Post by laura on Apr 1, 2024 23:36:11 GMT
Magic and Races
[PTabbedContent][PTab=Intro]
[PTab=Air]
[PTab=Earth]
[PTab=Fire]
[PTab=Magical]
[PTab=Water]
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There are a number of races co-existing on Hearts and Thrones. Each race is a sub-category of one of the elements (earth, air, fire, water and magic). If at any time you wish to add a new race, please include in your character application the name of the face, what element it would fall under and a brief description of the abilities this race possesses.
Not all races get along. Not all races are trustworthy. Some even have laws preventing them from doing certain things. It will all be written in their specific blurb.
We also welcome mundanes aka non-magical beings aka humans.
[/PTab={background-color:#210631;font-family:arial narrow;font-size:10px;color:#ffffff;letter-spacing:4px;}]Not all races get along. Not all races are trustworthy. Some even have laws preventing them from doing certain things. It will all be written in their specific blurb.
We also welcome mundanes aka non-magical beings aka humans.
[PTab=Air]
Air Elements:
[/PTab={background-color:#210631;font-family:arial narrow;font-size:10px;color:#FFFFFF;letter-spacing:4px;}]Fairies - Magical beings, beloved for their beauty, grace, and mystical abilities. With their connection to nature and their playful nature, they bring joy and wonder to the world around them, inspiring awe and admiration in all who encounter them.
Physical: Graceful Appearance, Connection to Nature, Immortal Youth, Free-Spirited, Love of Music and Dance, and a Mischievous Nature.
Abilities: Flight, Nature Magic, Illusion Casting, Healing Powers, Size Alteration, Teleportation, Charm and Persuasion, and Dream Weaving.
Pixies - Enchanting and whimsical creatures, beloved for their playful antics and magical abilities. With their ethereal beauty and boundless energy, they bring a touch of wonder and enchantment to the world around them, captivating all who encounter them with their charm and magic.
Physical: Tiny Stature, Playful Nature, Connection to Nature, Childlike Innocence, Love of Beauty, Fickle and Flighty.
Abilities: Flight, Illusion Casting, Nature Magic, Invisibility, Healing Powers, Size Alteration, Charm and Persuasion, and Teleportation.
Dragons - Legendary creatures, revered for their power, wisdom, and majesty. With their formidable abilities and indomitable presence, they play a central role in the mythology and folklore of many cultures throughout the world.
Physical: Majestic Appearance, Intelligence, Longevity, Territorial Nature, ,Greed, and Prideful.
Abilities: Flight, Breath Weapon, Strength and Durability, Magic Affinity, Shape-Shifting, Telepathy, Illusion Casting, and Regeneration.
[PTab=Earth]
Earth Elements:
[/PTab={background-color:#210631;font-family:arial narrow;font-size:10px;color:#FFFFFF;letter-spacing:4px;}]Dryads - Mystical and enchanting beings, embodying the beauty and majesty of the natural world. With their profound connection to the forest and their mastery of nature's energies, they serve as stewards and guardians of the woodland realms, ensuring the balance and harmony of the ecosystems they inhabit.
Physical: Connection to Nature, Ethereal Beauty, Tree Affinity, Elusive Nature, Wisdom of the Ancients, and are Protectors of the Forest.
Abilities: Tree Melding, Nature Manipulation, Healing Touch, Camouflage, Communicating with Animals, Illusion Casting, Forest Regeneration, and Curse of the Forest.
Additional: Dryads are typically connected to a single tree which increased their magic and sustains their life. Full blooded Dryads cannot live too far from their tree else they find themselves listless and unwell. Should the dryad or the tree die, the other will die as well. Dryad trees are highly protected by magic. Those who are not full blooded Dryads are not as dependent on the bond between Dryad and Tree, should their tree die, their powers will be limited but they will not die themselves.
Dwarves - Industrious and resilient beings, known for their craftsmanship, loyalty, and determination. With their mastery of metalworking and combat skills, they play a vital role in the fantasy worlds they inhabit, often as formidable allies or formidable adversaries.
Physical: Short Stature, Strong Work Ethic, Love of Tradition, Close-Knit Communities, Stubbornness, and a Distrust of Outsiders.
Abilities: Master Craftsmanship, Mining Proficiency, Enhanced Durability, Resistance to Magic, Night Vision, Innate Sense of Direction, Combat Proficiency, and Crafting Enchantments.
Elves - often depicted as wise, graceful beings with a deep connection to nature and a natural affinity for magic and martial prowess. Their cultural values and physical abilities vary depending on the setting, but they are universally regarded as beings of great beauty, wisdom, and power in fantasy literature and mythology.
Physical: Graceful, Elegance, Ethereal Beauty, Longevity, Heightened Senses, Resilience, Magic Affinity.
Abilities: Enhanced Agility, Low-light Vision, Swordsmanship, Stealth, Magical Prowess, Immunity to Sleep Magic.
Giants - Formidable and imposing creatures, revered for their strength, resilience, and connection to the natural world. With their immense size and power, they play a significant role in the myths, legends, and folklore of many cultures throughout the world.
Physical: Large Stature, Physical Prowess, Slow Aging, Gentle or Ferocious Nature, Connection to Nature, and Cultural Diversity.
Abilities: Superhuman Strength, Durability, Longevity, Earth Manipulation, Weapon Proficiency, Weather Control, and Size Alteration.
[PTab=Fire]
Fire Elements: these races are typically not permitted on the Council of Elders due to the high level of mistrust based on their origins.
