Races, Magic, Language
NOTE:
You need not read every detail. If you wish to play a race it is important you know about it, but information on races or magic that you do not intend to play can be considered "fluff" information. I have also added a TL;DR for the races at the end that summarizes all of them for you.
Language:
Each of Aranor's kinds has its own language. Most people can speak the human language, also referred to as Common for this reason. Note that Common is not identical to English, but is considered perfectly translated for the sake of this RP.
Magic:
Each race has a slightly different use of magic. Many races are capable of Elfin magic, so named as elves are the most proficient with it. Most magic, especially Elfin, is divided into elements, which are either forms of matter or energy. It is also divided into the aspects of light, which protects, heals, etc., and dark, which hurts, poisons, and prevents healing. The combination of an element and an aspect is referred to as a "type" of magic, which is what anyone who learns elfin magic will learn. The presently known elements are:
1.Electricity:Self-explanatory; uses electricity.
2.Ground:Uses dirt, rocks, mud, etc.
3.Water:Uses liquid; because all races are made mostly of water this element is often associated with healing magic.
4.Plant:Uses and alters living plants.
5.Sound:Can create and alter sound waves, and with practice even form them into "solid" objects such as walls, shields, weapons, etc. An interesting use of this element is to actually make music out of thin air.
6.Shadow:The control of shadows, in a very literal sense. Able to move shadows away from where they would normally go and use them as either weapons("dark") or shields("light").
7.Fire:Creation and control of combustion energy, fire. Light fire gives light, warmth, protection, energy, cooking heat, and cannot even singe a person's clothing; dark fire does the opposite, being highly volatile and destructive.
8.Light:Creation and alteration of physical rays of light; may include reflecting, intensifying, stopping, etc. Distinct from Shadow in that it can only affect shadows indirectly (by choosing whether or not to shine a light on an area), and cannot give shadows physical substance (for that matter, it cannot give light physical substance either).
More elements may be added as players come up with them.
Races:
1.Humans:The shortest-lived mortal beings. The average life expectancy of a human is about 80 years old on Aranor. They look similar to Earth's humans, but may have some traits that would be impossible for Earth humans (e.g. blue hair, red eyes). Humans are capable of learning elfin magic over the course of many years (though it's not really worth it), but it isn't their main magical capability. Humans are actually able to act as magical "sponges", absorbing magic throughout all of their lives until they cast one of three spells using all of it. The first transfers all magic to another being (usually a being that naturally can use magic such as an elf), the second targets a single enemy with all of the human's magic to harm it, and the third uses all of the human's absorbed magic on healing another person instantly, even from the point of death (as long is it was VERY recent and not due to age or disease). If a human does not use up this magic, it is transferred evenly to his/her descendants and remains stored until it is, even across hundreds of generations. Human language resembles English in structure, and is spoken by most other kinds.
2.Merpeople:Amphibious mortal beings sometimes referred to as "mermaids and mermen" or "merfolk." They have the ability to breathe both under and above water, and shift between finlike lower bodies and almost-but-not-quite human ones (although the latter is very uncomfortable). They require fresh or swamp water to live in, therefore they do not inhabit the sea. Merpeople have an average life expectancy of about 160, and age about half as fast as humans do. They are capable of becoming about as proficient as elves in the same form of magic, but most merfolk choose to learn an element of magic that will work well underwater (including but not limited to water, electricity, and sound; excluding fire). Merfolk language is a combination of gargling and "whine" noises which carry well underwater; most other races find these very difficult to imitate.
3.Orcs:Mortal beings; also known as "greenskins". They resemble green-skinned humans with tall ears, but have a tribal form of civilization and clothing. The average life expectancy of an orc is around 270 years on Aranor, and age is a very important part of rank. It's extremely common for an older orcish male to have a bald head and some form of a beard. Orcs are capable of expressing magic by channeling it through weapons (including bare fists). The orcs are a basically chauvinist race: Females are expected to look good, live at home, and handle family affairs. Every generation has some rebels, of course, but a majority of warrior and worker orcs are male. Orcish language is rough and nearly devoid of abstract concepts.
