Magical Beast

From Chronicles of Eternia
Revision as of 22:09, 20 February 2024 by Chance (talk | contribs) (→‎Evolution)
Jump to navigation Jump to search

placeholder

  • Magical Beasts are unable to gain an affinity for either Holy or the Occult
  • Magical Beasts appear to be especially immune to the effects of anti-magic, making anti-magic restraints and long-term imprisonment dangerously ineffective

Spells

Primal Descent

Magic Core

Self-Heal

Evolution

The stats are to give a general guide for roleplay purposes. Comparatively the human magi species might have an Intelligence of 4, Physical of 3, and Magic of 3. A form can be selected at Level 200, and grants a spell (sometimes several) unique to the sub-species.


INT = Intelligence. 1 = Wild animal, 5 = Genius potential

PHY = Physicality. 1 = Frail, 5 = Mighty

MAG = Magic. 1 = Little magical potential, 5 = Well beyond the average Magi

AGG = Aggression. 1 = Non-confrontational, 2 = Selective violence, 3-4 = All humans are prey, might be reasoned with but slim chance, 5 = No self-control, will try to eat you on sight. Major danger to all people, cannot be reasoned with.

Ogre: (INT: 1, PHY: 5, MAG: 1, AGG: 3) An Ogre is pure physical might, and not much wit. They are prone to settling things by force, and lack negotiation skills. They take great pride in their strength.


Skurn: (INT: 2, PHY: 2, MAG: 5, AGG: 3) Akin to an Elemental, the Skurn is a wonderful example of pure element mastery, whether fire, water, earth, or air. They are walking natural disasters, bringing wildfires, floods, and earthquakes in their wake when letting loose.


Ursen: (INT: 2, PHY: 4, MAG: 2, AGG: 3) It's a bear! A mighty, great bear! Do not feed the bear!


Ent: (INT: 4, PHY: 2, MAG: 4, AGG: 2)

Gremlin

(INT: 2, PHY: 2, MAG: 3) Many hundreds of lesser demons were transformed into gremlins, lacking the leather-skin and horns of their occultic cousins. They share a similarity in that mana-rich flesh is the perfect meal for their empowerment, and human magi in particular aren't off the table! In fact they're a prized delicacy.

Gremlins, like most Magical Beasts, are solitary. They lack the 'hivemind' nature of Demons, and prefer working alone. Selfishly inclined as they are, they may occasionally work with another to hunt. Their intelligence is roughly at the level small, angry child, because technically that's what they are, just with the means and desire to kill! Most Gremlins will transform into a unique sub-species after a few years or so, and what race they take will vary depending on their choice of magic and development. It's possible for them to not transform at all, though.

Owldrake

(INT: 5, PHY: 2, MAG: 3, AGG: 2)Vast, imposing wyverns that look as intimidating as a true demon, yet are perhaps some of the least concerning beasts out there. Their feather-like scales are hardy, coarse, and tough, their minds are alien in composition, and they usually have multiple sets of eyes. Imbued with a shard of the Aspect of Knowledge, these titans are among the most intelligent natural life forms upon Meranthe.

Some magical beasts have a distinct origin in the cleansing rites of Jokul, but these avian beasts are almost wholly based off of the demon-spawn and disciples of Na'Ria that were given lives anew by divine light.

Owldrakes are uniquely non-confrontational, but also introverted at heart, more often than not preferring to avoid all contact and enjoying long periods of isolation. If you confront one, be sure to answer its riddle correctly or it might eat your heart— as it is said that these gentle giants lack them. But that can quickly be proven wrong if it is ever angered; its emotions flaring have been known to bring about ruin. With just as much magical potential as any human magi, if not just a touch greater, who knows what secrets they could be keeping?...


Vulpinari

(INT: 4, PHY: 3, MAG: 4, AGG: 2)

Elegant and elusive, Vulpinari are known for their wit- and oft not to be crossed. While many come in different sizes, some the size of a mere fox, and others the size of a large wolf, their cunning is oft the same regardless, and not to be underestimated. While some may be more docile and passive toward humans, others are manipulative, and enjoy tormenting and fooling them. Vulpinari typically do not form packs, but will roam with other beasts, typically in the forests at night.

Vulpinari are quick, clever, and are typically adept at magic, and are known to speak directly to the mind of mortals they encounter, and as such, are rumored to be able to play tricks on the mind.. Despite this, most Vulpinari tend to lash out when mortals attempt to play tricks on them, and may fight back with aggression unexpectedly. They oft believe themselves to be smarter, wiser, and more cunning than humans, and as a result, Vulpinari do not fear humans, though they clearly do not trust them.

It is considered unwise to cross a Vulpinari, for they have been known to use illusion magic to speak omens upon foes they defeat as punishment, and torture the minds of mages that believe they have outwitted a fox. Their magical cores are oft prized for magical potential in comparison to that of an Ogre's, and their pelt is prized even further.

Werewolf: (INT: 2, PHY: 4, MAG: 2, AGG: 5) Perhaps the influence of the Winter Wolf Saekanis. If marked by the claw or bite of a Werewolf, you may be prone to fits of rage and adrenaline...or worse. WEREWOLVES ARE EXTREMELY DANGEROUS, AGGRESSIVE HUNTERS THAT SHOULD NOT BE IN SETTLEMENTS.


Cetus

(INT: 4, PHY: 2, MAG: 4, AGG: 2)

Cetus tend to form small family units of two to three, though it's not uncommon for them to be larger. Some even lead lives of quiet contemplation. Cetus, as far as magical beasts go, tend to be on the less aggressive end of the spectrum. Found most frequent at sea, and often making home in deep sub-surface caverns. They are somewhat rare sights on land.

Their magic is potent, often more effective than an average human magi. Their intellect is fierce, and generally considered to be human-level. Combined with their magical potential, this makes them a firm threat if provoked. It is often thought that Cetus have some level of telepathy, as groups often are not verbal. They often move from one place to another with nary a sound. This makes them excellent ambush predators within the sea.

Provoking or otherwise attacking a Cetus without proper preparation isn't wise. Much like humans, they will fight with a unique brutality and cunning. Befriending a Cetus is possible, though difficult. They are quite skittish around humans. Generally carrying a high disposition of mistrust towards humanoids in general.