May 9, 2018 22:41:09 GMT
Post by V-SSHI on May 9, 2018 22:41:09 GMT
races
HUMANS
WIDESPREAD location | SPIRITUAL magic | 60-75 LIFESPAN |
Humans were considered to be the weakest of the races for a long time- they have no obvious source of power and a lifespan that pales in comparison to the others. Despite it all, they have proven time and again that their adaptability and willpower are more than enough for them to stand face-to-face with any other race. LOCATION Humans have benefited greatly from the unification of the realms. Due to their great adaptability, they can settle anywhere and everywhere without issue. APPEARANCE Humans vary greatly physically, usually standing anywhere between 1.50 and 1.80m tall and coming in all different shapes and sizes. (I guess you all know what a human looks like... so I'll stop here ) PHYSICAL PERKS & WEAKNESSES Humans are the most adaptable of the races- they can tolerate weather extremes of all sorts and are not bound to any of the elements. They possess average strength for their body mass and are slower than most races but they excel in endurance and stamina (in which they are unbeaten). MAGICAL PERKS & WEAKNESSES Although humans are the only race born without magic but they can acquire magic. Should they desire to acquire magic they can choose to study and master it through two means: (i) as mages, who use spells with the aid of magical objects (staff, wands, etc.) or (ii) paladins, who devote themselves to a deity and wield divine magic. Humans also are the most resistance to magic after hybrids. |
ELVES
WIDESPREAD location | LIGHT magic | 250-275 yrs LIFESPAN |
Elves often refer to themselves as the fairest and wisest of mortal creatures (though others would argue "the most arrogant" is more appropriate). With their lifespan that extends beyond that of any other, many elves have had time to acquire much knowledge. More so than any other race, the elves have been the slowest to accept the changes that began with the founding of the empire. LOCATION Elves are creatures of light and thus are drawn to settle in wide open spaces. Most cities are found on great plains in Yushan, Tuya and Ulme. Their cities were traditionally very isolated from the foreign ones, and to this day, many older elves prefer to remain in communities largely consisting of other elves. Though it is not rare for younger elves to travel further afield. APPEARANCE At around 1.75-2m tall, elves stand a few feet taller than the average human. Just like humans, elves have varying hair, skin tones and body shapes. They are most easily distinguished by their sharper features and, most noticeably, their leaf-shaped ears. PHYSICAL PERKS & WEAKNESSES Elves are the most agile and lithe of the races. Although they are physically quite frail. With the light, soundless movements, many elves make for great scouts and spies. And with a bow and arrow in hand, these creatures can be deadly. MAGICAL PERKS & WEAKNESSES Elves possess light magic. Many common manifestations of their magic include reflection, manipulating colour, projecting images, illusions, etc.. Whereas Sun elves draw their power from the sunlight and are usually diurnal, moon elves draw their light source from moonlight and are usually nocturnal. |
MERFOLK
AQUATIC location | WATER magic | 110-125 yrs LIFESPAN |
Merfolk are a race that many try to get on with as a whole as they decide the fate of many key marine trade routes. They are seen as a mysterious race, inhabiting the depths of the ocean where no other mortal can travel to. Although all the secrecy surrounding these creatures also gives others a cunning and sly image of them. They are notoriously beautiful though, and many a mortal has let themselves been hoodwinked after succumbing to their charms. LOCATION Merfolk are found mainly inhabiting the Saran sea and the coves of the islands and coastlines of Sumi. Some merfolk have moved to valleys and rivers on the mainland but they are few. APPEARANCE Merfolk have the torso of a human and a fish-like tail and gills. Some merfolk also have extra fins along their spines. With their tail, they can easily reach a length of 2m but in human form, they stand at 1.5 to 1.8 m. They have an outer layer of translucent scaly skin which gives them the illusion of glowing when they're in the water. PHYSICAL PERKS & WEAKNESSES Merfolk have very powerful tails, enough to be used as weapons by themselves. They can shed their tail and scales to appear human but their tail will regrow after a week. Fins and scales may appear earlier, after 4-5 days. MAGICAL PERKS & WEAKNESSES Merfolk can wield water magic. They use songs and incantations, to calm or roughen the seas. Experienced magic users can develop deep connections to marine life and send messages through the waves. Some say merfolk have powers to allure others with their singing but this is a myth and was due to their heavenly appearance when they were first discovered. |
SATYRS
WIDESPREAD location | NATURAL magic | 70-80 yrs LIFESPAN |
Often called the "eternally youthful" race, satyrs have a reputation for being very playful and care-free (though I assure you, there are many grumpy satyrs too). But overall, they are best known and loved for filling the mountainsides with songs and life. They are also probably one of the most popular races as they do happen to be Hanami's best wine producers. LOCATION Satyrs naturally inhabit the mountainside and have large settlements in Ulme and Chanda. However, many have traveled abroad after the unification. APPEARANCE Satyrs have the torso of a human and the legs of a goat. They are quite short, reaching only 1.30 -1.60 m. Some satyrs can have horns, flat ears and more fur, looking a lot less human. PHYSICAL PERKS & WEAKNESSES Satyrs are the most sure-footed of the races and can easily spring on dangerous cliff faces. They don't possess extraordinary strength but they are hardy things. They can even adjust to weather by growing or shedding winter and summer coats. MAGICAL PERKS & WEAKNESSES Satyrs wield natural magic. They have a connection to the living things around them. A skilled magic user can understand the world around him better as well and shares an empathetic relationship with plants and animals. Satyrs use music (typically a panpipe) to influence nature |