[/PTab={background-color:#210631;font-family:arial narrow;font-size:10px;color:#FFFFFF;letter-spacing:4px;}]Imps - Playful and mischievous creatures with a penchant for causing trouble and spreading chaos wherever they go. With their magical abilities and cunning nature, they serve as both amusing companions and cunning adversaries in the world of fantasy. Imps are generally mistrusted and not permitted to hold a position in government or law.
Physical: Small Stature, Mischievous Nature, Fiery or Devilish Appearance, Servitude, Quick and Agile, and Insatiable Curiosity.
Abilities: Invisibility, Shape-Shifting, Pyromancy, Teleportation, Illusion-Casting, Enhanced Senses, Telepathy, and Alchemical Knowledge.
Djinn - Enigmatic entities that wield immense magical abilities and possess a deep connection to the elemental forces of the universe. With their ability to grant wishes and manipulate reality, they play a central role in many myths, legends, and folktales throughout the world.
The downside to playing a Djinn is that you are not free. Djinn's have a master they must obey, and IF their master permits it, a Djinn can sit on the council. Djinn do not usually have a career because they are bound to a master and in the service of said master - usually someone of noble blood.
Physical: Elemental Beings, Shape-Shifting, Mysterious and Enigmatic, Magical Creatures,and Bound by Rules.
Abilities: Elemental Manipulation, Wish-Granting, Shape-Shifting, Teleportation, Illusion-Casting, Magical Knowledge, Wisdom and Insight, and Immortality.
Demons - Powerful and malevolent entities that embody darkness, chaos, and corruption. With their infernal powers and insidious influence, they seek to spread discord and suffering throughout the mortal realm.
The downside to playing a demon is that demon's powers are repressed and they cannot tap into the vast power they possess due to the mistrust the world has in the demon race for being offspring of the various princes of hell. Demons are not permitted to hold positions of power in government, law, religion or even healthcare.
Physical: Infernal Appearance, Malevolent Aura, Otherworldly Knowledge, Corruption, and Shapeshifting.
Abilities: Dark Magic, Infernal Fire, Possession, Soul Corruption, Summoning, Teleportation, Aura of Fear, and Reality Warping.
[PTab=Magical]
Magical Elements: Werewolves and Vampires are not permitted to sit on the council.
[/PTab={background-color:#210631;font-family:arial narrow;font-size:10px;color:#FFFFFF;letter-spacing:4px;}]Witches - Powerful practitioners of magic, wielding a wide range of abilities and knowledge to shape the world around them according to their will and intentions.
Physical: Mystical Aura, Aging Gracefully, Markings, Unconventional Fashion, Mysterious Presence.
Abilities: Spellcasting, Potion Brewing, Divination, Shapeshifting, Elemental Manipulation, Warding and Protection, Curses and Hexes.
Werewolves - Fearsome and enigmatic creatures, balancing the duality of their human and wolf natures while navigating the challenges and dangers of their supernatural existence. They transform on the full moon from human to wolf. Werewolves typically give up their human last name in favour of taking on the pack surname.PACKS:
Blood Wolf Pack - all wolves in this pack use the surname "Blood"
Thorne Pack - a unique pack because it began as rebel wolves coming together from all walks of life but as the rebellion grows, sympathesizers from other races are welcome to join and take on the pack surname.
The downside to playing a werewolf is that you cannot possess a job in which you are dealing with vulnerable peoples as you are considered a predator.
Physical: Lunar Influence, Dual Identity, Yellow Eyes, Muscular Build, Heightened Senses, Regenerative Abilities.
Abilities: Shapeshifting, Enhanced Strength and Speed, Heightened Reflexes, Enhanced Healing, and Wolf Pack Communication.
Vampires - Figures of darkness and seduction, wielding supernatural powers and preying upon the living in the eternal quest for sustenance and power.
The downside to being a vampire is that you HAVE to hold a nighttime job and it cannot be a job in which you are responsible for vulnerable people as you are considered a predator.
Physical: Undead Physiology, Immortality, Pale Complexion, Sharp Fangs, Enhanced Senses, Regal Demeanor, and Vulnerabilities.
Abilities: Superhuman Strength, Supernatural Speed, Regeneration, Immortality, Hypnosis, Shape-Shifting, Mind Control, and Telepathy.
[PTab=Water]
Water Elements:
[/PTab={background-color:#210631;font-family:arial narrow;font-size:10px;color:#FFFFFF;letter-spacing:4px;}]Nymphs - Enchanting and mystical beings deeply connected to the beauty and power of nature. They embody the harmony and balance of the natural world, wielding their elemental abilities with grace and wisdom.
Physical: Ethereal Beauty, Graceful, Connected to Nature, Variety of Forms, and Immortality.
Abilities: Elemental Manipulation, Charm and Enchantment, Shapeshifting, Healing Powers, and Guardianship.
Merfolk - Fascinating and enigmatic beings that inhabit the depths of the seas and oceans. With their aquatic abilities and mystical powers, they embody the wonder and mystery of the underwater world.
Physical: Aquatic Physiology, Amphibious, Marine Adaptations, Beautiful and Alluring, Human Form on Land.
Abilities: Swimming Proficiency, Underwater Breathing, Communication with Sea Creatures, Hydrokinesis, Siren Song, and Magical Affinity.
Sirens - Enchanting and dangerous creatures that use their captivating beauty and hypnotic singing to lure unsuspecting travelers to their doom. With their mystical abilities and alluring presence, they embody the allure and danger of the open seas.
Physical: Half-Human/Half-Bird, Enchanting Beauty, Vocal Prowess, Feathers and Plumage, and a Mystical Aura.
Abilities: Hypnotic Singing, Manipulation of Winds and Currents, Illusion-Casting, Shapeshifting, Empathy and Persuasion, Mystical Charms.
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