as planned however, and it soon led to a disaster known as The Divergence. This disaster completely changed Below to what it is now, as well as created many of the other races. While the Demons were relatively unharmed by this, the children of the Elves began to display features of a curse, thus turning them into the race they are today: Litches. It was after this that Auster became a harsh land of deserts, causing the Litches to migrate North to Boreas where they live today. The memory and record of these events has been lost to time, however.

          Historically, Boreas has been the homeland of the Litches. However, when the Imps were driven north by the Demons after the War of Asphodel, the Litches took pity on them. The Warden of the South, Graven Frostfyre, gave them all of the land south of Scepter's Pass, and moved his people north to found Snowgarden a little over two millennia ago.

          Imps and Litches have since remained close allies, and trade liberally with one another. When Argus the Stoneskilled alchemized a soul stone that could not only be imbued by up to three Nightmares of different races, but also could be stored indefinitely, the Imps were the first to buy them.

          Until the 50 Year War, the Litches had enjoyed mostly peace, with only small provincial battles to color a long history of relative pacifism. When the Demons extended their friendship with Sovereign's Vow, Wardens Ulrich Glasstone of the West, Lyanna Page of the South and Farryn Stark of the East all signed the treaty.

          50 Year War:
          Warden Evanna Page was the first Warden to respond to the Rallying, at the behest of the Imp Mayors.The Litches provided a considerable amount of firepower in the form of strong mages, infantry, priests, healers, and alchemists, as well as providing minerals, wood and weapons. Of the races, their lands were affected the least, primarily due to the fact that their thick forests, treacherous mountain ranges and brutal weather made it impractical for enemy hosts to invade their lands.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          Litches have primarily stayed or returned back to the North, but some have found the other races to be a pleasant change from their passive and sedate society. Many have chosen to work in the Academic Society of Asphodel, wishing to impart their knowledge on the Nightmares in their care, and to teach any young Litches about their proud heritage.

          Social Affiliations:
          Litches still consider Imps their closest allies, but have since grown incredibly fond incredibly fond of the Fallen, due to cultural similarities. They are still a bit wary of the Geists, Demons and Baphomet, often finding their respective cunning and passion a bit overwhelming. They continue to trade with other races, but prefer to go through the Imps, who are naturally gifted with trade and commerce.


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          • Graven Frostfyre: Gave the Imps the land known as Graven's Gift.
          • Argus the Stoneskilled: Alchemized eternal soul stones.
          • Warden Ulrich Glasstone of the West: Signed the Sovereign's Vow.
          • Warden Lyanna Page of the South: Signed the Sovereign's Vow.
          • Warden Farryn Stark of the East: Signed the Sovereign's Vow.
          • Warden Evanna Page of the South: Signed the Sovereign's Vow.


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          • Litches living among other races often feel a sense of detachment from them, due to their dampened senses and poor reflexes. As a result, your Litch may have to learn how to compensate for their lack of social skills.
          • Sometimes, however, a Litch may just be naturally gifted in dealing with people compared to the rest of their race. Growing up with fast-talkers like the Imps and Demons may also give them the leg-up that the Litches in the North don't have.
          • Encouraged to be intelligent and wise, a Litch must decide whether they want to pursue knowledge like the rest of their race, or to follow their own whims. Some Litches often decide to reject lives of quiet study and strike out as adventurers, thieves or other unexpected professions.
          • Not all Litches are quiet and somber. Some may be loud, aggressive or flamboyant—even more so if they are growing up among other races.



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PostPosted: Tue Jul 07, 2015 8:21 pm


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          Physical Appearance:
          The second tallest of Below's races, the Baphomet can stand anywhere between 5'1 and 6'8, with the average falling between 5'3 and 6'4. Their bodies skew toward sturdy and muscular (often with a thick layer of fat, especially in older age), though some are more lithe and petite.

          Perhaps the most defining quality of a Baphomet's appearance is their graceful horns. Younger Baphomet usually have smaller, straighter horns, but with age, they tend to curl as they elongate (though not always). Some Baphomet are born with two sets of horns, but this is incredibly rare and considered to be a sign of luck and greatness. Baphomets also can be born with one horn (although it is always smooth), but this considered unlucky.

          Another defining feature of the Baphomet are their powerful legs, which are covered in thick, soft fur and end in cloven hooves. Their strong legs give them the capacity for great agility and speed, as well as the power to scale the large mountains that border the eastern part of their land. Their tails are short, fluffy and mostly useless.


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          Strengths and Weaknesses:
          Baphomet are well suited to more physically demanding occupations due to their impressive physical prowess and endurance, but they are also quite skilled at magic, particularly nature-based magic. Their resolve is also quite strong, due to the fact that they are incredibly stubborn and take pride in hard work. They also make some of the best beast masters, as they are already very connected to nature and the wilderness.

          Magic:
          The common stereotype is that Baphomet are not a race which is particularly skilled in magic, but this is a misconception. If you asked other Nightmares to describe the magic Baphomet use, it is likely they will say something similar to "all show, no substance." Or, they might cite their predisposition toward physical strength and the bravado that often accompanies it. While many Baphomet prefer a life of physical activity and pay little heed to the time and study that magic requires, even the most athletic of Baphomet has a capacity to learn to wield it.

          It is likely this misconception comes from the fact that Baphomet favor magic that is robust and showy, involving a large amount of ritual, sacrifice and grand gestures for even small bits of simple magic. However, this is purely the "flavor" of spell casting that Baphomet use, and their spells are no less potent than that of other Nightmares. One must also consider that a large amount of Baphomet magic is nature based, or comes from a divine source. Baphomet use a wide variety of invocations, invoking the blessings of not only The Nine, but also an impressive amount of rustic deities and nature spirits.


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          Government:
          At the top of Baphomet society are the Rexes, which govern over all the Baphomet in their lands. There are three separate factions, Moonspear, Alcyone and Bramblewood, each with their own respective Rexes. Beneath the Rexes are Elders, which govern locally. Since the 50 Year War, the Three Rexes have retained some power, but defer to the Great Council when necessary. As Alcyone has been destroyed in the 50 year war, however, there has been some unrest as of late.

          Family:
          Baphomet live in tight-knit family groups, usually with an average of three generations living together in one large, sprawling home. Baphomets consider public inns the inventions of other races, as Baphomet almost always stay with friends (a stranger who allows you into their home is always considered a friend) when they travel. Therefore, it is common for households to also include friends and distant relatives who are traveling.

          Courting:
          A common Baphomet courtship includes gifts and shows of generosity, but not just toward the individual(s) they are wooing; Baphomet will give gifts to the friends and family of the object of their affection. This is seen as a gesture of commitment, and a willingness to belong to the family and community of their partner(s). Baphomet are, unsurprisingly, very popular with the other races as romantic interests.

          Values and Customs:
          Hospitality is the key tenant of Baphomet culture. They employ the sacred tradition of the guest-friendship, which means that anyone under a Baphomet's roof is a friend and is entitled to their host's generosity. Their culture is one of reciprocity – if you treat someone well, it is expected that they will treat you well. Baphomet are notorious for trading in favors. It is not uncommon to receive a letter from the Baphomet who gave you a free meal two years ago asking for your help with something.

          Because of these strict social expectations, it is common for other races to accidentally offend a Baphomet, either through denying them a favor due to inconvenience, or mistaking their generosity for altruism and not giving enough in return. It is a poor idea to intentionally cross a Baphomet, as they are prone to vengeful behavior and hold grudges. However, if you find yourself on one's good side, you can expect a loyal friend who will constantly go out of their way for you.

          Their focus on generosity makes it almost a necessity for their culture to have a fixation with material wealth. Baphomets often have many personal belongings (usually gifted to them) and put a focus having wealth that can then be shared. It is not uncommon for a Baphomet to amass large quantities of wealth and then spend large quantities of it on gifts and parties. (Luckily for them, however, they will likely get it all back from the people they've helped.) This focus on generosity very often results in gift-wars with one another, where each party will give more and more outrageous gifts to spite one another.

          Religion:
          Baphomet worship each of The Nine, with a special respect for Eleutherias the Liberator, Cyllenus the Facilitator, Oreia the Protector and Kthonius the Host. Patron deities are more often than not passed down through family lines.

          Aside from the Nine, the Baphomet also pay tribute to an enormous amount of rustic deities, usually bound to landmarks such as towns, forests, lakes and rivers. They also believe in a home-spirit, which is believed to be sent from Oreia the Protector to watch over every home.


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          Early Baphomet Society:
          Baphomet are believed to be the third Race of Below created, and therefore believe that it is their duty to be generous and patient with the younger races, much like older siblings. Baphomets originated in the foothills of The Crown, but quickly spread to the rest of the Eastern Continent, founding many Rexhavens as they went.

          Around 4,000 years ago, Rex Imara of Alcyone united the Baphomet Rexhavens under a single rule in a war known as The War of Stones. These battles did not last long, as Imara was a strong and generous leader who quickly gathered followers as she conquered.

          Under the rule of Imara's descendants there were no major wars until The Sack of Alcyone, which was the result of the Three Great Geist Princes of the South occupying the Baphomet city of Alcyone. The Geists had a long history of raiding small Baphomet villages near their lands, but this was the first time they had ever succeeded in taking a large city. They were, however, disposed of relatively quickly, but this was the beginning of an event that would eventually be the downfall of the Baphomet.

          Hundreds of years later, The Sack of Alcyone played an integral part in what became known as The Shattering. Rex Ilyrria of Alcyone signs the Treaty of the Crown with the Six Geist Princes, allowing them access to all of the mountains in The Crown south and east of the Chalcedony Pass so long as they pay monthly taxes to the Rex. Many Baphomet were outraged by the idea that the Rex would make an agreement like this with a past enemy, resulting in many factions trying to cede from the Rexhaven.

          Some small wars were fought over this, but a tenuous peace was eventually reached, resulting in the Rexhavens of Aclyone (the largest, still in control of The Crown), Moonspear (to the very south) and Bramblewood (north of Moonspear, in The Bramblewood).

          A little over a millennium ago, the Baphomet faced a new foe; the Demons of Summerforge. The great Demon host crossed the Southern Shards and invaded the Baphomet of Moonspear in a war known as the War of Shards. The Moonspear were all but defeated, but at the last moment, they were aided by the Imps, as well as Alcyone's new allies, The Fallen of Cassiel's Watch, resulting in the crushing defeat of the invading Demons.

          When the Demons sought to make amends after their own civil war, the Baphomet Rexes were reluctant to accept their offering of peace, but were ultimately persuaded to sign the Sovereign's Vow.

          50 Year War:
          After the war had been fought for 10 years, the Daydreams opened a portal in The Crown, causing the Baphomet to go to the Chimera for aid. While the Chimera were offered The Crown as a new territory, they refused to aid them and retreated further into their own territories. It wasn't long before the Daydreams began firebombing many cities, completely sacking the capital city of Alcyone and devastating the Baphomet. However, once the Rallying began, they were quick to help provide their own armies and began fighting with the other races to drive the Daydreams away.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          The Baphomet paid a dear price in the war, losing their capital city of Alcyone from the firebombing. They are currently focusing on restoring the Bramblewood and Alcyone with the help of Moonspear and the Fallen. Tensions are still high between them and the Daydreams, especially since so much was lost.

          Many Baphomet also joined the Academic Society of Asphodel to aid in teaching the orphaned Baphomet about their rich heritage.

          Social Affiliations:
          Baphomet are friends to all of the races, and the war has forced them to make amends with the wily Geists, who came to their aid many times during the war. As a result, they get along well with all of the races, but prefer working most closely with the Demons and the Imps due to cultural similarities.


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          • Rex Imara of Alcyone: Rex who united the Baphomet under one rule.
          • Rex Ilyrria of Alycone: Signed the Treaty of the Crown, initiating the Shattering.


