Races
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Here is a list of those that inhabit this world. This list is no means
exhaustive. It is, however, a list of commonly known creatures that
exist. Players are welcomed to come up with something on their own, but
should be warned that I may have come up with it and just not shown it.
Fey: Fey refers to anyone whose origin is from a small set of
dimensions
adjacent ours. Crossings between worlds have taken places for centuries
all around the world. The Fey can be divided into four groups: Elves,
Fairies, Spirit Folk, and Bogies. All Fey have an aversion to iron. The
affect varies from group to group. Elves are the most susceptible, to the
point where a small amount could be lethal. Fairies are also very
vulnerable. Spirit Folk much less so, and for Bogies it is more of an
inconvenience.
Within the last millennia a war occurred in their lands and divided up the
population. The war lasted for a very long time (for those in our
dimension it was a short time). Those on the losing side (the Unseelie)
fled to our realm. The winners (the Seelie) were loyal to Tatiana while
the Unseelie claimed loyalty to Oberon, King of Fairy.
Witches/Warlocks: In the common vernacular witches and warlocks
refer to
those of a particular subculture in modern society. Sometimes called
pagans as they practice .alternate. forms of religion, they permeate
through modern society with something of a stigma. Some claim to have
magical skills, however their spells tend to be more psychological than
anything else.
The reality is that most who claim to be witches are not witches. Real
witches and warlocks (the male counterpart) stay away from those new age
magic want-a-be.s as much as possible. Witches come in a variety of
flavors, while not official categorized like others in this section they
can be place in one of the following categories. These categories are
fairly loose and individuals can cross them.
NOTE: Sometimes Witch and Warlock are used as titles
and should not be
confused with these classifications. Examples are the Trinity Warlock and
the Easting Witch.
Immortals: The study of immortals is almost exclusively done by
those of
the Forever Young Society. They claim that there are four types of
immortals. In order to be listed as an immortal one must be immune to
aging and have a soul. Vampires, other undead, Mythics, and the like are
not categorized as immortal even though they may be active for eternity as
they do not have souls.
Mythics: Mythics are those beings found in any number of pantheons
across
the world. They are divided into two groups: Legends and Heroes.
Legends: Legends is a label used to identify those whose power and
even
identity are determined by the belief of others in them. Many were once
gods or demigods. Usually their earth realm form is just avatars of
themselves. They, themselves, exist on an entirely different plane of
existence and are able to project their power through their avatar. The
amount of power they can project is determined by the number of people who
believe (or worship) them.
Even without their followers and believes Legends are still quite powerful
and potent individuals. Their power is primal in nature as they tap into
power directly from its source.
Heroes: Heroes are not necessarily the heroes of the stories; they
are
those that have interacted with Legends to the point where they are part
of the myth.
Unlike Legends, Heroes do not garner power from worshipers, their power
that they have is permanently granted to them. However, while they do not
age they can be killed.
Djinn and Effrets: Most often known as Genies, Djinn and Effrets
these
beings are thought to grant wishes while others are thought to be mischief
makers. Commonly found in lamps there have been incidents where they were
imprisoned in other artifacts, rings, boxes, etc. The reason for
imprisonment varies. In general the more powerful the Genie to more
dangerous and more likely they will turn on their former masters.
Dwarves: Most people believe Dwarves
come from the Teutonic myth
(Norse)
and are traditionally isolated to Scandinavia. This is far from the true.
Dwarves, like the Fey and Vampires run the gamut of cultures. The
Awakkule of Native American mythology, Dwende from the Philippines, the
Melanesian Lipsipsip, Menehuni in Hawaiian, and in the Zulu tradition
there are a number of references to dwarf like beings. There are a few
things all Dwarves have in common: They are (in general) shorter than the
average man, live under ground, and have a certain connection to stones
works.
Giants: There are a variety of giant
types that vary is size and
power.
Most that inhabit our realm contain their size or of smaller stature.
However, still prefer a larger size typically appearing 7 to 9 feet tall.
Mages: There are a number of methods to
throw magical energies.
Classifications are at best very loose. Most subscribe to the division by
which one has learned their craft. In any case individuals must have the
'gift'. The gift seems to be genetic to some extent as it tends to be
handed down generation to generation in some families.
Psychics: Psychics have existed since
the dawn of man. For the
most part
those who claim psychic powers are frauds. The few that aren.t frauds are
at too low a level of power and have no control to allow them to be
reliable. Most common are minor forms of clairvoyance, telepathy, astral
projection, and astral awareness. Recently there have been evidence of
psychic amplifiers. These individuals have the power to increase another
person.s psychic ability.
Animorphs: Animorphs are somewhere
between Fey and Lycanthropes.
They
are shape shifter but are not or never were human. They have similar
magical properties as those of Fey blood. In general they keep to
themselves away from human societies. Notable exceptions are the Neko and
Kitsune who are just the opposite.
Some times confused for lycanthropes, Animorphs
procreate for their next
generation, not necessarily true for lycanthropes; bites form Animorphs do
not create another Animorph.
They tend to have twice the life span as
humans. Few of these shape
shifters have half forms.
