Demons: Demons are highly
intelligent, if
eccentric, and
very
powerful. Their most distinctive characteristic is their ability to
change
their appearance, and they'll often switch forms at a dizzying rate,
sometimes
just to annoy whoever they happen to be around. They also have the
power
to "phase" between places. They have free travel of the dimensions, and
are
the only race that can safely travel between planes of existence. They
are
very uncommon in the mortal world, though, and usually any demon found
is
actually only half-demon. Although demons are feared in the mortal
world,
the careful human can usually hold his own if he keeps one thing in
mind;
Demons must always keep any promises and honor any contracts that they
make.
However, they are very underhanded and any deals made usually end up
with
the human serving as the demon’s next meal. A demon feeds on
the souls
of
other sentient creatures.
Elves: The most human of
the
Fae. They have taken on many human characteristics over the years of
living among them, both good traits and bad. Elves are much warmer than
faeries,
and romances elves and humans are far more common than with any other
race of fae. Unfortunately, some of the less attractive
tendancies
of humans have been acquired as well, and they are by far the most
politically
agressive and militant of the Fae. This has led to their being the
dominant
race of the continent. Most countries are under elvish rule, and while
they
are fair rulers, it is almost impossible to have a country for one's
own
race.
Fae: A magical species, broken
into four major races: The Faeries, the Elves, the Goblins and the
Gnomes.
There are sub-groups beyond this as well, including the different
species
of Faeries, etc. Fae are, as a general rule, a people who look more or
less human, and almost always can be
recognized
by their tapering pointed ears and long life spans. The Fae, though
powerful, must always live in the presence
of
magic. If they are not surrounded by magic, it is not long before they
will
die. In their normal conditions, however, their lengthy life spans
separate
them in many ways from humans. Except for in large cities, fae and
humans
seldom live next to each other. The different types of Fae are
not different species, but merely different races.
Faeries: The
most
ethereal of
the Fae, they keep mostly to themselves and can live for centuries.
They are elusive, and few in number. They have
wings and antennae, giving them a graceful and deceptively delicate
appearance.
Faerune: A
large city located on the southeast coastline of the
continent. Founded originally by a large group of elves and humans, the
city is famous for the diversity of races living there. It is a
cosmopolitan city, comparable to New York or Paris.
Goblins:
The oldest of the
fae races. They are also the least similar in appearance to
humans, with their ashen, spotted skin, long noses and large, animal
like ears. Goblins are fairly uncommon in most areas, preferring to
keep to their own communities. They dress distinctively, in long
draping robes and shawls, and always keep their heads covered. Like
gnomes, they are also earth elementals, but their connection is to the
stones and ground, rather than plants. They are also, on average, the
tallest of all faerie races.
Gnomes: The wildest of
the Fae,
to the point of being considered impish. They are also the smallest,
with
an average height of 4’5”. Gnomes are perpetual
children, never
maturing
physically beyond adolescence. Despite this, they are powerful
creatures,
having an natural bond with all plants since they are earth elementals.
A gnome is almost never without his or
her
hat. Although they may remove it for some reason, they will always have
it on hand.
Half-Demons: Offspring of
a demon and a non-demon. They can
only shape-shift between three forms: their demonic form (humanoid),
their
earthly form (whatever the demon parent happened to mate with), and a
combination
of the two. The most common union is between a demon and a dragon, as
the
two species have a millenia-old alliance. Half-demons have all the
powers
of their demonic parents, but to a lesser degree. For example, they
cannot phase as easily between dimensions, and must usually be summoned
to any higher dimension. Once there, however, they are free to travel
wherever they like. One advantage they have is the ability to subsist
on
regular food. They do not need to consume souls for
energy,
like their demon parent. However, a diet lacking in either mortal
energy or
regular
food will leave the half-demon rather anemic.
Hecretchia:
Mir and Mirage's
island home. Part of a archipelago in the warm waters of the
Astrian Sea, it is green and beautiful all year long, with pristine
jewel blue waters and white beaches. It is also populated exclusively
by gnomes, as are most of the other islands in the chain. It is the
center of gnome culture.
Lamosia: One of the
most
well-known
schools of magic. Its elite reputation draws a crowd from all over,
from
children of the High Elven court, to the children of merchants and
peasants. Tuition is free to gifted students who cannot afford it.
Magic: Magic is the force
that
makes this world work. In a world with technology similar to ours,
magic replaces electricity and other technological advances.
Therefore, it is not some secret power accessible to only a few. Any
person who knows how to can use magic, although some have
more
skill than others. The Fae, for example, are magical creatures, and
simply
use the magic inherent within themselves, or they can effortlessly use
the
magic in their environment. Humans, on the other hand, must channel
magic
from the area around them, and this can leave a human weakened, or even
dead,
if they force too much energy through their bodies. Magic is taught
openly,
and is generally broken into five major Branches.
Thought Magic:
This
Branch
includes telepathy, empathy, telekinesis, and more, depending entirely
on
the user. It is the simplest, but most difficult Branch, because the
user
has to focus their willpower on whatever they want to accomplish, and
it
takes a great deal of practice before simple things can be accomplished
with
ease.
Ritual Magic:
The
most common Branch. Ritual magic deals with
calling
upon spirits (elemental or otherwise) to do some single task or
another.
The ritual involved is usually a chant or a gesture, but the more
complicated
spells can involve other things like ingredients, dances, songs, and
even sacrifices.
Examples
of this Branch are element-based spells, magical locks,
illusions,
and even necromancy.
Elemental: The
second most common, and very similar to ritual
magic,
except that it can be performed only by elementals, such as gnomes or
goblins.
The user of elemental magic only has to command their certain element
to
do what they want, and, if it is possible, the element will obey. It is
simple
magic, but can be very useful.
Holy: The most complicated
magic, as it combines ritual and
psi magic.
It is usually used only by priests and paladins, and some examples of
spells
in this Branch are healing spells, minor mind-control (for example, to
calm
a person's emotions, etc.) and defensive spells. Although not many
outside
of clerical circles follow this Branch, it is, like all magic, open for
anybody
to learn.
Tech
Magic: This
isn't techically a separate branch, but rather a field of Ritual Magic.
Spells in this field make things work, like trains, phones, lights, etc.
Mage: One who has
fully
completed magic training. It is a title to be earned, not given
lightly.
Paladin: A servant of the people,
paladins are there to help when nobody else is willing or able.
Usually,
paladins are skilled in combat, and
are
also trained in Holy magic. Paladins
seek harmony and peace above all else, and they are
compassionate
in their quest. They protect those who can't protect themselves.
Taltoaine: A
large, powerful kingdom in the northeastern part of
the continent. It is also the kingdom that M'lila's family reigns over.
Tren: A mid-sized
city on the southern coast of the continent. It is
old-fashioned, and mostly populated by humans and gnomes. Because of
it's central location along the coast, it is a bustling trade city, but
hardly a glamourous place to live.