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Races

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1Races Empty Races Wed Jun 12, 2013 5:27 pm

False Dawn

False Dawn
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Elves: There are two prominent species of elves in the world: the surface elves, aloof and graceful, and the dark elves, their subterranean cousins. The surface elves lived apart from humans in secret for millennia untold, but after the Unveiling Conflict, they slowly began mingling with humans, eventually co-existing. Their magic advanced Europe immensely, and they were generally welcomed with open arms. The elves slowly began to let humans visit their cities, and a select few have been allowed to live there, but they remain somewhat distrustful of the world outside. All elves are slightly stronger and faster than humans. The surface elves naturally have a higher propensity for magic than most other races, which is apparent in their architecture. Many cities are grown out of the trees of their beloved forests.
 
Dark elves: The dark elves, who live in labyrinthine tunnels of stunning magnitude, do not generally share their fair-skinned cousins’ affinity for the short-lived races, or anyone else for that matter. They’re typically a very hateful and violent race. All of them can see in the dark, and can create a sphere of darkness around themselves that only they can see through. They live in massive caverns carved out either naturally or by magic, with buildings usually molded from the cave walls.

Dwarves: The legendary mountain-dwelling smiths. These stout folk have been around just as long as the elves, perhaps longer. While elves and dwarves generally live in peace with each other, they are naturally suspicious, and are rarely seen in each other’s company more than necessary. The dwarves live deep inside mountains, usually connected to the network of tunnels the dark elves operate out of, which doesn’t help dwarven opinions of elves as a whole. The dwarves don’t have any supernatural abilities aside from their prodigious skill with smithing and their longevity. In the years after the Unveiling Conflict, they were more open to the capitalistic nature of America, and the potential the dwarves held made for a deal the Americans couldn’t refuse. America has become even more of a technological powerhouse as a result. Naturally, there are dwarves elsewhere, but they tend to keep to themselves.
 
Demons: The denizens of Hell are as varied in species as the imagination. Consistently, though, they are entirely evil. They relish nothing more than the suffering of others, though again, how they go about causing it is varied. One demon may be nothing more than a rampaging beast bent on destruction and battle, while others thrive in the backgrounds of society, subtly manipulating the world from behind the scenes. Most demons have some affinity to fire and can either create hellfire or manipulate the fire around them. Hellfire is naturally infinitely more deadly than regular fire, melting through most things with ease. They also are commonly found in the company of hellhounds, or similar beasts. While normally indestructible, the demon’s one true weakness is divine power. They cannot go onto consecrated ground (i.e. churches, graveyards, etc), and are repelled by divine symbols. They can only be killed by an angel, a holy weapon, a holy person (i.e. priest, etc), or concentrated divine power. There are lesser demons that can simply be killed, but they’re little more than imps. All other demons, upon reaching the point where they would die, their physical form is obliterated, and they are forced to spend an amount of time (varying depending on the strength of the demon) rebuilding their physical form, and once that’s complete, yet more time recovering their strength.
 
Angels: The servants of Heaven, the angels are almost as varied in power and type as demons. All angels have an affinity with divine power, although it manifests itself in different ways. They are always agents of good, and will attempt to stymie or destroy demons whenever they can. Only unholy power can slay them. They also have a similar recovery system/time. Generally good-natured, they are truly the heroes of the cosmos, and will usually do anything in their power to assist in efforts of good and humanity.
 
Vampires: Nightwalkers. The ageless, cruel drinkers of blood. Turned once bitten and having drunk of the lifeblood of their sire, they then become incredibly powerful. Much faster and stronger than the average human, they are also armed with an array of powers, provided they are strong enough. Many are able to shapeshift into mist, a bat, or occasionally a great hound. The strongest also have psionic power, and can influence the world and people around them with their minds. They cannot go into the sunlight without dying, with the exception of particularly ancient vampires, who can only be in the sun for minutes at first, or potentially up to an hour. They cannot go onto consecrated ground. Divine symbols will repel them, but a wooden stake to the heart, decapitation, and divine weaponry are the only ways to kill them. If they do not drink blood regularly they grow progressively weaker and hungrier.
 
Damphyrs: Born of the unnatural union of a vampire and a mortal, they are inarguably a half-breed. As such they are stronger than a human, but weaker than a vampire. They can survive the sunlight, and need blood less often. They also have the vampire’s accelerated regeneration to a lesser degree. They can pass almost entirely for human, whereas true vampires have lengthened canines and extremely pale skin.
 
Undead – various: There are nearly infinite amounts of undead. False Dawn will review all undead on a case by case basis. Feel free to get creative, but note that zombies, skeletons, etc. are essentially mindless puppets, and therefore unplayable.
 
Shapeshifter – various: Shapeshifters come in many varieties. Midnight will review all shapeshifters on a case by case basis.
 
Humans (including magic users): Thriving for eons, humans have built themselves up from nothing to become not only superior to the beasts that tried to eat them, but to all other species on the planet. Life goes on much as it would in this modern age, albeit with the unexpected discovery of the supernatural beings that for so long had been hidden from them. Humans took to magic with a vengeance, craving the power it held, rocketing them into a new era. There are magic universities scattered around the globe, but the most prestigious is in Britain.
 
Advanced humans: The humans didn’t stop with magic. Genetic enhancement, cybernetic technology, biotech, anything they could do to improve upon themselves. Some were major breakthroughs that spawned infinitely more projects. Some were catastrophic failures that caused the loss of several facilities and many workers. But humankind persists, and is slowly beginning to master what it has discovered.

Giants: As the name implies, they’re massive, though their exact size and abilities depend on their type. However, giants tend to live in a nomadic community of about five or six members in the wilderness or in mountain ranges. Their relations with the dwarves have been spotty at best. There have been some successful interactions, but more often than not, encounters erupt into violence, with mixed results. They tend to stay away from humans out of a lack of understanding of their technology. Elven interactions have also had mixed results, though almost entirely positive encounters have come between them and the forest giants, or Ents as the elves took to calling them.
 
Forest giant: These towering creatures appear to be living trees. Topping out at approximately 20 feet tall, they’re nothing to scoff at. In addition, they have minor druidic magic. Extremely vulnerable to fire.
 
Fire giant: Around 13 feet tall, usually only found close to volcanoes or other forms of extreme heat. Can create limited fire and manipulate it around themselves.
 
Frost giants: Hailing from places most would find uninhabitable, they can create extreme cold around themselves, and some can form and manipulate ice. They are usually around 15 feet tall.
 
Storm giants: Averaging around 10 feet tall, these lighting wielders have a tendency to follow storms of all sorts. They can channel and manipulate electricity. The strongest can generate electricity or channel it from the sky at will.

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