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          • Because their heritage is one of friendship and loyalty, orphaned Baphomets will often feel either welcomed by their Baphomet brethren, or feel slightly cut off from them due to the fact that they must live at a boarding school.
          • Their exposure to other races may call into question their heritage's complicated idea of reciprocity. Other races do not understand the degree to which Baphomet use generosity as a tool, so your Baphomet might feel that they don't need adhere to the same strict rules as the rest of their culture.
          • Young Baphomets will be encouraged to make a lot of friends by their Baphomet instructors, which might be an issue if your Baphomet is naturally shy or antisocial.
          • Once Adults, your Baphomet will have to decide whether or not to join the Baphomet on the West Continent, or continue to live in the more culturally diverse areas of Below.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Tue Jul 07, 2015 8:22 pm


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          Physical Appearance:
          Geists are one of the smaller Nightmares, falling between 4'5 and 6'0, with the average range being 4'8 to 5'10. They are generally either stocky or petite and nearly always have an air of slightness about them – probably in part due to the fact that their limbs look as though they might fade away at any second.

          The luminous tendril like thick smoke that adorn their arms and legs give them an ethereal look. Their skin, ranging from pure black to pure white and any color in between, often has luminous patches that seem to give off a sort of eerie glow. Their eyes, with either black or white sclera, glow like the patches on their skin.

          When threatened, Geists will flare their tendrils like thick smoke to appear larger, increasing the glow of their eyes and flashing the luminescent spots on their skin. In the dark places they are used to inhabiting this can be a frightening display.


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          Strengths and Weaknesses:
          While Geists are one of the weaker races, they are incredibly agile and their ability to fade and teleport short distances makes them rather difficult to hit with traditional weapons. With proper training and focus, a Geist may gain the ability to become entirely invisible without the aid of magic. Combine this with a natural cunning and intelligence, and you have a deadly foe suited for any role that requires agility and craftiness.

          Magic:
          As expected by their near incorporeal forms, Geists are naturally gifted with wielding magic. Although, many lack the patience and focus it takes to properly master it, due to the ease with which they can use simpler spells. Geists often find that their natural gift makes them a little complacent, though when they apply themselves Geists have a great capacity for spell casting.

          Their ability to phase in and out of the physical plane, something that even the most skilled spell caster of another race would struggle with, is a talent that young Geists can do with relative ease. It common belief that this unique relationship with their physical form is where their natural ability with magic stems from. Many Geists often describe how they are able to "feel" the qualities of the energy and materials they use to perform magic, often finding that it is easier to take a more abstract approach than one of intense study and ritual.

          Geists have the natural ability to hover/levitate their bodies. As adults, they can accomplish about 2-3 feet in height. As teenagers, the maximum they can, generally, reach is 1 feet. As freshlings, they cannot control when they hover, finding it spontaneous at that age (similar to phasing randomly). At most, they can hover an inch. Hovering does require a bit of focus, however, so an emotionally compromised Geist may have trouble focusing on hovering!


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          Government:
          Geists are ruled by princes, with each prince governing over a city and its surrounding villages. By the 50 Year War, there were Six Geist princes, each governing over the people and commerce of each city, with one being a Crown Prince stationed in Valir. There have been princes of every gender throughout history, with it being more of a title.

          Family:
          Once they hit adulthood, young Geists will often go off on their own to pursue their own endeavors. However, unlike Demons, it is expected that they will return to their family's home multiple times before leaving for good. It is not uncommon for a Geist to start a family before they are completely independent, and as a result, they will sometimes leave their children to be raised by their own parents and grandparents. Geists believe that children are best raised communally and are often considered negligent parents if they try to raise their children in a household with no less than five adults.

          Courting:
          Geists will often tease and steal from their prospective partners in a complicated system of stealing, leaving trinkets, flaunting what they've stolen, and having it stolen back. More committed Geists will often plan elaborate heists together as a show of daring, skill and commitment. Geists also do not traditionally have marriages, but after learning how many gifts a Baphomet gets at their wedding, it has understandably become an addition to their culture. Their traditional courtship rituals are often lost on prospective partners of other races, instead misunderstood as cruelty instead of playful affection. It should be noted that Geists traditionally tend toward romantic triads, instead of couples.

          Values and Customs:
          As a society, Geists value cunning and manipulation above all else. Even young Geists are incredibly skilled at manipulation, much to the dismay of the foreign shopkeep who finds that he has been haggled out of his goods by a freshling.

          However, this does not mean that Geists lack a strong moral compass. Young Geists are taught to exercise temperance and restraint – if you harm others you open the door to harm yourself, you do not steal what you don't wish to be stolen, and you do not trick someone you do not want to be tricked by. Because of this, most Geists are careful about what they take and who they take it from.

          Religion:
          Geists worship the nine, with Enyo the Warrior, Cyllenus the Facilitator, Mnemosyne the Wise and Asteria the Sorceress as their main patrons.

          Geists also believe that each city has its own patron spirit that protects it and must be placated as to not open its doors to invasion. Historically, when Geists would invade neighboring cities, they would offer bribes to the city's patron in hopes of changing its loyalty.


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          Early Geist Society:
          It is common belief that Geists were created separately from the other races and formed from the Aether itself to rule over the dark places of Below and traverse the Great Void Sea in their buoyant Airships. Their civilization reached all the way along the farthest eastern reaches of the Eastern Continent and on the islands of its coast. Historically, Geists got their wealth through raiding and the trade of minerals, spices and goods from the islands in the Great Void Sea.

          Much of Geist history is full of one thing: the Sacking of neighboring cities. The various sackings are too numerous to list, with the most important ones being The Sack of Valir, which resulted in the first Geist prince (Prince Aerath), The Sack of Emerald Isle (an island in the Void Sea full of valuable fruits and spices) and The Second Sack of Valir, which involved Prince Yussa taking Valir from her brother Prince Uri and turning it into what was effectively the capitol of the Northern Geistlands.

          Another important sacking was that of Alcyone, a large Baphomet city at the foothills of The Crown. Orchestrated by the Three Great Princes of the South, Prince Kora, Prince Laure and Prince Ulli, this was the first time the Geists had ever managed to capture and raid a large Baphomet city. They only managed to keep it for two nights and a day before they were forced out by Baphomet soldiers. They quickly apologized and returned most of the stolen goods, stating officially that they were more interested in seeing if they could do it than anything.

          After this near successful endeavor, the other princes realized that they would be stronger if they stopped sacking each others' cities and focused on trading with the Baphomet and the Demons. They proposed The Treaty of the Six Princes, which put an end to the raiding between the different cities. The treaty was signed by Princes Mirelle, Gregyn, Porrel, Litah, Zevia and Karyl. There was, however, one last sacking, called the Sack of Zayen, which involved Prince Karyl taking Zayen from Prince Gregyn. However, Karyl was promptly assassinated by the remaining five princes and replaced with his less ambitious brother, Prince Kevyn.

          Once the Geists had been trading regularly with the Baphomet, they asked the Baphomet Rex to rent out one of the five mines in The Crown in exchange for a monthly tax. Rex Illyria agreed to give them use of the Garnet Mine, resulting in the Geists expanding their commercial prospects. While the Baphomet split into three factions over this, the Baphomet of Alcyone remained on good terms with the Geists and benefited from their allegiance. When the Demons offered their unification treaty, the six Princes gladly signed, knowing they could benefit greatly from it in one form or another.

          50 Year War:
          While the Geists were not involved in the war initially, it did not take much to convince them once Valir was firebombed to the ground. Geists provided much of the espionage services during the war, with many of them coming out as highly decorated by the time the war was over. They also had a big role in the retaking of Alcyone, using guerilla tactics to overwhelm the Daydreams who had occupied it.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          Geists perhaps fared the worst out of the races in the 50 year war, losing their capital and Crown Prince when Valir was firebombed. This has caused a major commotion as there are now only five princes, and tensions are high as no one is aware who will be taking the spot of Crown Prince. With Valir unsalvageable, the Geists have begun construction on a new capital, just to the South of where Valir once stood.

          Many Geists have since moved to the Western Continent, using the airships that they used during the war. Though many have been converted for more commercial purposes, such as transportation and trade, some warships still remain to patrol around Taratos, where the last portal remains open. Some Geists have also joined the Academic Society of Asphodel, primarily because they don't want orphaned Geists growing up without understanding their cultural backgrounds.

          Social Affiliations:
          Their penchant for stealing and manipulation put them at odds with the other Nightmares, but they are usually apologetic when they offend, despite being confused by the strong reactions of other Nightmares to their trickery.Younger Geists, especially the orphans at Asphodel Academy and the three universities, often find themselves at odds with their heritage and the culture (primarily Demon) in which they are being raised.

          Geists get along best with Imps, due to their shared interest in material goods and light-hearted attitude, and Demons, with whom they share deep cunning and intelligence. As such, it is no surprise that these are the races which are the most accepting of Geists' very different values and culture. Due to their previous squabbles, relationships between the Baphomet and Geists are tenuous at best.


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          • Prince Aerath: The first Geist prince.
          • Prince Kora, Prince Laure, Prince Ulli: The three princes who took Alycone.


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          • The orphaned Geists and their children were raised amongst many other race, all with cultures that actively disapprove of Geist customs and values, particularly in regard to theft. A Geist will be forced to examine their culture's values and decide how they feel about them.
          • Geists are a race that often use physical displays to express their emotions! Between their tendrils, bioluminescence and ability to fade, they can be an incredibly expressive person.
          • Fading is not something Geists are naturally skilled at. They must practice in order to fade when they want to, but also to not fade accidentally.
          • Geists can have varied personalities. Your Geist can be naturally bombastic, shy, honest or cunning, even when it is expected for them to be manipulative and crafty. Geists are like anyone else, and often have personalities that go against the grain!
          • Once adults, orphaned Geists will have to decide where they will live and whether or not they will rejoin the Geists on the West Continent.


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PostPosted: Tue Jul 07, 2015 8:23 pm


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          Physical Appearance:
          The shortest of the Nightmares, Imps stand between 4'5 and 5'11, with the average falling between 4'10 and 5'9. They vary between strong and stocky or lithe and petite, with most falling somewhere in between. The tops of their heads are adorned with horns that vary between short, bony nubs and strong, graceful curves, and their ears are very large and very sensitive. While their furry appendages look quite cuddly, Imps are incredibly strong for their short stature. Their thick, powerful arms, which are covered in a protective layer of fur, end in sharp claws that are primarily used for digging and climbing. However, one well-aimed swipe can easily incapacitate.

          This is not the end of an Imp's arsenal. Their large eyes, able to reflect light, can see well in places with very low light, and between their sharp hearing and keen sense of smell, they can move through very dark places with ease. Their fluffy tail is surprisingly strong, and most other races are surprised to find that it is also prehensile.


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          Strengths and Weaknesses:
          Despite their small size, Imps are physically strong and agile, with sharp claws and keen senses. Their good reflexes make them excellent fighters, capable of taking on much larger foes.

          However, they do not often feel the need to use violence – they would much rather come to an agreement peacefully, using their talents in diplomacy and trade to make new allies (and customers). Imps use their strength and sharp senses primarily to hunt down goods and treasures of the finest qualities, employing an almost impractical level of determination to do so.

          Imps do not have any particular strength in magic, but some have been known to be brilliant mages.

          Magic:
          Sometimes regarded as the masters of practical and occupational magic, Imps put quite a bit of value on being able to wield magic that will aid them in their homes and professions. They are especially skilled with strengthening enchantments, as most Imps live in large groups that create a lot of wear on their living establishments. While it is taboo to enchant goods to make them seem more desirable, Imps pour a large amount of magic into the production of the goods they sell. From the enchanted cask that helps a wine retain its flavor longer, to the charmed trees that produce their lumber, Imps use a large amount of magic in their occupations.

          It is not surprising that this industrious and innovative race is responsible for a large amount of the specific spells cast within many professions. Some of their greatest contributions to Nightmare culture are numerous enchantments and charms used on goods, tools and machinery, including many strengthening and precision enchantments. While many other Nightmares believe their race to be the inventors of many occupational spells, Imps will often smugly and proudly cite a member of their own race, usually with a name and date to accompany the claim. Rarely are they mistaken.


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          Government:
          While elected mayors primarily govern over Imp affairs, the leaders of cartel families, known as bosses, by far wield the most power, and many have been known to unseat mayors who have been foolish enough to get in their way.