CENTAURS
WIDESPREAD location | ASTRAL magic | 175-200 yrs LIFESPAN |
Often in competition with the elves for the title of the 'wisest' of the races, centaurs are another a proud race. Centaurs place a lot of importance on community and justice to keep them together. Traditionally, they formed very disciplined communities and it's a common stereotype that they take everything far too seriously (to the embarrassment of the younger generations). LOCATION Centaurs mainly inhabit the plains, or at least where they can see the sky (another point that puts them in competition with the elves). These days, more centaurs have moved closer to the large cities... though many have to hang around the outskirts as navigating the centre can be a little tricky when you're as big as the centaurs. APPEARANCE Centaurs have the torso of a human and the body of a horse. They are the biggest of all races standing at 2 to 2.4m tall. They are generally quite well-built as well. PHYSICAL PERKS & WEAKNESSES Centaurs have the disadvantage of being very big, inflexible and not agile in the slightest. However, when it comes to speed, stamina and strength in their lower bodies, even unfit centaurs can easily match most others. Like satyrs, they can shed or grow winter and summer coats so they have some resistance to the elements. Centaurs have great night vision but only see in black and white during the day. MAGICAL PERKS & WEAKNESSES Centaurs wield astral magic, as well as creating energy orbs, experienced magic users can catch glimpses at the future from the stars. |
DWARVES
WIDESPREAD location | EARTHEN magic | 140-150 yrs LIFESPAN |
Dwarves are perhaps the least populated races in Hanami. Previously seen as a xenophobic and a primitive race, through their great skill in smithing and forging, they have achieved acknowledgment and great fame. They still hold onto to many of their traditions, LOCATION Dwarven cities are very few these days, with the only city prospering being currently being Huin. However, dwarves are in high demand in many cities and are very widespread now. APPEARANCE Dwarves are like shorter humans. They are on average a lot stockier than humans but it varies. Many dwarves still practice traditional braiding so often have long (braided) hair. PHYSICAL PERKS & WEAKNESSES Dwarves are the strongest of the races and are a very hardy people. They lack stamina and agility but often surprise others with their stealth and speed (it's not amazing but far beyond what many think them capable of) . MAGICAL PERKS & WEAKNESSES Dwarves use rune magic. This means they carve and write runes to give objects magical properties. Only dwarves know the meaning of runes and their properties and have never shared their secrets with others, making them so sought after. Rune magic is in high demand for weaponry and armor. |
HARPIES
WIDESPREAD location | AERIAL magic | 80-90 yrs LIFESPAN |
Harpies are the fierce guardians of the skies, feared by many with their reputation as ruthless warriors. Though harpies in traditional settlements still undergo two years of military service, they are a people like any other and mostly glad for peace. LOCATION Their traditional cities are a wonder to behold, they have carved entire cities in the treetops and clifffaces. The traditional cities are exclusive to Chanda but nowadays harpies can live almost anywhere. APPEARANCE They have a human torso and the wings and legs of a bird. Harpies often have quite acute and pointed features. They come in all colours and forms, but have similar physiques: They are quite tall standing from 1.80 to 2.10m. Harpies are very light and slim, having hollow bones to help them fly, they weigh around 35 - 55 kg. PHYSICAL PERKS & WEAKNESSES In the air, harpies are unparalleled in speed by any creature on land. However, as they are exceedingly light, they have little force and lose many of their advantages on land. MAGICAL PERKS & WEAKNESSES Harpies can wield air magic. As well as influencing wind currents when they fly, experienced magic users can create more complex weather patterns. |
DRIFTERS
LONE location | DIVINE magic | N/A LIFESPAN |
A "drifter" is the name given to someone who is only half alive. They are resurrected by a deity after death. They aren't considered to be a race but a plague on society. LOCATION There are no settlements for drifters. Most roam the world until they can fade from it. APPEARANCE Drifters look exactly as they did when they died and can have belonged to any race previously. They no longer have a heartbeat or the need to eat but can think and feel like before. Wounds, scars and severed limbs can no longer heal either. They don't age or change. PHYSICAL PERKS & WEAKNESSES Drifters technically feel no pain, however, their brains still remember that certain things should hurt and thus have the illusion of pain. This disappears after decades as a drifter. "Mad as a drifter" is a common phrase used due to the frequency of drifters who turn insane from the trauma of coming back from death. MAGICAL PERKS & WEAKNESSES Drifters are also called shifters as they can shift into the patron animal of the deity who saved them. They also gain weak powers from this deity. FADING Although they are immortal, a drifter can fade from the world when they no longer have the will to carry on. They are brought back from death to complete unfinished business and must take care of that to fade. |
HYBRIDS
WIDESPREAD location | NONE magic | N/A LIFESPAN |
Hybrids are now fairly common in Hanami as more and more people have travelled and been encouraged to move across the borders. There is no discrimination towards hybrids, they are simply treated as any other race. Hybrids can occur between any race except centaurs, who can only reproduce within their own race, and drifters, who are incapable of reproducing altogether. Physically, hybrids will take on most of the mother's traits but there is some scope for intermediate appearances (slightly taller dwarves, mermaids with pointed ears, etc) but the differences are not extreme. In terms of magic, a hybrid does not possess any and unlike humans cannot learn it either. |