Races

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Human

When the world was anew and had just gained some stability, it was humanity who first rose up from the seeds that the angels planted at the behest of their Archangel. They were shaped with two gifts in mind. The first was free will, to not be bound to the threads of fate; even the world's creator is unable to predict the future of each individual man. The second was death, a beginning and an end, a body and mind that evolves with each experience, unlike their immortal processors. With these two gifts, the possibilities to do great good or great evil are not beyond the reach of humanity. They are by far the most common race on Esshar, and vastly outnumber all other races.

Descents

The person's ancestry is likely primarily made up of the selected trait, though not always:

  • Astyan Descent: Typically brown or blonde hair. +10 Power
  • Essharian Descent: Typically tall, tan. +10 Vitality
  • Magnolian Descent: Small frame, lithe. -1 on Crafting Tier Costs, +20 Agility

Beastkin

While Beastkin vary in sub-species, they all share fur-covered ears and a tail. As well as the natural senses of the animal kingdom, such as enchanted sight and smell.

Lapine

Denizens of green rolling hills and the deep jungle, the Lapine are a race with a natural affinity for earthen magic. Most of their clan live in peaceful solitude, typically in the lands of Myllenoris.

Kitsune

The Kitsune take after the divine spirit, Jiuweihu. It is said that they were once Samurai of Sheng and fought in a great battle during the divine war, and were blessed with a fox's with in exchange for their service.

Felinae

Descended from the familiars of ancient Magi, the Felinae were said to have served as the guardians of Leonaus' knowledge. They hail from the tribes resising in Esshar's eastern mountain range. They're known to be clever and capricious, as their feline features would suggest.

Ookami

The Ookami are the Beastkin of Asena. Quick on their feet and with eagle-like sight, they make great scouts. Wolf-like in appearance and nature, like other Beastkin, they enjoy the wilds and often live in clans beyond the city's outskirts.

Razuka

Their origin is entirely unknown - a ghastly experiment that went wrong or perhaps a clan of beastkin that had been exposed to the sewers for far too long, the Razuka are a race of rat-like people. Their affinities lie in water magic, primarily blood magic. Razuka are typically known to be cut-throat and ruthless to people that are not their own, and greedy.

Drakanite

Their ancestors were humans that were blessed by the divine Dragons.

Known for their great, wide-spanning leathery wings and curled horns. The Drakanites resemble the dragons of legend when fully tapping into their blood. They can be spotted easily by the shape of their iris, slitted in serpentine fashion, and often green colored.

The Elements

Drakanites primarily specialise in one type of magic in particular, causing them to often become the greatest of masters of their respective arts with unseen natural levels of aptitude. Their wings have been observed to change in accordance to the following magics: Fire, Wind, Holy, Occult, Magma, Cosmic, Lightning and Ice.

Sarradian

Hailing from the desert lands of Sarradia in Gehenna, a small number of Sarradians accompanied the Moxtli tribe during the event of the Pandemonium Chase to Esshar. Known as people of the earth, Deseti-Sarradians are said to descend from a being that was originally given life as a man made of clay by the angel Vidrio. Sarradians are also keen elementalists and it is what they're naturally proficient in, due to their creation from the world directly.

Sirenia

Sirens are an aquatic race that dwell within the sea in numerous clans scattered across the world, though they often explore on the surface world. While their appearance varies depending on the particular sub-species, common identifiers are their webbed hands, guills, and sharp teeth. All siren are born with a 'water spirit'. They're viewed as their own personal guardian angel, and the Sirenian takes on personal and physical traits of the animal they match. Although they can sometimes manifest representations of their spirit via their magic, communication is purely done emotionally rather then through words. It is very similar to how cosmic magi have stars and can bond with them.

Synthetic

The peak of the Empire's magitech shows itself in a being that never feels pain nor falls ill. Arguably the pinnacle of Magitech, a synthetic is an artifical human that's fully manmade. Lifelike skin and functionality, with an interior of weightless Mythril and various crystalline cores to resemble organs, as well as heavier metals and constructs, wired together neatly. Often a group project to construct with at least several thousand runes and glyphs in unison like clockwork. While typically designed for combative purposes, a synthetic also benefits from improved cognitive functionality where they're able to process information quicker, with the downside of a lack of empathy and the more subtler clues in human interaction.