          Family:
          Imp families are incredibly close and the largest ones often function more like small villages than family households. It is not unheard of for many generations to live in one underground warren-hall, with many parents, children and grandparents living in a single hall. The largest recorded warren-hall, Stonewine Hall, has nearly a square mile of tunnels and boasted over 50 occupants at its height.

          Most family groups either form or join cartels, with each cartel focusing on particular goods or services. Because many cartels are formed from multiple cartels merging, they sometimes focus on multiple goods. For example, long ago the Stonewine family was simply the Stone and Wine families. When the two merged, their names did as well.

          Courting:
          Imps are normally very bold in their courtship, and will generally jump into close relationships very quickly, both romantic and otherwise. Because Imps are traditionally a very physically affectionate race, this is seen as completely normal within their society, and if any race would tend toward polyamory as a rule, it would be Imps. Their intensely affectionate natures often leave other races confused, since it's almost impossible to tell whether or not an Imp wants to be your close friend, start committed relationship, or just have a fling. Usually, though, the Imp will clear this up very quickly if they are asked.

          Values and Customs:
          Natural collectors and hoarders, Imps are more often than not involved in business and commerce. They are always looking for the next hidden treasure, either in the form of an untapped resource or an opportunity. An incredibly optimistic race, they believe that life is just a series of untapped resources, and with enough ingenuity, curiosity and perseverance, anyone can live happily.

          While Imps value material possessions, they also value friendship, and consider it to be one of their most powerful resources. Like the Baphomet, they are always willing to cut a friend a deal, expecting it to eventually come back around.

          Religion:
          Imps primarily worship the Nine with lavish home altars. Their patron tends to be Cyllenus the Facilitator due to their focus on trade and travel, but some families will choose other deities based on their particular needs.

          The Imps also believe in ancestor spirits and will often pay tribute to particular ancestors who they believe have wisdom in areas they lack. This is much less formal than worshiping the Nine, what with the fact that if an Imp decided to pay tribute to all of their notable ancestors, it would take days to do so.


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          Early Imp Society:
          The Imps do not have a particularly notable history before the Asphodel War, save for their initial contact and trade with Litches to the north. When they were pushed from their homelands in Asphodel Fields and further northward, the Litches took pity on them and gifted them with all the lands south of Scepter's Pass, now known as Graven's Gift, which the Imps accepted graciously. This solidified an alliance that would last well into present day.

          Among their other accomplishments was the building of multiple roads. The Imps are responsible for both the Woodroad to the Baphomet city of Alcyone, and the Stoneroad to Helltower, a trade city belonging to the Demons.

          When the Demons extended an alliance with the Sovereign's Vow, the Imps were eager to send representatives to sign it. The result was trade with the Demons becoming even more lucrative, now that they had the promise that the Imps would not be attacked or invaded like they had during the War of Asphodel.

          50 Year War:
          The Imps provided much of the resources for the 50 Year War, including stone, weapons, armor and, most importantly, food during the long battles. They also fought as soldiers and worked as spies, orchestrating sneak attacks along with the Geists.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          The majority of Imps still live in Graven's Gift, but had spread out early on to live and trade. They are currently helping the Baphomet to rebuild Alcyone and were the ones to uncover the cache of imbued soul stones that became the students of Asphodel Academy and the three universities.

          Social Affiliations:
          Imps tend to get along well with all of the races, due to their natural affability and easygoing nature. They have a special fondness for the Litches due to their long history as allies, but also the Baphomet, who they have been trading freely with for thousands of years.


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          • None: None yet!


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          • An orphaned Imp will be encouraged to make friends and stick close to other Imps at the four schools. This might prove difficult for Imps who are naturally more shy or antisocial.
          • The orphaned Imps at the three schools tend to form large friends groups that are considered to be family. Some Imps may feel satisfied with this, but others might yearn for the large family groups that the Imps of Graven's Gift are a part of.
          • Many Imps look forward to joining a family cartel when they are adults! This may be a goal for your Imp, but they may also dream of starting a cartel of their own, or making their own way in some other profession or role.
          • Imps are encouraged to be nice and helpful by their culture. If you have a particularly rude or unfriendly Imp, this is something that other Imps will likely see as a problem!


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Tue Jul 07, 2015 8:24 pm


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          Physical Appearance:
          The Fallen are a very willowy race, standing between 5'3 and 6'6, with the majority falling between 5'4 and 6'3. They tend toward slenderness and daintiness, though some do not necessarily fit this mold. Their most notable feature is their large, normally dark-feathered wings, which they can use for short bursts of flight. They have pointed ears, which are also covered in feathers, and hair that is more often wavy than not. Their coloration is quite varied, though most have feathers that are dark in color.


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          Strengths and Weaknesses:
          While Fallen, on average, lack any significant physical strength, they have an incredibly strong mental constitution. Their capacity for learning is very large, as is their capacity for discipline, and their ability to retain information rivals that of the Litches. Physical fighters tend toward roles and classes that require grace instead of brute strength.

          Fallen tend to fit into two categories: adventurous and fiery in personality, or quiet and passive. Perhaps these are two different coping skills they employ to deal with their ever-present feeling of "missing something."

          Magic:
          Like the Litches, Fallen have a culture that greatly values study, patience and reflection. Their culture also places a high value on religion, which, like their Baphomet allies, means that their magic involves a large amount of invocation. You are far more likely to find a Fallen who calls upon a divine source for their magic, as opposed to Nightmares who do not. However, this does not mean that there are not Fallen who do not use a divine source.

          Because they are often not terribly concerned with things that are not spiritual in nature, Fallen sometimes are a bit short sighted when it comes to more practical, earthly magic, such as agricultural magic and alchemy. However, they are cited with the creation of the most powerful archival magic currently available to Nightmares. As such, Fallen are able to preserve delicate parchment for centuries upon centuries, and their contribution has changed the way Nightmares view history.


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          Government:
          The social structure of the Fallen is stratified by age –with the youngest deferring judgment to the older members of their society. Cassiel's Watch and the Winged Isle are run by a council of Elders, called Arch Regents, who govern over the needs of their people.

          Family:
          Tending to stick together, Fallen live in family groups, or with groups of friends. While they have a fairly impressive lifespan (well over 200 years on average), they might only breed once or twice during it, and as a result, there are usually only two-to-three generations living in a household at any given time.

          Many Fallen who have gone beyond Cassiel's Reach and the Winged Isle live alone or with a small group of friends or companions as opposed to settling down and having children.

          Courting:
          Fallen often give the objects of their affection one of their shed feathers during courtship. Like Litches, they are rather subtle about their shows of affection. Grand displays and elaborate gifts are often seen as gestures of insecurity, and are generally frowned upon by more traditional Fallen (but are secretly enjoyed by many others).

          Values and Customs:
          Fallen are incredibly focused on learning from the past, often in terms of knowing "where you come from" to understand how to get to where you'd like to be. As such, young Fallen will learn much about their family's heritage and important members of their society, and will be able to recite far back into their family trees while they are still freshlings. Perhaps this fixation on the past is due to the fact that Fallen do not know exactly where they come from as a race, and as a result, are trying to make up for it.

          Politeness and civility are constants in Fallen culture, and it is rare you will meet a Fallen who is truly rude or cruel. However, they do exist; Fallen in the homelands like to say that if you ever meet an impolite Fallen, it's something they learned from another race.

          As such, leaving their homelands is something that is often frowned upon. Many Fallen, though, prefer a life of adventure to one of quiet study and contemplation, and will strike out on their own to try to make their own destinies instead of focusing on the past.

          Religion:
          Fallen are incredibly devoted to the Nine, especially due to the fact that many are godsworn and use the Nine's grace as the source of their magic. Patrons vary, often depending on the occupation the Fallen has as opposed to being passed down through family lines.

          Below the Nine, Fallen pay tribute to saints. A saint is a bit like the ancestor spirits of the Imps, but they are chosen very carefully (almost always after death), and must have lived an extraordinary life to be granted sainthood. Saint Cassiel, the Keeper of Records and Far Traveler, is one of the most common saints that have tribute paid to them.


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          Early Fallen Society:
          It is unknown where the first Fallen came from, and this fact is one of the most defining features of the race. The Fallen of the Below were unsure of their origin for quite some time, but it is now known that they came from the Above, where their kin still remain.

          From the perspective of other races, Fallen have an incredibly dull history previous to the War – no great civil wars, no curses, no harrowing alliances or crushing defeats. This is somewhat true, as Fallen are generally peaceful enough to not fight amongst themselves, and detached enough from the rest of the races to keep to not get involved in their affairs. The strong magic that surrounds their lands keeps out invaders (much to the Geists' dismay), resulting in relative peace. When offered peace through Sovereign's Vow, the Fallen signed without hesitation.

          The most notable moments in Fallen history are linked to the six saints. The first saint is Saint Cassiel, who wrote the first known History of the Fallen. His tome includes the founding of the Winged Isle, as well as the first compilation of evidence trying to figure out where the first Fallen came from. The second is Saint Acelia, who founded Cassiel's Watch and helped to develop the surrounding areas into usable farmlands. The third is Saint Yurie the Savior, who fended off Geist attackers by producing a magical barrier around Cassiel's Watch. This strain cost him his life, and he was then given sainthood for his sacrifice. The fourth is Saint Mariel the Bountiful, who, after a famine, sought the alliance and help of the Baphomet of Alcyone and brought food to the starving Fallen.

          The fifth and sixth Saints were two Fallen who had very major roles in the 50 Year War. The fifth is Saint Lionel the Brave, who was a double agent for Below for several decades during the 50 Year War. When they were found out and executed, they were granted sainthood.

          The final Saint is Saint Fanyuel the Martyr, a Fallen of Above, who helped Saint Lionel the Brave, and gave warning to the Fallen of Below of an attack on Cassiel's Watch, helping them to avoid certain destruction. She was executed by her superiors, and was later given sainthood.

          50 Year War:
          As is to be expected, the Fallen of Below were incredibly conflicted when they learned that the Fallen of Above had joined the war on the enemy side. Because of this, they were the last to join the Rallying. It is perhaps their gentle hand with their brethren (and their brethren's gentle hand with them) that helped to make the Treaty of Maiden's Price a possibility.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          Fallen still primarily live in their homelands, though a large handful have gone to Above to learn more about their Daydream cousins. Some have moved beyond their borders to assist in rebuilding the ruined cities of Below, especially those of their historical allies, the Baphomet. There are also a small handful who have joined the Academic Society of Asphodel, and are working as instructors at the four schools, hoping to teach the young Nightmares more about the history and culture of the Fallen.

          Social Affiliations:
          Fallen are on good terms with all of the races, if only because they are too polite to show much open distaste. They are slightly overwhelmed by the passion, ambition and cunning of the other races, and therefore find the Litches to be the most enjoyable company. Their loyalty to the Baphomet is still unshaken, though it is clear the Baphomet are waiting for the Fallen to repay them. The Fallen have also gone out of their way to assist the other races in the time following after the war, however.

          Geists are the only race that Fallen will openly show any dislike for, but still have a grudging respect for them as allies during the War.


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          • Saint Cassiel: Wrote the history of the Fallen.
          • Saint Acelia: Formed Cassiel's Watch.
          • Saint Yurie: Protected Cassiel's Watch from a Geist attack.
          • Saint Mariel: Formed an alliance with the Baphomet to save the Fallen from starvation.
          • Saint Lionel: Acted as a double agent during the 50 Year War.
          • Saint Fanyuel: A Fallen from Above who worked with Saint Lionel during the war.


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          • The Fallen orphans and their children are often likely to be more accepting of and less distant toward the other races than their ancestors.
          • Their personalities are as varied as any other group of people, with some as introverts and some as extraverts, some who love learning and others who hate going to class.
          • Being among so many different races will likely cause your Fallen character to question their heritage. Your Fallen will have to either accept the values of their culture, such as loyalty, submissiveness and knowledge, or reject them, either to a small degree or to a large one.
          • Because they are the minority, it is likely that they will either have to actively make friends of other races, stick tight to other Fallen students, or be primarily loners.