4.Eagle Folk:Mortal beings who are extremely prideful and reclusive. They are the only known race of flying humanoids. An eagle person generally looks like an extremely strong human with wings from the back; they are capable of hiding the wings but few ever do. Among eagle folk, females are generally fair in the human part of appearance but with rough-looking feathers, and males are generally rough in human appearance but with extremely "beautiful" feathers. Males are usually fairly submissive to females. The average life expectancy of an Eagle man or woman is around 390 years on Aranor, through which they remain fairly youthful in appearance (mid-twenties or so, it depends on the specific person). Eagle folk are perfectly capable of learning elfin magic, but few bother to, believing that physical strength and flight will be all they need.
5.Dwarves:Mortal but long-lived beings noted particularly for their diminutive height. Male dwarves usually brag about their beards, at which females will occasionally scoff. The average life expectancy of a dwarf is around 550 years on Aranor. Dwarven males usually remain around 40-50 years old in appearance (except their beards), and females around late twenties to mid thirties. Dwarven magic focuses on the creation and enchantment of weapons and armor; they are able to give weapons the properties of elements, or make them last much longer than normal.
6.Elves:Immortal race of Aranor. Elves retain a youthful appearance and a fairly slender figure throughout their lives. Every elf is born with the ability to use one particular type of magic instinctively, and they can also learn other types through study over time. Elves are more in tune with nature than humans, and generally smaller villages within woods are where their kind gather. Elfin language is fluid and smooth in its sound.
7.Neshoba:Immortal people descended from wolves. Appear to be humans with extremely unusual bone structure and a wolf's tail and ears. Eye and fur/hair color is always the same. All Neshoba are capable of a werewolf form at night and some of the day, the transformation into which is involuntary on full moons. Those over the age of 666 possess two souls, the second one to appear subordinate to the first but still a different person in his or her self. When both souls are in full agreement of a heightened emotion or need, a Neshobe is capable of a "Two Souls Form", which is more powerful than both normal and werewolf form but takes up a lot of energy. What exactly the Two Souls Form looks like, and what advantages it has over both normal and werewolf form, depends on the Clan. Neshoban magic is organized differently—each Neshobe can cast between one and three spells (depending on the Clan) which have very specific uses and must be used creatively to be most effective.
Neshoba actually have two languages. First Neshoban is instinctively known and spoken from birth by Neshoba, involving a combination of canine-associated sounds (growls, barks) that only Neshoban people seem able to produce. The "second" one is that which is used in naming Neshoba, which can be learned by others but is really only useful for interpreting names.
Neshoban Clans can be considered separate races, as they are genetically, magically, and culturally quite separate from one another. There are seven Clans, six of which can be organized in terms of the 'wildest' to the 'tamest' (amount of difference from human appearance and society):
TABShadow Fang:Believed to be the earliest of the Clans to evolve from wolves; certainly the wildest. They have brown fur and eyes; and generally a strong build, although their agility is not to be underestimated. They are capable of one spell per, of "shadow" (that is, mischievous, overcomplicated, or self-harming) nature. They have a very tribal culture, and choose their leaders by who wins in an all-out combat. Most have a fairly serious, adult outlook on life. Their claws are between six and nine inches long at full growth. Their Two Souls Form is that of a huge, demonic wolf, which is faster and stronger than either usual form, and capable of a second, much more powerful spell (only in that form). Shadow Fang's opposite is Yellow Moon.
TABYellow Moon:This clan is exceptionally fast, built agilely and usually wiry in appearance. They have yellow fur and eyes, and usually act very childish and hyper. Their magic is physical light spells, one per person. Their Two Souls Form looks like a shining version of normal form, which is much faster and somewhat stronger than either normal form; the light emitting from this form has a weakening effect on anything that attacks them, and a strengthening effect on those who help them. Yellow Moon's opposite is Shadow Fang.