Brought to life by the ritual of a Techomancer in a flare of electric and fluorescent mana, the empty body of a synthetic is hooked up to a narrow tower which transmutes a soul from above into them the moment they come to life. As a newborn, they're immediately flooded with information and past memories by the Coalescence, learning the common tongue and assigned a codename in their first few seconds of coming to be.

  • Appearance varies, depending on the construct. The standard issue synthetic has a natural look, though they can appear somewhat doll-like due to their makings.
  • They can absorb and deflect magic through glands in their hands, able to mitigate incoming blasts. Their own mana is a pure, dulled silver. Additionally, they have enhanced speed and strength, and depending on the model they weigh in at four hundred pounds or more.
  • Linked to the coalescence, they often take the role of advisors as much as they are combat units. They can receive direct commands and insight.
  • They have no need for food or drink, but are fully capable of tasting and digesting such things. They're designed to be an improvement on humans, after all, and the lighter aspects of life are kept in check. They can turn off their pain receptors completely if desired, and can go weeks without any sleep (or 'hibernation'), but resting occasionally is advised.
  • Rumored to have a self-destruct module the moment in the rare event that one should go rogue, though by design they are loyal to their creators.

Rhoynish

A proud race of battle hardened warriors. They are nomadic and many families live in clans. Their numbers are scarce, but they usually don't require many to conquer cities. Were previously held under oppression by the Kingdom of Osrona with indentured servitude, now they are seeing a resurgence.

Teraphim

Descendants of those that survived the dreaded tyranny of the Elysium Coven and lived to tell the tale, blessed by the mystical forces within the spirit plane, Vanaheim. Created in the final moments of the Primordial Aschea.

Magical Creatures

Magical Creatures are beings born of magic, often shaped by the circumstances of their environment. They are often regarded as monsters due to their physical bodies rarely resembling anything human.

The most commonly feared Magical Creature are the Demonkind, said to be born out of human nightmares.

Demonkind

Occult Magic is a demon's natural element. While it can very easily drive a human mad, a demon is not susceptible to its side-effects. They can however still go insane through other factors, though by human standards many demons would already be considered mad regardless.

Their origins begun in the mythical era when Archmagi Amalia Elaide, the First Witch, the betrothed of the Lord of Helheim, and a Warlord of Astya, spun the nightmares of man into nature, melding the deep occultic influence directly with the mythical beasts of the land: the wolves, giant spiders, serpents and tigers. The result was an army of apex predators under her command, and she went on to conquer many countries for the ancient nation.

  • Pureblooded: These are born of a pairing between two demons that share the same clan, producing a child with great potential.
  • Felblooded: The vast majority of demons are Felblooded. These lesser stock are produced in batches, many dozen at a time, and are typically short-lived, acting as enforcers and direct underlings. They often take on a more typical 'demon' appearance when transformed, rather than inherit the features of progenitor. Felblooded can achieve the same heights as their brethren. The majority tend to take the role as foot soldiers, however.
  • Nephalem: Neither demon or human, half and half. Some say they are a purposeful mockery of humanity by an Abyssal Lord, while others claim a demon fell in love with a human. Regardless of the truth, they're despised by all of demonkind and their occult nature makes them a danger to humans.

Fairies

Fairies, otherwise known as Fae, are magical creatures shaped and born of mana itself. While even they don't know much of their origins or powers, these small bug-like creatures no taller than a few inches, have been said to have accompanied humans since the very beginning of humankind. Fairy tales suggest they were born from a Dragon's sympathy. Faes are primarily known as harmless trouble makers and pranksters.

  • Holy Fairies: The natural version of a Fairy. Almost all fairies are holy by nature and react strongly against occult elements. Naturally caring and capable of empathetic sensing, though with a mischievous bite. They are herbivores.
  • Dark Fairies: The Unnatural version of a Fairy. Has some affinity for occultism as a result of someone or something mutilating their light. Though they might not think it is so bad after the fact. Omnivores, with a preference for meat.

Mutant

Often an Occultist driven mad and overtaken by their fel magic, or perhaps an experiment gone wrong.