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PostPosted: Tue Jul 07, 2015 8:25 pm


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          Physical Appearance:
          Chimera are large and powerful, standing anywhere between 5'2 and 7'1, with the average falling between 5'4 and 6'6. They are often sturdy and lithe, though some have more substantial builds. Their bodies are covered in scales, with skin-like ones on the face and softer parts of the body, getting larger and thornier on their extremities. Many have pronounced belly scales – long bands across their bellies much like a snake, though many lack this feature for reasons unknown. They come in a large variety of colors, from the palest blues to the darkest browns and blacks.

          Suited toward their mountainous homes, Chimera are by far the strongest fliers of Below. Unlike Fallen, they can remain airborne for very long amounts of time, and are able to reach the peaks of mountains easily. Their leathern wings are incredibly tough, and it takes nothing less than a very sharp and well-aimed weapon to pierce the thick membrane.

          Their thick, textured horns come in a variety of sizes, from small nubs to long, graceful curves. Their tails are also very strong and are their most deadly physical weapon. While the spikes on their tails are fairly blunt, many Chimera warriors will file them down into sharp points. One swipe of their tail can easily eviscerate. However, most Chimera are content to keep them unsharpened, as to not have to worry about accidentally slicing open their mattresses, pets, and anything that accidentally gets in the way of their tails. Their claws are naturally sharp, however, due to the fact that they are used for clinging to the rocky sides of cliffs. Those who live more sedentary lives must trim and file their claws and toenails to keep them from getting in the way (and to save their shoes from certain doom).

          Due to the discovery of an old Chimera clan, some Chimera exist with fluffier ends to their tails. While not quite fit for battle, they still give a mighty good smack if slammed into an opponent.


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          Strengths and Weaknesses:
          Chimera often take advantage of their incredible physical strength by selecting more physical occupations, but many opt for more magical classes.

          Magic:
          Most Chimera tend to possess an innate ability for magic. Many young Chimera still living among their kind learn to wield fire-magic from early on, due to the fact that it is how they build their structures out of the cliffs and peaks of mountains. You would be hard-pressed to find Chimera architects and construction workers (reverently called cliffshapers) who don't know how to use very strong fire magic to melt, carve and shape dwellings out of mountain rock.

          Chimera's have a natural ability to breathe fire. While this can be controlled fairly easily and without thought by juniors and seniors, freshlings are not as lucky. Often, they'll find their emotions cause them to erupt a blast of fire from their mouth, or a sigh will turn into a puff of smoke. Luckily, the academy is enchanted to prevent fires from starting, or else it would have burned down many years ago.


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          Government:
          Each major clan is ruled by an elder female or female presenting individual called a Rani, and, to a lesser degree, the novice Rani that act as her attendants. The Rani and novice Rani are believed to be chosen by the Goddess Oreia, due to the fact that Rani are especially gifted in divination and are incredibly long-lived compared to other Chimera. Rani can also identify each other on sight, as it is a trait they are born with and cannot be learned. Together, the Rani of the great clans make decisions for the good of their race. Whenever a Rani dies or is unable to serve as a leader, the eldest novice Rani will take her place as Rani of their clan. However, it should be noted that sometimes a particularly strong Rani may outlive several of her novices.

          Now that Chimera have joined the rest of the races of the council, the Rani have agreed to select three novice rani to join the council itself to speak for their kind.

          Despite their mostly female leaders, Chimera are no more concerned with gender than the other races are. Chimera acknowledge Rani and novice Rani as female or feminine, but they are more likely to classify them as blessed, magical or just "Rani."

          Family:
          Chimera family life is different depending on the clan they belong to. At the top are the large aristocratic clans, called the great clans. These great clans live in large dwellings on mountaintops, with the most influential clans laying claim to the largest, highest mountains. However, this is not to mean that every Chimera who belongs to a great clan lives an aristocratic life. Due to the sheer size of many of these clans, many are not much better off than those without aristocratic blood. It is, though, incredibly beneficial to belong to an great clan, as names get you everywhere in the upper-crust of Chimera society.

          Clans without the representation of a Rani are often offshoots of great clans, as evidenced by their names. While a great clan may be called Ironclad, a less influential offshoot might be called Stoneclad or Ironclaw. While these clans live closer to the bases of mountains, they still live very high up. It is considered strange and sometimes taboo to have a permanent dwelling too close to the base of a mountain.

          Regardless of their familial ties, Chimera are incredibly protective of anyone they share a surname with. This often extends to the great clans, who will often come to the aid of less influential clans who are believed to be an offshoot of their own lineage.

          It should be noted that while the Chimera are matriarchal in terms of the Rani, this does not affect any of them who are not. For example, there is no stress on a need for female children, and most jobs are available to all genders.

          Courting:
          Chimera are generally very passionate and dramatic about courtship and relationships. They generally feel that they must prove themselves to their prospective partners, opting for displays of strength and resources. Arranged marriages are incredibly common, even among the lesser clans, with Chimera getting paired off into couples and triads by the time they are juniors. However, it is seen as an act of commitment and true love to reject an arranged marriage and fight to be with your partner(s) of choosing. Not all Chimera are this dramatic in their courtship; many are content to be with their betrothed, trusting that their family has chosen well for them.

          Values and Customs:
          Chimera value ambition, clan honor and protectiveness above all else. While Chimera value their clans, their children are taught very early on to be independent and productive. Chimera believe that in order to be of use to their clans, they must be strong, powerful and as self-sufficient as possible. It is said that Chimera have three faces – that which they show to outsiders, that which they show to their race, and that which they show to their clan.

          To other races, Chimera are very aloof, with the most isolated Chimera acting with outright xenophobia. While they tolerate other Nightmares, there is still bitterness toward them after years of isolation. It is hard, however, to find Chimera native to the Scepters who will tolerate the presence of a Daydream.

          Chimera are more hospitable toward members of their own race. While they are still very assertive and independent, Chimera are instilled from a young age with mutual respect for other clans. However, their penchant for ambition often makes for rivalries and competitive friendships between members of different clans.

          To their own clan, though, Chimera are incredibly loyal and protective. The average Chimera's dream is to be a prominent member of their clan, and it is not uncommon to hear especially ambitious young Chimera bragging about how they are on their way to becoming the best healer/cliffshaper/baker/hair stylist that their family has ever had. Young Chimera are expected to show utmost respect to older members of their clan, though some of the more assertive and fiery of Chimera may find this difficult.

          One of the most integral parts of Chimera life is their ability to fly, with many Chimera learning to glide from boulder-to-boulder while they are still freshlings. For Chimera, flight is a symbol of independence. To become flightless or never develop the ability to fly is not a situation taken lightly, and is often thought to be a sign from the gods that they have other plans for the disabled Chimera. Because of this, many disabled Chimera find themselves encouraged to seek an unconventional path in life, with many becoming priests, mages and spirit-workers.

          Religion:
          While Chimera worship the Nine, they are incredibly devout toward Oreia the Protector. Their ancestral home in the Scepters is believed to be sacred to her, as well as the elements of stone and fire that they use to shape her mountains into shelter. The Rani are believed to be chosen by Oreia specifically to lead and protect their race.

          Chimera also pay tribute to ancestors, seeking council from them for difficult decisions.


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          Early Chimera Society:
          Chimera believe themselves to have been formed from the rock itself by Oreia's divine hands in order to protect her sacred mountains. They live among the Scepters in Boreas and in an isolated cluster of mountains in Northern Zephyros in small tribes, slowly carving their dwellings higher and higher into the mountains. While they originally farmed the valleys below, over time their farms began to find their ways higher and higher into the skies, with Chimera cultivating crops and breeding livestock that are able to thrive in the highest of altitudes.

          As time went on and families grew larger and began to claim more significant territories, small mountain wars began to break out. Little is remembered from these early times, as there were plenty of mountains to go around, with families each claiming a handful for themselves. A common story in Chimera mythology is a story of when the Mountain Wars got so violent that the Rani had to band together for the first time to intervene. The Rani decided that each clan can lay claim to three mountains, which is how the first great clans acquired their territory. Only a few mountain wars are remembered, with the most recent one happening when a smaller clan claimed a Rani within their ranks and had to be given a mountain of their own.

          Because of how isolated and self-sufficient they were, Chimera did not have much interaction with the other races. Before the 50 Year War, their best relationship was with the Litches, who posed little threat, being ground dwellers. Sometime in the past, the Chimera agreed to let the Litches use their mines. It was a relationship of mutual advantage – the Chimera, disliking the cramped tunnels that made flight impossible, allowed the Litches to mine beneath their mountains in exchange for a cut of the minerals they produced.

          The Chimera are also one of the few races to refuse signing Sovereign's Vow, because they had no interest in the affair of ground dwellers.

          50 Year War:
          The Chimera were one of the few races who did not respond to the Rallying. In fact, the Demons had not even initially contacted the distant Chimera, having known little of them. Instead, the Baphomet treated with them to help protect The Crown, with promises of letting them have the peaks for their own territory. However, due to their isolated nature, they refused, only willing to help fight for their own territories, which were not under attack. It was not a unanimous decision, but the majority of Rani came to the conclusion that it was more important to protect their own clans and mountain territories. The Chimera primarily relocated to the very peaks of the mountains and deep into their tunnels, thus isolating them further.

          During the 50 Year War, the Chimera all but disappeared from Below, hiding away while other Nightmares banded together. They were able to survive safely and comfortably for a time, but famine, illness and overcrowding began to take its toll on the once proud and independent Chimera. Many times they considered joining the other Nightmares' battle and asking for help, but the proud race felt that they would rather die than ask for help after spurning the other races.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          It took the Chimera decades before they were comfortable re-emerging from their mountain strongholds. Their populations had dwindled significantly, and the current Rani decided that it was time for their race to join with Below, so that they might pay restitution for the decision that nearly cost their people their lives.

          Now that Chimera have representation within the council, they have agreed to let the Chimera soul stones found within the great cache be awoken.

          Social Affiliations:
          The Chimera have a thorny past with the other races of Below. Their decision to not join the war was met with sanctions from the Baphomet, many of whom still mistrust the majority of Chimera for their selfishness. Add to this many Chimera's xenophobia and mistrust of ground-dwellers, and it is unsurprising that they still have a long way to go before their relationship with the other races is strong.

          The race as a whole get along best with Demons, to whom many are thankful for forgiving their race and allowing them to become part of Below's greater community. However, many Chimera are still unwilling to trust any other race.

          The Forgotten Clan:
          Back in the beginning, there was a clan that had fluffier tips to their tails. They stuck together, often hiding from the other Chimera in attempts to keep a rather secluded life-style. Before the war, they vanished, completely wiping themselves off the map.

          However, right around the time communication and travel between Above and Below reopened, the clan came forth. They have now begun to mingle back into the world.


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          • None: None yet!



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          • Older Chimera who were enrolled in the Academy will likely have varied opinions about the other races. However, all of the older Chimera enrolled in the Academy of their own free will, so they will probably not be too overtly xenophobic.
          • Chimera born from stones in the Great Cache will likely struggle with the idea that they are not part of a clan.
          • Chimera must be taught to fly. This will likely be a big part of their young lives. Fallen and Chimera freshlings often find that they are uncommon friends, due to this fact.
          • Chimera must decide eventually whether or not they will attempt to rejoin the Chimera located in The Scepters, or continue to live their lives among the other races.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Tue Jul 07, 2015 8:26 pm


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            Note: Grimm are a race that were believed to have been wiped out during the 50 year war, though a pack survived with the Nixie of Northern Zephyros. All of the information available is what the surviving pack practices, as they have offered to share their culture.

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          Physical Appearance:
          Grimm are fairly strong and agile, standing between 5'0 and 6'6, with the average falling between 5'2 and 6'4. They are often described as "lithe" and "quick of limb," though it is apparent that not all Grimm share the same slender body type. Their arms, covered in thick fur and proportionally longer than that of other races, end in large, strong claws and disproportionately large, paw-like hands. Their legs, also furry, end in hound-like paws, with Grimm walking on their tiptoes much like an animal. Because of this, they do not wear shoes. They also have long, furry tails that do not seem to serve much purpose.