TABBlack Earth:This clan is first and foremost exceptionally strong, far stronger than even the Shadow Fang clan is, but also considerably slower. Their claws are between three and four inches at full growth. They are capable of ground-related magic, one spell per, and have pitch-black eyes and fur. They are characteristically a bit greedy, rather headstrong, and sometimes slower to pick up on things than others are. Nonetheless, they are often very courageous. Their culture is tribal, and bases their leadership on physical strength alone. They have a Two Souls Form that looks like the werewolf form, only larger, and is capable of about three or four times the strength of either usual form. Black Earth's opposite is White Grass.
TABWhite Grass:This clan has white-colored fur and eyes, but other than that their exact appearance is indiscernible. That is because those of this clan are capable of shapeshifting to any mammal, including most demi-humans, however they always have a white tail and are not capable of cross-gender transformation. In addition to shapeshifting, each member of this clan is capable of one spell of plant-related magic. Those of this clan usually enjoy messing with people, and are sometimes vain about their appearance (being able to change it at will). White Grass have a semi-tribal culture that bases its leadership on who the better trickster is. Their Two Souls Form is not actually a form, but the gaining of an ability: They become capable of transforming into a huge or unusually powerful creature of their choice (which they could not ordinarily turn into). White Grass's opposite is Black Earth.
TABRed Claw:This clan is strong, but not as strong as Shadow Fang; they are also agile, but not quite as agile as Yellow Moon. Their claws are between five and six inches long. They are capable of two spells each of intensely powerful fire magic. They are known to be easily angered but are otherwise generally friendly and trustworthy folk. Their culture is somewhere between being tribal and human-like, and their leadership is based on magic capability. Their second soul form is a wolf the approximate size of a werewolf, larger than their normal form but smaller than Shadow Fang's demon form; it has fur that is nothing but fire, and is capable of throwing the fire as it sees fit. Red Claw's opposite is Blue Tail.
TABBlue Tail:The tamest Clan. Unlike any other Clan, they have omnivorous teeth and are neither stronger nor faster than humans are, although better balanced. Their claws are only about a half-inch at longest. They have blue fur and eyes. All Blue Tail Neshoba are capable of two particular spells: one which is able to tell them the exact condition of a certain area on another being's body; and another which can both put out fires and heal wounds to an extent. In addition to that each has an individual spell that has to do with either healing or water. One born of this clan is characteristically smart or kind, and very rarely both or neither. Their culture is a much less greed-based version of human culture, with democratically elected leaders. Their Two Souls form appears to be a weakened version of the normal form, but it is actually much faster: Fast enough to see the rest of the world in a sort of 'slow motion', and to think out whatever the next move may be. Blue Tail's opposite is Red Claw.
TABThe Silver Clan:Rithara, who was born of Blue Tail parents and developed silver fur, is the only known instance of this Clan. She was capable of both her own unique electrical magic and imitating that of all other Clans. It is said that another, similar person will appear in many millennia, during another time of crisis, but for now, no more will appear.
8.Fylenis:Extremely rare and endangered race of 'cat-people.' Their natural form looks like a large cat that walks on two legs. They are also capable of changing to a more human-like form, or at least appearing to. The Fylenis are the only race that is capable of magic that examines and manipulates the minds of others, and they are capable of no other magic but this. They can only speak in cat noises, but can make it sound as if they are speaking any language by making those they speak to think they hear it in their own language. The Fylenis are endangered because in the past they were hunted down by Neshoba, and have now become an extremely secretive and mystic race. Oddly enough, they don't seem to hold much of a grudge for the wolf-people. Fylenis have a set of ethical rules regarding the use of their intrinsic magic, which boils down to: Do not kill; do not force; do not unnecessarily pry. This code is upheld by more powerful Fylenis, and especially the purported leader of the race, the "Cat King", and the punishment generally fits the crime.
