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Defining Treason

The Khadryan Race

a part of “Defining Treason”, a fictional universe by Redred33mer.

A partner collaboration between Redred33mer & Modesty set in a unique, medieval fantasy realm.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Defining Treason”.
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The Khadryan Race

Tips: 0.00 INK Postby Redred33mer on Tue Aug 27, 2013 6:19 am

This is a need to know for all things about the Khadryan race.

Race Traits:
+Psionics: Khadryans are psionic beings originating from the frozen wastelands of the south. This means they can manipulate energy and objects that are around him, much like telekinesis. This also means that he can sense energies and objects around him, and he does not need to rely on eyesight. However, this can take a bit of concentration, and can only do it minimally when he's fighting.

+/- Anatomy: Khadryan anatomy differs, but is similar to a human's. For instance, they have more veins, nerves, and an extra heart chamber to circulate more blood so that muscles can work more efficiently (so that they're stronger), and that their bodies are wired more so that reflexes are faster and he is more observant. However, these require larger lungs, and an assortment of drawbacks. Being hit can be critical, because being cut into may induce paralysis to a certain part of the body, and he can bleed out faster. Bleeding faster also means becoming unconscious faster. Because of these physical traits, Khadryans eat a lot, are winded more easily, and are generally taller.

++/- Ultra-humanoid: When confronted with a life threatening situation, and having the will to live (this is key as many in the Inari Icelands died from this), ultra-humanoid features are elicited. A dark azure ring expands from one eye as veins sprout from that eye into the side of their head, glowing a neon yellowy orange. As a result, chemicals released in their body allow for an unnatural display of speed and power, and grant the ability to control one of six assets determined at birth (fire, water, earth, air, light, and darkness) as part of heightened psionic ability. With practice, after it has been induced for a first time, one can learn to control it, though it is very painful. Using this ultra-humanoid state has its drawbacks as well, such as using your assets drains energy, and using them to their greatest extent drains the wielder of all its energy, incapacitating him/her for close to twelve hours. It can also only be sustained for so long, as the chemicals that induce this state corrode muscles. This also makes it difficult to carry on after a Khadryan comes out of this state, because it takes some time for the muscles to heal.

- Low Population: What does low Khadryan population mean? It means that few people that are not Khadryans know what and who Khadryans are. Because Khadryans have a different anatomy, in aspects that are rather complicated, conventional healing magic (not physical treatment such as bandages and herbs) does not work on Khadryans. This also means their energy cannot be magically restored. It is also common, because of their appearance, for them to be mistaken as humans. Khadryans also try not to be discovered as a different race when they deal with foreigners and foreign affairs.

+ Accelerated Healing: Khadryans are able to heal faster naturally, but nerves still cannot be healed naturally. Fractured bones and damaged organs can heal within three weeks, fully.

- Magical Inability: Khadryans cannot use magic, other than their natural psionic abilities, but they can feel the effects of magic.

History

Khadryans originated as humanoid beings in the vast expanses of the southern polar regions, often faced with harsh conditions that facilitated their growing adaptations. As society began to stabilize for them, and tribes and such emerged, Khadryans realized two things, the first being they could move north now, out of icelands if they wanted to because of their emerging society, and the second being their powers. As they began to move north, they had their first encounters with humans, dwarves, elves and the like. And as such, they became threatened by the size and organization of their societies. As the Khadryans began to organize their own nation of Inari, and adopted a "strike first" policy as they feared the outbreak and exploitation of their race. For 600 years, war after war, Khadryans began conquering nations and city-states, growing quickly into the empire they are.


The Six Ultra-Humanoid Abilities

All Khadryans have magnificent control over one of six fields, water, earth, fire, wind, and two rarer ones, light and darkness. Aside from the obvious, there are a few things Khadryans have been able to do with their mastery in the four more basic fields, which would be surprising to most if not all magic users.

Water - Having magnificent control over waters, a Khadryan born with this trait could create cyclones as tall as the combined height of ten men, or condense water and send it at velocities great enough to shatter bone. However, both of these require a plethora of energy, and cannot be done multiple times or sustained for more than five minutes before they would collapse of exhaustion.

Earth - Capable of shaping rock and unrefined metal as they please, a Khadryan with this trait could craft bridges or lift rocks to use as projectiles against an enemy, or craft towers or farmlands bit by bit. Other than affecting a larger or more dense object, there is no extreme to this like there is for water or fire.

Fire - With the ability to create fire in thin air, this trait is a bit different. There are different intensities that can be used, shown by the color of the user's fire and/or flames (from red to blue, then to white). Although hot, it cannot ignite anything (though it can make objects combust) because of its psionic properties. However, if intense enough, the flames can cut through different materials.

Wind - Wind is the most energy efficient, as wind is the most energy efficient, as air is less dense than all other materials, and fire is a constant conversion of energy. Users can create temporary air currents and can even fly. Two extreme abilities of a wind-wielder would be that they can create artificial tornadoes, but not for very long, and that they can change the air pressure of a designated area to high enough it can compact objects. However, this requires constant concentration of the user, and both drain energy quickly.

Light - Light is far less common than the first four. It involves the ability to manipulate lightning at the fingertips, and can draw energy from nearby objects as long as they reflect light. Because of this, people born with this trait can often do incredible techniques without feeling as winded as another. With mastery of this, lightning can pierce materials, or even explode upon impact. Additionally, Khadryans of this trait can create mirages and blind others temporarily with a flash of light.

Darkness - This trait is as rare as the "light" trait is. Darkness can be a cruel thing to deal with and use. A user of this would be shrouded in a dark azure and black aura, and even if something were to cut through them, it could be like cutting through a cloud as their bodies become wispy and then solid again. Still, this costs energy for them. Additionally, a black ball with visual properties congruent to their aura could be made, entrapping up to five people including the creator of it. The creator of this ball then can play any sort of torturous games they want with their victims, as if it were actually happening. Lastly, they can teleport short distances up to 100 feet, but this costs incredible energy. The occurrence of their teleportation is hinted at by them being completely concealed in their aura.
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Redred33mer
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