          Grimm have many colors of fur and skin, with a wide variety of markings.


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          Strengths and Weaknesses:
          The senses of a Grimm are naturally very strong, with their large ears believed to be able to pick up sounds from many feet away. Their eyes have a faint glow, which helps them to see in conditions with very little light, though is not visible in normal light. Add to this their strong sense of smell, and you have a Nightmare who is very suited to living in dense forests and hunting large prey.

          However, this is not the form in which most Grimm hunt – Grimm are able to shift into a form that is very similar to a Warg. Once a Grimm hits puberty, they will begin to be able to channel this magical ability, shifting under moments of stress into a frightening beast. This form is quadrupedal in nature, and reflects the Grimm's appearance in their unshifted form.

          As historical texts hypothesized, it is correct that the Grimm are susceptible to illness, most commonly becoming ill with colds or the flu.

          Magic:
          Grimm do not possess an innate talent for magic, though may develop great skill with rigorous study. Those that are magically inclined tend to be treasured by their packs, and often go on to become the shaman of that pack. Because of this, their magic is often done through rituals with herbs or bones. This need for study also includes their beast form, which can only be achieved by a fully grown Grimm with great effort.


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          Government:
          According to the surviving Grimm, their people have indeed always lived in packs, with usually 20 to 50 members. They have always been more solitary, with meetings with other packs only being when needed. Each pack is headed by a leader known as a shaman, who performs rituals and generally keeps the pack safe. Because of the magic that is needed, the most magically apt Grimm is often chosen to become the next Shaman once the previous retires or passes away. However, shamans are still expected to be in peak physical condition, as they often lead large, ritualistic hunts. Each shaman may have one or two partners, who are then known as alphas, though currently the only surviving pre-war pack only has one alpha.

          The Grimm have been historically known as good hunters, which has been found to be true. They do, however, also farm small plots of lands in order to sustain themselves fully and keep a healthy diet.

          Family:
          Grimm packs often consist of a few families, which tend to be tight knit. As such, families will often all live in the same territory, save for when a young Grimm is traded to another pack for the sake of keeping bloodlines healthy. They are very family oriented, with many having children with their mate or mates. Decisions are usually left to the shaman, though it is not unheard of for the shaman to ask his people for their opinions as well, so that the pack may be protected.

          Children are often taught by the pack on how to survive and hunt, though not all are apt towards this way of life. For those who are more intellectual, the Nixie kindly offer to teach them at their schools. While the Grimm were initially hesitant towards this, not wanting to abandon their way of life, it has become clear that with the knowledge of those who are more fit to academics, they have prospered.

          Courting:
          Courtship for the Grimm has changed since the death of the majority of the race. In older times, two packs would often exchange younger Grimm with each other as a way of keeping their bloodlines strong. However, as now only one true pack remains, they have begun to adopt the ways of the Nixie for courtship. An interested party may give their interest a gift, which can range from jewelry to food that they themselves have made or hunted. For more delicate jewelry, the Grimm often trade with the Nixie for the beautiful mother of pearl that they collect on their own courtship rituals. A Grimm will then take time to delicately carve and shape the shell before making it into a necklace for their paramour.

          Values and Customs:
          The Grimm are a collectivist culture, with the pack always being the first consideration with any decision. Especially now with only one pre-war pack surviving, this has become extremely important to each and every decision that has been made.

          Reverent of the forests they once lived in, the Grimm are also very ritualistic. Before every large hunt, the shaman will perform a ritual to appease the souls within the animals before leading the hunt. They have always been very careful to sustain the animal population and the quality of the earth they farmed, leading to the survival of the final pack.

          While each pack had their own traditions, only those of the surviving pack are known. Within their culture, strength is highly valued in the members of their pack, with the strongest often being up higher in the ranks than those who are less powerful. That being said, intellect is also valued, as are the elderly. Both have knowledge that is passed down through the pack, be it of ways to hunt, or new ways to produce clothing.

          In order to be considered "adult", each and every Grimm must pass a trial of strength. This will determine their standing in the pack, and might also impress a possible mate.

          However, during times of overpopulation, the younger of the Grimm would often split off and form their own pack in new territory, allowing their old pack to remain. This has not happened for quite some time, as the surviving pack has been having trouble keeping their own population steady.

          Religion:
          Unlike many of the other races, the Grimm have never worshiped the Nine. Instead, they have many local gods that vary from pack to pack, though the majority of them are based around nature. It is these gods that a shaman will call upon when performing rituals, wanting to gain their favor for whatever they may be doing.

          Shamans are often the center of Grimm society, not only being the pack leader, but also their connection to the gods. Shamans will often use a variety of different rituals to connect to their deities, such as bone reading or with herbs.


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          Early Grimm Society:
          There is very little information on Grimm society in general, with earliest Grimm society being lost to the sands of time.

          However, a particularly prevalent myth among all Grimm is that they were originally beasts that had been given sentience by the Gods to watch over their forests.

          Before the 50 Year War, they lived in northern Zephyros in the heavily-wooded mountains and surrounding foothills that Baphomet found too inhospitable to inhabit. They were incredibly secretive, but often traded with other races in animal pelts, intricate bone jewelry, meat and knowledge of survival skills.

          There were some territorial issues with the Baphomet very early on, but they were eventually settled when the Baphomet decided to keep to the more temperate southern and central areas of Zephyros. While the Grimm were often territorial, they did occasionally meet to exchange their younger members as a way to continue the health of their population.

          The Grimm did not sign Sovereign's Vow.

          50 Year War:
          The Grimm were originally involved in the war, though they did not participate out of their own accord. Near the beginning of the war, the Demons lied to the Daydreams saying that the Grimm were their allies, mentioning their powerful berserkers. While the Daydreams did attack the Grimm and they retaliated, their presence in the war was short lived.

          Around the time of the attacks on Grimm territory, an epidemic of a serious illness began. The illness, simply recorded as being a "Sleeping Sickness" singlehandedly managed to wipe out the Grimm. It was at this time that the surviving pack fled North, fleeing the disease. During this journey, they did occasionally take imbued soul stones from other packs, and through this, were able to survive as long as they did.

          Once they made it to the river deltas of Zephyros, they met the Nixie, and aquatic race who were more elusive than the Grimm had been. Out of kindness, the Nixie allowed the Grimm to live with them, even allowing some to move down to their underwater cities. During this time, they also shared their technology, allowing the Grimm to advance far further than they had before.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          Though the vast majority of Grimm stones have been found in the Great Cache, in recent times there have also been stones found hidden near old Grimm settlements. These stones are from the packs that occupied the areas, and have slowly been awakened, though more hesitantly than those from the Cache.

          While searches for the Grimm have remained fruitless, only recently has the last surviving pack made itself known. Their demands of the Academy for the Grimm who have been awoken to be handed over to them have caused great hostility, and it is unclear what will happen following this event.

          Social Affiliations:
          Historically, Grimm were on relatively friendly terms with the Baphomet, Litches, and Imps. Aside from those very few living in the diverse city of Alcyone, they had little contact with any of the other races.

          Recently, however, the surviving Grimm pack has emerged from hiding thanks to the Nixie of Zephyros. The two races have been on excellent terms, though their leaders are quick to be annoyed with one another.


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          • Mink: Shaman of the surviving Grimm pack.


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          • There is no evidence of any existing Grimm, save for the ones who were found in the Cache. This will very much affect your Grimm.
          • Because there is so little information on how Grimm lived, your Grimm will likely struggle with not knowing much about their race.
          • It would not be unlikely for a Grimm to try to learn everything they are able to about their race in historical texts.
          • As they grow older, Grimm would likely try to form their own pack with other Grimm in the academy.
          • Grimm have a weak immune system, and thus are more susceptible to the flu and colds!


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PostPosted: Mon Sep 14, 2015 1:27 pm


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          Physical Appearance:
          Nixie are a semi-aquatic race, suited to living in swamps, marshes, and sometimes along the coast lines and in shallow seas. They are generally shorter than many of the races, standing between 4'9 and 6'0, with the average falling between 5'0 and 5'10. While their body types are as varied as any other race, they are often a little rounder and tend to put on fat more easily, though slim and willowy Nixie are not unheard of, especially if their lineage is one from warmer climes.

          Their soft skin has a certain quality to it that can only be described as rubbery, and it comes in a wide range of colors. Some Nixie, especially those with ancestors coming from drier areas, may have scales or bumpy, toad-like skin to protect themselves from drying out. As a result, many modern Nixie may end up with a combination of any of these three features.

          Perhaps their most notable features are their frilly "gills" and their strong, thick tail. These gills however are for display only, as Nixies' take in oxygen underwater through their skin like frogs, and are often used for courtship rituals. Nixies' also lack external ears and only a thin membrane on the side of their heads indicates where they keep their auditory sense.


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          Strengths and Weaknesses:
          Nixie are suited primarily to a more aquatic lifestyle than is available to them outside of their own lands, and because of this, they may find it difficult to adapt to a less humid climate than that of their native home. Unless living in a relatively humid environment, Nixies' will have to use special moisturizers to keep their skin from drying out and causing painful itching and flaking. They may also find it necessary to carry water on their person at all times and be sure to keep hydrated. It is not uncommon to find Nixie congregating at local pools and spas during their off hours to hydrate and relax. Despite their difficulties, they are quite strong and have impressive stamina. They also have an incredible lung capacity and coupled with their oxygen absorbing skin, a Nixie can remain underwater for hours at a time.

          Magic:
          Nixie have a high aptitude for magic, especially when it is water based. While many Nixie will excel at brewing potions and salves, they can also be gifted alchemists and enchanters, and the latter profession is highly prized among their race, as it is the only way they can successfully sink and keep their cities from flooding.


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          Government:
          Nixie predominately live in either in small floating towns or submerged cities. Towns will usually have one city they are loyal to until they reach a certain population density and are capable of providing a vast majority of goods and services necessary to their citizens themselves, they then petition to be annexed from their major city, and once approved sink becoming their own city with floating affiliates. The cities are not internally flooded, unless a protection charm has failed, but they cannot be easily reached without some sort of breathing aid for non-Nixie.

          Each city is called a Colony and each is ruled by an Elder who is elected by the members of their city to represent their faction at the Elder Council.

          Family:
          Nixie families are considered small by most other races standards, with a home consisting usually of only parents and their own children. This is because even at a young age, Nixie are encouraged to be self sufficient and independent, and it is not uncommon to find older juniors living alone or with a small group of friends. This isn't to say that Nixie aren't supportive of their families, but children are encouraged to make decisions for themselves and find their own paths in life. Not to say you won't find more controlling Nixie parents, but for the most part independence is a highly valued trait among the race.

          Courting:
          When attempting to attract the attention of one's prospective partner, Nixie will generally do some sort of stylized flirting involving complex wiggling of their gills. Should their prospective target show interest, it is then up to the initiator to procure either a pearl or shell to prove their dedication to the courtship. At this point the initiator can be turned down by their prospect if they feel the gift is inadequate in some way. As pearls are rather susceptible to being imbued, they are often passively imbued with the feelings of love, and as such, are valued very highly by the couple.

          Nixie rarely, if ever arrange marriages, and will almost always marry for love or convenience.

          Values and Customs:
          Despite being secretive, Nixie are surprisingly a very sociable race. Because most cities started out as small communities, it is not uncommon for a Nixie to know nearly everyone in their colony, or at least know a member of the Nixie in questions immediate family.

          While family units are small, Nixie are fond of social gatherings and there is rarely a guest list as any and all are encouraged to stop by, even if it's only for a minute or two. Sometimes these gatherings turn into more competitive events with neighbors trying to outdo each other in food, music, and other forms of entertainment for their guests.

          Nixie are born with a love of water, and have an innate knowledge of how to swim, or at least float as children.

          Religion:
          Much like the Grimm, the Nixie also have their own gods. While Grimm's are nature based, the Nixie's gods are primarily water based. The Nixie used to be rather ritualistic, making sure that their city's patron deity was appeased so that it would be unharmed, but with their advancements in technology, they are no longer very religious. Older Nixie may be more respectful of the deities, but the younger tend to give it no thought save for festivals.