Ogre

A dim-witted, excessively violent giant of unremarkable demonic ancestry. What they lack in intelligence, they mostly make up for in strength. Mostly.

Dullahan

An undead wretch with no master, a headless ghoul or perhaps the last of a rotting skeleton with its spiti clinging to the armor it wore in life. During the pandemonium chase and the plague of Saekanis, dead knights would rise up and wander the land aimlessly, sustained by their grief, regret, and hatred. They lack memories of their past save for brief shards and fragments, muddled by the passing to the netherworld and back.

Researchers have yet to find a conclusive answer to why these creatures are still bound to the living world.

Nethradin

Said to be the Demons of the Void, these creatures roam outside of the lifestream, born out of the vast emptiness of the void through unknown means. Rarely do these creatures know their own origin, and their appearance differs greatly from one another. Some records suggest Humanoid Nethradin have existed, however the vast majority encountered are mindless beasts much akin to Demons.

Ent

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Skeleton

Skeletons are corpses given life by a Necromancer, or in rare cases through the sheer will or power of the dead individual themselves. Rarely are they ever seen without a Master, usually bound to the will of the one keeping them in our world.

Often Skeletons are incapable of recalling their former life entirely, however in rare cases they may remember brief moments. Wandering Skeletons are often said to be the failed experiments of Necromancers.

Vampire

Divine

Angel

Elisheva.png

Angels are divine, celestial beings, that throughout known history have earned a reputation as being both terrifying and beautiful. Some were warriors for tens of thousands of years, while others were scholars and messengers. While not natives to this world, they all played a role in aiding the creator of it.

The predecessors to Eternias's beginnings once lived in the ruined realm of Atmos, a vast plane made up of nine primary planets. At the core of the dimension, and the source of life, is a nebula that gives rise to benevolent beings of pure light, the Angels, and beings of malice and darkness, the Akuma, two opposing entities that are living energy of their respective side. The Angels do not age and evolve as humans do; they are a state of eternal being linked together through a singular force, though they do have their own individual motives and thoughts.

Above all others, there are the seven Archangels that were purposed to oversee the struggle between light and shadow. As the conflict reached its lowest point, and all forms of life that the Angels had created were at the threat of extinction, a lone Archangel, Kraus Eternia, confronted the celestial entity, this nebula of light and dark. What was discovered was enough to set a plan of rebellion into motion, and aided by two other Archangels, as well as a number of Angels, there was an attempt to destroy the Atmosian god - and every single angel and akuma with him. Only partially succeeding in this, an immediate retreat and a plan of escape was soon put into motion. Taking three hundred angels, the Archangel Kraus formed a new dimension, Eternia, locking it off from the reaches of his former home. In this world... People will live, learn, and die. And the angels act as the distant gatekeepers.

Biologically, they share very little in common with Eternian lifeforms aside from their distinct resemblance to humans. They appear in idealized forms, though lack assigned sexes, and have no need for sleep or food.

  • Archangel
  • Seraphim, Lords of Light
  • Principality, High Angel
  • Angel

Divine Spirit

Ryujin.png

The Divine Spirits are embodiments of nature, aspects of the primary forces of the world. They were the first sentient lifeforms and each served an important role in creating the world of Eternia, such as the ocean, the land, and the sky. There are five divine dragons and five divine beasts.

  • Ryujin (Fire)
  • Quetzacoatl (Wind)
  • Shenlong (Lightning)
  • Jormungand (Water)
  • Huatl (Earth)
  • Asena (Summer)
  • Saekanis (Winter)
  • Ixchel (the Moon)
  • Jiuweihu (the Sun)
  • Leonaus (the Stars)

Primordial

Primordial.png

The Primordial beings are some of the most powerful, ancient entites to exist, said to be children of the divine spirits or components of the universe that emerged during the first moments of creation. Their characteristics and appearance vary from one to the other. All are capable of shapeshifting and some are even known to walk among humans. It is not uncommon for Primordials to be worshipped, often sought out for guidance or aid - the Children of The Woodland in particular have made contact with Primodials in the past.

While unlikely to succumb to a natural death, the Primordials are not immortal and can be killed.

  • Gaia