Gargoyles: These rocky creatures have
life spans of a couple of
centuries. Not much is really known about these creatures. It is
believed that they are a result of a magic experiment. These creatures
are very rare.
What is known about them is mostly their social
behavior. Adults are
usually solitary. Females lay a clutch from anywhere from 2 to 7 eggs.
After about 20 years mother leaves them. The social group of a clutch
lasts for about 50 to 80 years. Females may breed two or three times in
their life.
In general gargoyles are inquisitive and
intelligent creatures.
Syrens: As far as it is commonly known
there are no male Syrens.
These
beautiful creatures are known for the enchanting voices. So lovely are
their songs that men can not resist them and are attracted like moths to a
flame. These creatures make their homes next large bodies of water.
Iara is the Japanese version of a Syren.
Tengu: These half men half crow
creatures originate from Japan.
They
have limited shape changing abilities as they grow older. Their natural
shape is that of an anthromorphised crow, having wings, arms, and legs.
As they grow older they can change their form to a more human looking one.
Males tend to have long noises while women tend to have sharp pointed
chins.
Angels and Devils: Angels come from the
Judeo-Christian/Muslim faiths.
They are messengers and agents of God. Devils are those Angels that have
fallen.
Their interaction the mortal realm is fairly
limited and rare.
Goblinkin: Goblins, orcs, hobgoblins,
kobolds, some trolls, some
ogres,
and the like come from a realm that is not actually under the control of
the Fey. These lands are the home of a variety of grotesque humanoids.
They are in constant war the Fey lands.
Their relationship with the Fey in our realm
(the Unseelie) is actually
much better. Rumor has it that several tribes actually supported the
Unseelie.
There are a fair number of goblinkin in our
realm; they mostly keep to
themselves as the dislike the use of glamours.
Undead: As universal as death is, so
are those that escape its
finality.
The undead were once living and breathing but upon their death something
happened to prevent them from going to their respective afterlives.
Nearly every society has encountered these, creatures and likewise they
all have their own way of dealing with them.
Animated Corpse: This category refers to those that have been
departed
but through some magical means have their body reanimated. The
sub-categories usually refer to how much of the soul remains. All
Animated Corpses do not suffer from the effects of trauma.
Ghouls: Ghouls are those undead that have had a daemon or some
type of
other worldly being bonded to them before death. It is even possible that
those with daemon blood could become a Ghoul after death.
Ghouls are known to feed on the flesh of the recently departed. The
reality is that they would prefer to eat living flesh. They replace their
own lost soul by consuming the remnants of the dead (and in the case of
the living they have much more soul to consume). In the modern age they
have been known to employ a number of magical solutions to their need to
consume souls.
Assuming that they have a constant source of
soul material, they are
effectively immortal. They can regenerate their body at an enormous rate.
Because they are dead themselves and are immune to disease they are known
to be carriers of a number of plagues.
Vampires: One could naively say that
vampires are an eastern
European
invention, where the modern media; books, movies, and comic books, have
played up on the gothic nature of the legend. However, one would be
wrong. Nearly every culture has had a blood sucking or life draining
monster in their pantheon of myths and stories (Azeman - African,
Vrykolakas - Greek, Yara-ma-yha-who - Aboriginal, Pontianak - Malay,
Katanes - Islamic, Mahr - Slavic). That said vampires do range in a
variety of appearance and habit. Their powers vary, but they have several
common threads generally known: they feed on blood; are immortal; dislike
sunlight.
For the most part, vampires can feed on any
type of blood; however human
blood is most desired. The effect of human blood is a high, and as a
result has addictive effects on vampires once they have had a taste of
human blood. As a general rule vampires don.t need to feed, they have a
hunger to feed. And if the have tasted human blood the desire to feed is
stronger.
Ghosts: Ghost is a generic term used
for spirits that dwell in
this
plane
of existence. For some reason their soul was not taken to one of the
number of unearthly realms that collect such things nor returned to the
cycle of rebirth. Instead they decided (consciously or not) to remain in
this realm.
There are a number of different types of
Ghosts, each with their special
limitations and powers. All Ghosts are incorporeal, however, and their
physical boundaries are fairly meaningless.
In general Ghosts are rare elements to the
Neighborhood.
Lycanthropes: Like vampires there are
many different Lycanthropes.
When
one thinks of Lycanthropes most think of the more popular werewolf.
However, the term includes a variety of animorph shape changers. While
the term Lycanthrope comes from the Greek king Lycaon, king of Arcadia,
who is transformed into a wolf by Zeus, the history of the Lycanthrope is
clouded in mystery. Many primitive cultures have garnered power of animal
spirits.
Composites: Creatures listed here
usually have one of two origins.
They
were either from another plane where these creatures existed and were
brought over or found their way over to our realm or they were the result
of a magical experiment. Most origins have been lost in legend and
history.
We divide Composites into those have only
animal qualities and those that
have qualities of man. One should be careful to assume that man
composites are smarter than those with only animal parts.
Yeti: Also called sasquatch, abominable
snowman, or Bigfoot these
rather
larger apish looking creatures are quite gentle and rather smart. They
tend to shun big cities and prefer to live in the open spaces.