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          Early Nixie Society:
          Nixie originated in the southern parts of Zephyros, in the areas that are now controlled by the Geist. While there are a few colonies in the southern ocean, they are in deeper waters that have allowed them to remain undetected by fishermen and trade zeppelins.

          The history of the Nixie is filled with civil wars as floating towns vied for independence from their primary colony, and the right to be represented as their own entity. It wasn't until one of these wars nearly wiped out the northern Nixie that the Statues of Colonization were approved by the Elder Council, outlining the requirements for a town to become it's own city.

          Not completely isolated, the Nixie did some trade with the Grimm and through them the a few of the Imp cartels who were sworn to keep the secret of the water-dwelling race.

          50 Year War:
          For the most part the Nixie remained isolated and outside the conflict between Below and Above. It wasn't until the Grimm were forced to get involved that they agreed to house a cache of soul stones for the southern tribes.

          When the southern tribes were then hit by the Sleeping Sickness, the Nixie opened their cities to the northern tribes who luckily had managed to avoid the plague.

          Understanding the Grimm's desire to remain out of further conflict, as they had already suffered substantial losses, the Nixie agreed to incorporate them into their society.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          The Nixie have continued to trade with the Imp cartels and as such have remained technologically competitive with the rest of Below. They have also significantly elevated certain aspects of Grimm culture, such as tech level and educational standards.

          Many Nixie floating towns are now home to a mix of Grimm and Nixie families, with only a few Grimm living in the underwater colonies.

          Social Affiliations:
          The Nixie have rarely come into contact with other races. Only due to very early territory disputes did they come into contact with the Grimm, and their differences were resolved quickly as both races have an affinity for preserving their territory.

          It was through the pre-war Grimm that the Nixie came into contact with the Imps, a beneficial move for them, as it gave them access to many new commodities, such as improved soul stones, charms, enchantments, and technology that helped up the quality of living in their towns and cities.


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          • Ryuuichi: Elder of Silverfish City.


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          • Nixie need to remain hydrated and rely on special salves to keep their skin from drying out. If your Nixie is particularly lazy and doesn't keep up with this, they might deal with some very painful itching, flaking skin and blisters. Many will always be able to tell when a Nixie has been in a room or is entering one as they will smell heavily of whatever their salve is scented with.
          • Because the Nixie have always been an isolated race, there are no Nixie soul stones in the Great Cache. Nixie students will almost always have parents and the few imbued unactivated stones were donated to the Academy because they were not adopted in their previous town or colony. These stones however are no where near the age of the cache stones, and it is more likely they will be able to find living relatives.
          • The few Nixie orphans are taught to be independent, but by no means anti-social. They are encouraged to make their own decisions and not be swayed by peer pressure.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Feb 01, 2016 11:54 am


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          Physical Appearance:
          Nagas, as well as having slitted pupils, are the only known race that do not have legs. Instead they posses a long and powerful tail. When stretched out they can reach a length of up to 9 feet, but have been known to be as short as 6 feet. With most falling in between the two, and the average being about 7 feet or so; with at least half of their height being comprised of their tail. This scaled race take great pride in their lower half, polishing their scales to keep their tails lustrous and beautiful. It is rare to find a Naga with an ill-groomed tail and can potentially be a sign of illness.

          Adult Nagas shed once a month, a rate they reach sometime when they're Juniors. Before that the process is more frequent as they're growing rapidly. Shedding is considered a private affair and is seen as an intimate and vulnerable time for a Naga. The week prior to shedding they will often feel lethargic or nervous as their body prepares for shedding.

          Nagas are also equipped with hollow fangs with which they inject venom, small sacs in the roof of their mouth contain the toxin, which can be contracted at will. A typical Naga's venom can cause nausea, stomach cramps, or even temporary paralysis for about one to two hours. However, some Nagas are born with more a more potent variety. Their venom's effects tend to last for up to 6 hours instead. Those with a stronger toxin tend to have rattles at the end of their tails to serve as a warning of their increased toxicity.

          Note: Naga's are typically small. They also have the ability to hold themselves at any height that is consistent with their tail. Unlike our world snakes, they have developed racial magic to let them push up on their tails as needed. So some can hold themselves at 2ft, while others might prefer to hold themselves higher. It's preference!


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          Strengths and Weaknesses:
          Nagas can use their tails as weapons, smacking any would-be attacker. Their fangs, potentially scary enough on their own, can contain a venomous bite if a Naga so wishes. Besides their natural weapons Nagas are immune from most poisons themselves and enjoy a long life span, living up to 300 years.

          However, they are extremely susceptible to the cold. Their metabolism slows down when they're chilled, making them drowsy and quite uncomfortable until they've warmed up. Due to this they'll seek out refuge in warm locations for comfort, finding it much more soothing to sleep where it's hot.

          Magic:
          Nagas enjoy a racial magic that gives them the ability to see heat signatures, including at night. This means that they can see quite well even in the dark, unless their surroundings are completely cold, which they'd despise to be in anyway.
          They also have a natural affinity for poison and status magics. That which causes illness, mental distortion, confusion, illusions, and deceptions.


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          Government:
          Lead by a singular person, called the Brood Mother regardless of gender, the government can be described loosely as a monarchy. The Brood Mother is perceived to be from the first bloodline of Nagas, having the longest recorded history of their race and the mythos of being the family of the Mother of all Nagas. Because of the age of this bloodline and the importance to the race as a whole, most members do not approve of mixing races, even with their close allies the Bakeneko. Though it's not entirely unheard of for a member of this royal bloodline to turn this unspoken rule aside, the result is seen as scandalous and any mixed race child will be passed over for the right to the title of Brood Mother should the opportunity occur.

          When a Brood Mother dies, the title falls first to their children, starting with the eldest. If there is no heir, the title is given to the oldest member of the bloodline currently alive, or the most fit. It is not unheard of in their history for there to be fights for the right to be Brood Mother, which is all the more pressure for the current Brood Mother to produce a healthy and 'pure' heir.

          A Brood Mother's chosen mate does enjoy some diplomatic strength, but inevitably decisions that affect their race as a whole falls upon the Brood Mother. The Mother of a bloodline might seek counsel from the Brood Mother for one reason or another, but unless the decision is a truly massive one, it might be the chosen mate instead that grants audience.

          Family:
          Families, much like the Naga race as a whole, are led by a single person called the Mother, regardless of gender. The Mother is the originator of the bloodline, or the oldest surviving member. Being deemed Mother is a highly coveted position within families, and so its not unheard of for there to be infighting among family members to determine who the Mother will be should the title need to be passed on. The Mother is mostly meant to look out for the safety of the family as a whole, and while they have the most influence over what the family does, they are not meant to be dictators.

          Despite being close to Bakeneko, Naga have a hard time understanding their mutual partnership dynamics. Since its such a different family set up from their own, many Naga young are highly discouraged from partnering up with Bakeneko - even those who partner with Nekos that are willing to go along with the Naga family structure often receive criticism from their own family and community.

          Despite this, Naga have very affectionate families and care deeply for one another. Neglect is not tolerated and parents or relatives guilty of it are looked down upon harshly.


          Courting:
          Unlike their Bakeneko counterparts, Naga do not practice arranged marriages. They do, however, share the physical aspect of their courting. Naga prefer to be very touchy with their love interests, hand-holding, tail touching, and forehead booping is very popular among interested pairings. In addition to physical contact, Naga practice a form of hypnotic dance to capture their desire's interest when they're especially invested in someone.

          A true, ultimate display of affection between courting Naga is gently touching noses together. It's a sign of ultimate acceptance for the courting parties.

          When Naga are interested in imbuing stones, they often repeat the courting practices in addition to speaking with their desired imbuing partner(s).

          Values and Customs:
          Naga value family, first and foremost. While Naga do make friends, those relationships are often easily tossed aside should their family need them. They are also a very polite race - manners are incredibly important to them. However, backhanded compliments meant to be insults are also very, very common. They are polite, but not necessarily nice.

          Naga also use a lot of persuasion magic alongside their Bakeneko companions. Lying is not always seen as bad, as long as you can get away with it. As long as you're polite about it, manipulation and outright lying is an okay practice for the most part.

          Religion:
          Bakeneko and Naga share a religion, but the major difference is that Naga believe the Nine Gods are all snakes! This causes some slight tensions here and there between the two races, since everything else about their belief systems is exactly the same. Naga also share a belief in 9 lives, just like the Bakeneko. While Bakeneko prize Vespercats as being essentially gifts from the Gods, Naga contest that it's actually Coatl! As a result, Coatl are highly prized by Naga and are well cared for.


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          Early Naga Society:
          Naga originated in the Swirling Sands long before there was ever an impenetrable storm that cut them off from the rest of the world. Though this history has been lost, the Naga of today are aware that their early people were nomads who all traveled together. Though they once had contact with other races, the centuries of no sightings left them forgotten by the rest of the world, and the rest of the world forgotten by them. The Bakeneko that were trapped inside the Swirling Sands with them when it started were eventually brought into their own society, and since then the two have been close allies despite the occasional dispute.

          Since they were cut off from the rest of the world, the Naga were not invovled with the 50 Year War, and did not even know that it was happening when it was still going on.

          Current Times:
          When the storm of the Swirling Sands finally stopped, Naga were just as surprised (and alarmed) as their Bakeneko companions. Like them, they had assumed that the world at the center of the storm was all there was. Those who dared to enter the storms never returned, after all.

          So when contact was made from the outside world, they were completely unequipped to deal with it. The differences between themselves and the other races of Below are drastic, but the Academy's offer to help acclimate younger Naga (and Bakeneko) to the world was something that caught the Brood Mother's eye.

          Unlike Brood Mothers before them, the current Brood Mother is seen as very progressive. They took up the offer, and encouraged the Bakeneko Tennou to do the same. Many older Naga refuse to leave the comfort and safety of the only home they've ever known... but a lot of the younger generation are eager to see what lies beyond the World Barrier that no longer exists.

          Social Affiliations:
          Having no real interaction with other races, Naga are only really familiar with Bakeneko. The two races are close friends and allies, and will stick up for each other should the new world prove to be hostile.


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          None, yet!


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          • Naga cannot stand the cold, and will fall asleep if they become too cold. They will remain asleep until they warm up.
          • If irritated/upset, Naga's bites are poisonous, though they only cause minor stomach aches/stunning/or nausea. These effects only last 1-2 hours, but those with rattles have stronger poison that lasts 4-6 hours.
          • Naga shed once a month. The week before they shed they become lackadaisical and nervous. Freshlings shed more often, but this teeters out by the time their juniors.
          • Naga are from a race that doesn't quite get modern technology and worships the Nine differently. It will not be uncommon for a Naga to feel a bit lost or uncertain by the cultures around them.
          • All Naga's are given rooms with heating lamps installed in the ceiling so that they can exist peacefully.


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PostPosted: Mon Feb 01, 2016 11:55 am


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          Bakeneko come in a variety of shapes and sizes from lithe to tubby, and display an array of colors on their fur. While certain patterns and colors are deemed more or less desirable, Bakeneko as a whole think of themselves as very beautiful. They have a height range from 4'5" to 6'7", averaging around 5'3" to 6'2". Their claws are especially sharp, and their split tails are used in part for communication with one another. An angry or scared Bakeneko is more than capable of poofing up as big as they possibly can to scare off whatever or whoever is making them upset.


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          Strengths and Weaknesses
          Bakenko are naturally flexible, but that doesn't mean they're all fit as a fiddle. While they're flexibility ties in with some natural athleticism, Bakeneko are not particularly strong. Overall, they're built for agility, not strength. Of course, body types do vary. They're a hardy race, disease isn't all that common among Bakeneko settlements and they're resistant to hot weather extremes. They also tend to have very long lifespans and attribute this to actually having 9 lives (they do not actually have 9 lives, though). A Bakeneko can live up to 300 years if they watch their health and take care of themself.