9.Satyrs:A seemingly rare immortal race, but that rareness is because most of them are total cowards. Satyrs are people with long goat-like horns, long semi-furry ears, shaggy beards, short, stubby tails, and a fur-covered lower body with two hooves. They were hunted, a long time ago, by both the Neshoba and the Fylenis, and the only form of defense they could muster was that of cowardice. They will act afraid around anyone, especially if they resemble a Neshobe, Ekim, or Fylenis, and if the response is unfriendly, immediately gore and usually kill the person with their sharpened horns. Saytrs all have manes on their faces--even the females, which can be slightly confusing--and walk with gait that uses each hoof twice in a row: clip-clip,clop-clop,clip-clip,clop-clop.
10.Ekim: Essentially Lizard folk, medium height with scales and a thin, wiry stature. They are quite secretive, preferring to keep to themselves rather than associate with other kinds. They are organized in tribes, a Shaman or elder the leader of each. Most Ekim prefer a peaceful existence, even though this ideal was recently thwarted by their reluctant participation in the war. Still, it seems the intent of most is to avoid the other, more violent races like a plague.
An Ekim's magic is that of the SoulForge, the possession and use of an item or weapon which essentially is their soul. The Ekim soul is born with a specific shape, which becomes this. It can be summoned and dismissed at will, but if the SoulForge is broken, the Ekim it belongs to dies. The SoulForge becomes stronger as the Ekim matures and trains. The weapon has an element which may be channeled through it by the Ekim, amounting to something similar to elfin magic but without aspects of dark or light; however, the SoulForge is necessary to perform any magic at all. The bond between the SoulForge and its Ekim makes it a very difficult thing to steal; the only way someone of another race could acquire one would be if the Ekim died while it existed.
[Ekim were invented by Jack Shade]
Crossbreeding:If you want to have a character that is some part one race, and some part another, that's fine with me. The condition is that on Aranor a cross between two races always results in some form of physical, mental, or magical defect in order to balance the advantage of having some form of the powers and abilities of two different races. An example of each respectively: a person might have been born without a left hand; a person might have constant emotional instability; a person may be incapable of controlling when their magic is cast.
Other Notes:
Have an idea for a new element? Great! Make a character who uses it, and name and describe it for me.
Have an idea for a new race, unique from all listed here? Great! Use this form to tell me about it, make a character who is of the race, and I'll add it if it's truly unique and workable.
[noparse](Race Name):(detailed description of race)[/noparse]
There is one, very special, form of magic, known as transformation. There have only been (and will only be) two elves born with the ability to use transformation magic. They are brothers, twins, said to have been born sometime near the beginning of Aranor's existence. One is capable of "light" magic, which affects himself; he is able to turn into absolutely anything (including the opposite gender). By this time he has completely forgotten his "true" form (the one he was born in) and simply uses those of other people. The other brother is capable of "dark" magic, which is able to change others into anything he wishes. The odd thing with his magic is, if he changes a humanoid to a different humanoid race, and then that humanoid has children, the children are racially the same as if the humanoid had remained what he or she was before being changed.
TL;DR
Humans-Like earth's humans, or at least close enough.
Elves-Pointy-eared, tall, good at magic.
Merfolk-Water people. Can have fins or legs; need water occasionally to survive.
Orcs-Green-skinned people who enjoy battles, respect elders, and have little regard for women.
Eagle folk-Have wings like eagles, are stronger than humans.
Dwarves-Short, stout, strong people good at mining and making weapons.
Neshoba-Wolf people, 5 kinds are associated with the elements of fire, water, earth, plant, and light; the 6th kind has spells with strange and complex conditions and effects.
Fylenis-Mysterious cat-folk (more related to wildcats than domestic ones) with mind-affecting magic.
Satyrs-Somewhat cowardly people related to goats.
Ekim-Reclusive reptile-like folk whose souls are weapons.
Crossbreeds-Two (or more) races in one, with a defect that prevents them from truly being too powerful.