          Magic:
          Bakeneko are a fairly magically inclined race, they specialize in charms in general, but those surrounding deception and persuasion are what they're especially talented in. Illusionists by nature, Bakeneko find more solid magic to be a little more difficult to manage, but not impossible.


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          Government
          Bakeneko are a monarchy overseen by a head family that can be traced back to the beginning of their written history. The head of this family, who makes all of the main decisions, is referred to as Tennou. The Tennou is a completely gender neutral position, but only those with magical talent may occupy it. The Tennou oversees the general well being of the Bakeneko people as a whole, and is the final word on any disputes that can't be easily solved in courts.

          Families
          Despite being in relatively few number, Bakeneko prize having large families. The more children one has, the more status comes with them. Of course, having more children than you can support is extremely frowned upon.

          Families have no particular hierarchy, all parents balance responsibilities and authority as evenly as possible, though some Bakeneko-Naga partnerships result in the Naga partner taking "control" for the most part. It isn't unheard of for a Bakeneko to vie for the title of Mother in such relationships, though.

          Although some Bakeneko do enter relationships with Naga (usually its lower class Bakeneko that do this), culturally its frowned upon. The populations for both races are fairly small, so keeping the gene pool as pure as possible without making it impossible for future generations to exist is seen as ideal. Upper class Bakeneko will sometimes get away with having a Naga companion on the side, but children from such affairs are quickly whisked away from public view.

          Courting
          Bakeneko are typically very selective when it comes time to court, though the qualifications vary from individual to individual. High class Bakeneko tend to rule out suitors based off of fur color and pattern first, and then focus on the actual chemistry between partners.

          Courting itself is typically a physically affectionate affair. Bakeneko as a whole are affectionate with one another if they're in each other's in-groups, but courting brings it to a new level. Courting Bakeneko will engage in a lot of hand-holding, caressing, and even nuzzling as they get to know each other more. Gifts are very common, especially in the lower class. Proof that they can and will provide for one another is very important. Approval of family and friends is also important. Suitors will often spend a lot of time getting to know their interest's family before making a move.

          Arranged marriages used to be very popular with Bakeneko, but the practice fell into disuse a few centuries ago. It's only just recently gaining attention again, with professional Match-Makers resurfacing into popular culture with promises of finding a perfect match for their clients. Bakeneko often settle into triads or more, but dyads are not that uncommon, either. A good matchmaker is capable of harmonizing all members of a courting group with one another.

          Values + Customs
          Bakeneko are a fairly vain people, as a whole they value certain aesthetic traits within bloodlines (Calico patterns containing at least 3 colors are prized the most, followed by pure white or pure black). In addition to physical appearance, Bakeneko treasure magical talent as it fuels many of their machines. Unquestioning obedience is frowned upon in most of Bakeneko society, except to the Tennou. Young Bakeneko are encouraged to ask questions of authority figures to discern their logic in situations they may not agree with. However, age-old traditions are seen as sacred, and questioning them can cause some strife in social groups without proper reason to bring the subject up. This causes some strife between older and younger generations.

          Bakeneko are not a violent people, they dislike outright violence and prefer to keep things verbal if they must be dealt with. Violence towards Vespercats is absolutely not tolerated, and any Bakeneko (or other) who harms a Vespercat will most likely become social outcasts.

          Religion
          Bakeneko do not worship the nine, instead they have their own Nine Cat Gods, each one representing a different life. Bakeneko see Vespercats as being directly tied to these Gods, and so Vespercats are especially prized in Bakeneko society. Bakeneko children that are especially clever or wise are seen as being on one of the later lives granted by the Nine, where as reckless children are considered to be new souls. Both are treasured for their unique insight on current matters.

          While Naga essentially share their belief system, there are some tensions between the two since Naga are convinced that the Nine Gods are all snakes, not cats. If the subject of the Gods' species isn't brought up, the two religions are near identical.


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          Early Society
          While the true origins of the Bakeneko race are lost to time, the earliest written records place them as nomads who frequently traveled the deserts of Auster. During a stop at the Naga settlement, they became trapped in the Swirling Storms area and have remained there ever since. What they were like before then or what relationships they might have had are a complete mystery that will likely never be solved.

          Current Times
          When the sandstorm that blocked them off from the rest of the world stopped, Bakeneko were just as surprised (and alarmed) as their Naga companions. To them, they had always assumed that their little world within the center of the storm was the only world that existed. This has shaken their belief system to its very core, and left a lot of older generations with a feeling of existential crisis. If the World Barrier wasn't really a World Barrier, what else isn't real?

          At the offer from the Academy to assist in acclimating them to the larger world, the current Tennou hesitated at first. It wasn't until his partner, the Brood Mother, accepted that the Tennou finally agreed to join them. Younger Bakeneko are given the opportunity to study abroad, and many of the older generations are curious about the outside world, but fearful that it may return to being cut off. For this reason, many older Bakeneko are unwilling to leave the Swirling Storms.

          Social Affiliations
          Having only been with the Naga, Bakeneko have no association with any other races. They get along well with their snake counterparts, sharing many cultural habits concerning courting and religion. The main fuss there is that the Naga believe the 9 Gods are snakes, which is not at all what Bakeneko believe.


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          None yet!


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          • Bakeneko love to be warm. While they aren't especially affected by cold weather, many Bakeneko will gawk at how cold the area around Asphodel is in comparison to Swirling Storms.
          • When irritated, Bakeneko often hiss or raise their fur to appear bigger. Pleased Bakeneko are capable of purring.
          • Bakeneko children will be very confused about the rest of the world's depictions of the Nine.
          • Since the technology between the outside world and their own is so different, a lot of Bakeneko will feel a little lost in the world. Some might find this interesting, others might just feel alienated.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Tue Feb 14, 2017 12:34 pm


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          Dolls are a race with lots of variation in appearance. Due to being man-made, they could be petite or massive, and their skin comes in a wide variety of colors and patterns. The tallest Dolls stand at just under 7 feet, but there are many who are much shorter. Despite looking like they have the same weight as any other race, first generation Dolls are actually hollow, making their bodies incredibly light. Their skin is the same texture as typical skin, but if they receive wounds they do not bleed. Their insides are mostly hollow and not full of excessive amounts of wires. If they receive wounds, they heal normally and feel pain like everyone else. Their bodies are made up of ball and socket joints, which look plainer and bulkier on older models. Newer models look more advanced, like androids, and some of them have glowing components and eyes. All first generation Dolls have the universal power symbol as pupils, and ears that contain wires with the ability to physically plug into technology.

          Growth and Age
          Just like everyone else, Dolls are capable of growing, aging, and having a family. They have the same lifespan as Litches, living to be several hundreds of years old. First generation Dolls and pure Dolls are infertile and must enlist the assistance of a battery to reproduce. They can create hybrids just like every other race once they have the help of a battery. Somehow, although nobody knows why, the offspring will have ball joints or bits and pieces of wiring, especially in the ears. The ears are the only way Dolls have the ability to connect to the internet, so if a hybrid lacks the ears of a Doll, they do not have that function. Some offspring have internal organs, while some don’t (notably, if they are a Fey Hybrid and they have the Fey flower, this invariably indicates that they do have insides).

          First generation Dolls may only eat a special blended tea made from flowers, designed specifically for their intake and created by the companies that manufacture Dolls. This tea is called Angel Breath, and it comes in many flavors. Dolls who are second generation and beyond will have varying responses to normal food. Some may be able to eat it normally, while others may find it bothers them and rely more on Angel Breath. This largely depends on the individual!


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          Strengths and Weaknesses
          Dolls have a difficult time feeling, both physically and emotionally. They are capable of feeling emotion, but like in Litches the sensation seems to be a bit dulled. Some Dolls can feel more easily than others, but it depends on the individual. To other races they can come off a bit cold. They do not feel their physical injuries until they see it.

          There are many advantages to being able to connect to the internet. For example, while Dolls of an older model would need to plug into a computer to find information, newer models can connect directly and look things up in seconds! However, there are downfalls to this ability as well. While first generation Dolls cannot become physically sick, they can contract viruses if they download or access the wrong file. If they become sick, their body will mimic “normal” illnesses and share many of the symptoms. To become cured, they use antivirus programs in place of medicine.

          Physically, Dolls are very lightweight, and can be pushed around easily. However, because of their synthetic nature, they are difficult to kill. First generation Dolls are the most difficult to destroy, as they lack internal organs and can seem to function well despite any injury. Even if they lose a limb, it can be replaced with few issues. The only known method of killing a first generation Doll is if the head is completely removed from the body. In addition, the continuous insistence of eating real food can kill a first generation Doll. Any consumption of food besides Angel Breath will cause a first generation Doll to go through a great deal of pain and become functionless for at least one week, and if the behavior continues they will die. Dolls in their second generation and onward have varying response to real food, but it can be truly harmful to a first generation Doll. If a first generation Doll does not drink Angel Breath regularly, they will go into “standby mode.” While in standby, they can only open their eyes sleepily or allow someone to plug them into something. To be taken out of standby mode, one must force tea down a Doll’s throat. If they have just gone into standby, the Doll may be able to actively comply with this process.

          Dolls do not have access to Magic. In a world where all other races have some sort of magic in them, and a world where it runs nearly everything, they are the outcasts. They are completely reliant on technology. However, they can also use technology as a weapon if it has that capability.

          Abilities:
          Dolls have the ability to tap into the internet or any technology, both influencing it and being influenced by it. Older models of dolls need to use a wire to connect to the internet through a computer, but newer models can hook directly into wireless internet. Dolls can effectively store much more information than the average person, and they typically exhibit perfect memory. They have the ability to access a hive-mind server, where they can communicate with each other. While pure Dolls lack an inherent magic, they are able to control technology and mentally go inside of it.


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          Government
          Dolls lack a government. Really, the companies that make them rule them. If they break a law, they risk being terminated. They do not keep each other in line, and there's nothing but their company of origin that they really acknowledge as their "government.”

          Families
          First generation Dolls are typically purchased from a store. However, it isn’t as simple as picking one out and taking it to the cash register - before you can take a Doll home, they must verbally announce that they are choosing you as their family, and you must choose them in return. Both parties must be in agreement that the Doll would be the best fit for their family. About 95% of Dolls wish to become part of a family, big or small, which may be attributed to their method of creation. Dolls without a family may feel empty or hopeless, and in some cases will force themselves into standby. The purchasing process is commonly considered to be akin to adoption, with the company selling the Dolls providing a type of match-making and assisting them to find a family.

          It is important to note that not every Doll finds their perfect family right off the bat. In some cases, they are duped into picking a family or individual that then takes them to be sold on the Black Market, regardless of their feelings.

          Dolls who choose to partake in a relationship can settle down if they wish. In some cases, Dolls wil seek the blessing of their family if they wish to leave their home, but they are typically considered free to do so. They tend to involve themselves with individuals of their own kind, or Litches. Due to their similarity in lifespan and emotional capacity, the two races get along very well. Otherwise, Dolls are often heavily discriminated against, so they tend to band together and choose each other as partners. They don’t typically care as much as other races about having children or settling down. While many of them enjoy the idea, just as many others don’t see it as a necessary or important stepping stone in their lives. This is partially due to their dulled emotions. In addition, when they do imbue it is usually for the sake of their partner, as imbuing can be very exhausting and requires a lot of work on the part of a Doll. Notably, Dolls don’t partake in polyamorous relationships often, as it can overwhelm their emotional capacity.

          Courting
          Dolls tend to mimic the courting rituals of their intended loved one’s race. They lack their own courting standards, so will research the methods of the particular race and court using that method.

          Values + Customs
          The families Dolls choose are incredibly dear to them, and they would do anything for them within reason. They chose them for a reason, after all. Under typical circumstances, Dolls frequently view their family members as siblings, parents, etc. Therefore, they do not usually fall in love within their own family, and if they do it is frequently looked down-upon by other Dolls. Outside of their families, Dolls greatly value technology. It is their entire world, and they become extremely uncomfortable when cut off from their access to technology.

          Dolls, despite technology and family being their main two focuses, are not usually without passion. Most Dolls have a desire to do something and do it well, despite being emotionally stunted. You’d be hard-pressed to find a Doll without an extracurricular interest.

          Dolls do not know how they are created, and don’t wish to know. The companies that currently manufacture Dolls refuse to disclose their methods to the public.

          Religion
          The Dolls do not have a religion of their own.


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          Creation
          Long ago, a Litch man lost his daughter. Overwrought with grief, he began to practice necromancy. However, nothing he tried succeeded in resurrecting his daughter, so he turned to an alternative: a replica. At the time, creating new life without the use of dead bodies seemed impossible, but he refused to accept this. For years of his life, he pored countless hours over creating a life-sized, living Doll. He failed many times, but finally, in the wee hours of one fateful morning, he succeeded. A single Doll was created, and he gave her a name that is now long forgotten. However, by this point, he had grown very old, even in Litch terms. He was soon to perish, and he knew it. Carefully, he installed information on his Doll - instructions on how to create more like her, and theories on how her design could be improved or updated over time. He left a few recipes for the food she could consume. One week later, he died. Without her “father,” the Doll stopped drinking her tea and went into standby.

          Discovery
          Deep in the woods, the old man’s house was found many, many years later. His Doll was found. Unaware of what she was, those in charge of distributing the items of his estate auctioned her off as a life-size figurine. As if by fate, an engineer bought her. After much tinkering, he found the wires inside the Doll’s ear and retrieved her files. He sold the information to a major tech company called Bliss. Reviving the Doll, the engineer granted her with the name Eve. Despite being damaged beyond repair, she stayed with him.

          Bliss intended to create Dolls as electronic servants, at first unaware that Dolls had the capability to feel any emotion. Originally, they viewed Dolls as soulless working robots. This proved to be incorrect. Their first batch of Dolls fought back against efforts to place them in sales packaging. The executives at Bliss were at first confused, but it became obvious quite quickly that Dolls were like them. In addition, most had a deep-seated desire to become part of a family - they had a need to belong somewhere. Bliss was stuck with a problem, as the Dolls could not be treated like normal tech. Realizing they could benefit from creating a market, Bliss decided to relabel Dolls as family members one could purchase. They released the Dolls, revealing the new race to Above and Below, and a method to acquire one.

          Concerns
          As can be expected, people from Above and Below did not respond so enthusiastically. Combined with the fact that Bliss refused to release the details on the creation of the race, and the fact that purchasing Dolls felt, well, wrong, protests began. Some people believed Dolls were an abomination, while others believed they needed rescuing. Dolls were granted basic rights by the government, although they continued being sold by and being a source of profit for the companies. However, it’s expected that this will not last for much longer. Dolls need a family, yes, but what if there was a better way for them to find one? Some people even believe that creating Dolls was unnecessary. Right now, their future is unclear.

          Right now, the Asphodel Gardens Academy has offered itself as a safe haven for Dolls. They are offering the Academy itself as a family for Dolls. While their official stance is that they do not support the selling of Dolls, they do wish to provide the family they so desire.

          Social Affiliations
          Almost all races are wary of Dolls due to them being both new to the world and artificially created. However, Litches seem to find a particular kindred with them and see little problem with Dolls existence. The Academic Society of Asphodel, and the Academy, has asserted itself as an ally of Dolls.


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          • Eve, the first Doll ever created. She is currently in hiding.



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          • The Doll’s ability to virtually influence technology creates great hackers, and can be used for fun pranks such as fussing with someone’s files!
          • First generation Dolls/pure Dolls lack organs and do not bleed. Feeling is difficult to them, so injuries can be difficult to notice.
          • Hybrid Dolls with Fey flowers must have internal organs.
          • Dolls do not become sick via normal methods; they contract viruses from the internet, and will need to download antivirus programs to combat illness.
          • All first generation Dolls/pure Dolls are infertile, and must enlist the help of a Battery to imbue.
          • First generation Dolls/pure Dolls must drink a special tea called Angel Breath - any other food will incapacitate them for a week, and further attempts to eat normal food will kill them. Hybrids react variantly to regular food, depending on the individual.
          • All first generation Dolls/pure Dolls have the universal power symbol as pupils.
          • Hybrids may have an assortment - or lack of - Doll traits, but they cannot access the internet or manipulate technology if they do not have Doll ears.
          • Older models of Dolls have obvious ball joints, while newer models look more like androids.
            Dolls have stunted emotional capability.


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PostPosted: Tue Aug 14, 2018 7:34 pm


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          Physical Appearance:
          Slimes are a rather unique race when it comes to their skin texture. These recently evolved sapients are gelatinous to the touch, and - to the fright and possibly disgust of some - can even be partially transparent. For the most part, they do not leave behind any residue even though they always seem to be dripping, with goo collecting around their feet, as they seem to have some control over their general shape.

          Their bodies consist of two types of goo: an external layer which is moist and pliable, and their core which is more viscous and less malleable. Due to their outer layer, slimes have a great deal more elasticity than other races. While they must retain their general shape, they can stretch and squish their bodies to fit into or reach places they might not be able to otherwise. In addition, this outer layer of goo may be shed without any damage to the slime, though it takes time to regenerate.

          Slimes come in all colours, though they are most often found in brighter, more vibrant hues.


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          Strengths and Weaknesses:
          Not much is known about Slimes yet due to how recently they’ve joined society. One consistent trait they maintained from their evolution is their high level of adaptability. Eager to learn, Slimes are able to quickly pick up the habits and quirks of the people around them, for better or for worse. With how impressionable they are, it can be difficult to judge whether the behaviour of Slimes are a result of their own personal beliefs or from mimicking those of others. First generation Slimes are rather childlike in nature, being naively inquisitive.

          Slimes have a strong survival instinct due to their recent evolution from a very vulnerable familiar. They are more perceptive to potential threats than other races, and quicker to respond. Consequently, some Slimes can develop a skittish nature, but most use this to their advantage to learn about their strange, new world.

          For the most part, Slimes tend to be more comfortable in cold climates, as their goo is less prone to dripping. They have a low freezing point, lower than most species, and are resistant to frost. In higher temperatures, their goo becomes more slippery and they have a harder time retaining their external goo.

          Slimes are not picky eaters - at least not biologically speaking. They can consume almost any kind of food and distill nourishment from it, as long as it has some organic base. That said, each slime has its own preferences. Many slimes enjoy foods with higher fat and protein contents, as they provide the building blocks for producing more goo.


          Magic:
          Slimes who have evolved from slime familiars are always infertile and require the assistance of batteries in order to breed through conventional means.

          Those who are born from Soulstones have a chance at possessing the ability to wield and manipulate magic.

          First generation Slimes that evolved from slime familiars do not have any magical aptitudes. While their offspring can learn magic, Slimes as a race do not have a specific magic they are innately good at.


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          Government:
          Slimes do not have their own government, requiring them to learn the rules of the road from the people around them. They tend to show more respect towards those that have been sapient for longer simply because they are perceived to have more wisdom and experience.

          Family:
          Family is an odd concept to Slimes. While they feel a natural pull towards specific individuals and can become clingy, families as a whole can be an abstract idea to most. During their familiar days, slimes would stick together for survival, not due to familial ties. This may be why the idea of family is a little lost on some Slimes. They are more likely to understand and appreciate the concept of communities and can often mistake a related family as nothing more than a close-knit community.

          Being around other races enables Slimes to share in other races’ experiences and gain knowledge on what it’s like to be a “family”. As a result, individuals all have differing perceptions of family, with the one consistent being that isolation is not optimal for survival.

          Courting:
          Slimes are useless at courting. It is hard to tell when a Slime simply likes you as a friend or as something more. It is highly likely that the Slime themselves are not entirely sure of their own feelings. Romance - much like the idea of family - is a bizarre concept that can often leave a Slime feeling perplexed. This is not to say that Slimes cannot love, merely that Slimes are likely to be dense about their own feelings and not know how to act on them.

          Values and Customs:
          It is up to the World of Below and Above to teach Slimes their values and customs; their beliefs are entirely dependent on what they have been exposed to. The one value that is a lingering result of recent evolution is the strong sense of self-preservation. If another race were to place an attribute on Slimefolk, it would be ‘survival instincts’.

          Religion:
          Due to this race’s origins, Slimes did not evolve into or with a religion. However, some Slimes who struggle to connect with others or understand the purpose of their evolution may find themselves pulled towards the concept of faith.


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          Early Slime Society:
          Slimes are still in the early stages of their own society.

          Slimes were originally discovered in Below, usually found in areas rich with magic. It is not unusual to come across small gatherings of the primitive form of slimes in any type of environment: jungles, marshlands, urban areas, etc.

          The more fully-formed and sociable slimes have been bred throughout history as familiars; some kept on ranches as their goo was farmed for alchemy, while others were kept as rather messy but beloved pets.

          These familiars had always been known for their adaptability, often leaving ranchers surprised when they’d return in the morning and find that their slimes had sprouted imp-like ears or gelatinous wings. Often a slime would adopt these traits after forming a connection with their handler. It was assumed that slime familiars permanently change their form in order to emulate their surroundings.

          Civil War:
          Slimes are an entirely brand new race and do not yet have any history of violence.

          50 Year War:
          Slimes as a race did not exist during the 50 Year War.

          For more information on the 50 Year War, you can read about it here.

          After the War:
          The increased use of magic during the 50 Year War resulted in some wild slimes evolving into sapient beings. In order to be more efficient in their survival, they began to take on more humanoid shapes, starting with legs for faster movement and eventually arms and hands for grasping. After only a few decades, the Slimes in these magical areas had taken on forms that were physically similar to your average freshling. Still adapting to their new forms, Slimes were content to stay within their communities and had no contact with civilisation beyond brief glimpses and rumours. It wasn’t until some slime familiars began to evolve by themselves and escape their ranches that the wild Slime communities encountered civilisation. Curious of the origin of these escapees, the Slimes found their way to small towns and farms which then inevitably caused an integration with other species.

          With the evolution of Slimes as fully fledged members of society (often referred to as Slimefolk by other races), slime ranches are being brought under fire. It has yet to be proved whether or not Slimes had always been so intelligent. The idea of keeping slimes and harvesting them for their goo has unsettled many Nightmares and Daydreams alike, believing it is inhumane and torturous, while others maintain that the slime familiars are not actual people yet and do not have the same rights as those that have evolved with sapience.

          In a twist of irony, despite this heated debate, Slimes themselves are often the ones who enter the word of slime ranching. They have an interest in their origins, their predecessors, and have the benefit of knowing the exact needs of their familiar counterparts. It is also the hope of many slimes that one day, with enough encouragement and love, more familiars might join the ranks of the Slime race.


          Social Affiliations:
          Slimes do not have any direct social ties to the other races, but are generally curious and accepting of those unlike their own kind, using them as examples to expand their own knowledge and to grow as people. They view other races as a ‘template’ for their own behaviour.


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          • The Trifecta: The first three Slimefolk to be discovered made breaking news headlines world-wide. The evolution of these Slimes was a shock to many, even baffling scientists who studied slime familiars. These three freshlings who started it all achieved some degree of fame during their youth, but with the growing numbers of the Slime population it is uncertain whether or not these three will remain in the limelight.


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          • With Slimes being naturally clingy, other races will struggle to know whether a Slime is romantically interested in them or just desires to be friends. Slimes may find it hard to differentiate between this themselves!

          • It is considered an invasion of one’s personal space to approach a Slime and start stretching out, poking, or otherwise playing with their goo. This will make your Slime very uncomfortable.


          • To first generation Slimes (those who evolved from familiars), a lot of the world will be new and exciting to them - and potentially overwhelming. For less extroverted Slimes it is likely that your Slime will need some time to recharge in a safe place.

          • Slimes born from Soulstones will have grown up in a developed environment, just as the other races. These Slimes are less likely to have the same wonder and awe towards technology, hybrids, and mutants as their parents might have.

          • The descendants of the first generation of Slimefolk will likely find their Slime parents a little sensitive to the world around them. Whether this is perceived as them being overly excited, scared, or fascinated by things, Slime children will often feel like they need to hold the hand of their Slime parent, depending on how well their parent has adapted to their new world.



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