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The Thief of Lights

**Of Races and Kins**

a part of “The Thief of Lights”, a fictional universe by TRUE-ASSASSIN.

Where will you be, when the fate of not only the Earth but of the whole Universe lies on the balance?

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “The Thief of Lights”.
Discussions pertaining to roleplay on RPG.

**Of Races and Kins**

Tips: 0.00 INK Postby TRUE-ASSASSIN on Thu Jul 10, 2014 10:40 pm

In this thread, you can find information about the dwellers of Spectraverse and Earth. Note! Races featuring * at the end equals to "Playable races".
Let's start with!

-Men*: The human race, the kin of men dwell in Earth: when they first appeared, they were welcomed by the Pure Elves and protected by Spiritus. As their consciousness grew, however, they could not accept the idea of being shackled and effectively lesser than elves. Two times they tried to defile the Spiritus, and two times they failed...after Spiritus enclosed the Fae in Spectraverse, their silent vigil continued on Earth. Men interact little with Spiritus, and Spiritus usually contact Arch-mages of men for council and instructions. Despite being the weakest of all races the will of Men is greatest, making them deadly should one underestimate them.
They are known to be indipendent and clever, that led them to arrogance and selfishness...inevitably, humans will play an important role in the following events.

-Pure Elves: Pure Elves were created by Spiritus through a series of experiments, where most of them failed.
After countless tries, the Pure Elves emerged. They are clever, dotated with incredible magical
capacities and obviously, they can fulfill their purpouse - serve as hosts for Spiritus.
While not as giant as other races (The tallest being 1.60meters), they still feature unique traits such as magenta hair and violet eyes.
When mankind walked Earth, The Elves taught them the ways of Arcane and magic. However, as humanity grew, they recognized how superior were the elves: they started to refuse them, casting them aside.
The Elves are great minds, with long life spans, but are not immortal: it doesn't matter who or what you are: all perishes.
While men built great towns, The Elves focused on living in small remote settlements, practising their mastery and keening their trade. Only after the fae were secluded in Spectraverse, they formed the Silver League of Elves and their cities. For countless months, bright lights shone of several colours: red, white, yellow, green, red...colours that crafted their Cities:
Arathous, Aeksiothous,Yenathous,Varothous, Eynathous are the citadels of elves.
However, a minority prefered the previous, humble life-style instead of the hyper-refined Silver League.
Elves are led by a Council of Magic Magisters, 10 of them, two of the purest from every Citadel. It is a complex democratic system, based on elections and splitting powers.
The charge for the Magisters lasts One Year, and then a new one must be elected. However, The Citadel can re-elect the same Magisters for an unlimited quantity of time.
The Powers of Elven government are five, called institutes. Each institute is composed of two
magisters, one that rules the power and the other ensures that he who holds the power is true
and not corrupted. After six months, the roles are switched and after 18 days, the Ten must
reunite to discuss problems. The Institutes are:

-Arcanea, forsees that magic is correctly taught and hunts necromancy.
-Materia, the institution that keeps an eye on the flow of economy, detecting eventual falls or increases
-Etruvia, International treaties and diplomacy. Also, can propose wars.
-Istia, Institution that has the power to propose, change or remove laws. They also have the duty
to name the High Judges, one for each Citadel and must assist in grevious cases, such as
Necromancy. They may also be invited to international Courts.
-Dominio, an absolute power, that commands the armadas of elves and national order. They can
even depose Magisters from Insititutions, and may even retain absolute power, if five
out of eight magisters agree. The absolute Power may last only for three-four months, and
afterwards prolongs the charge of all the Magisters of an additional year. However, laws that
are imposed by Dominio, such as curfews and martial laws are removed once the charge is over
and this Dominio may be triggered only once a turn of Magisters.

The Elves are so utopean that poverty does not exist in their Citadels, but they have to follow a rigorous society.
Communes prefer simplier existence, relying on a Headmaster, a charge that last till death.

-Half-Elven* are those who has elven blood in their veins. Despite their elven nature, they are not allowed in the Forbidden Spectraverse, but retain a lot of their Elven parent magical power, their wit....and in some cases, their attitude. They feature lightly pointed ears, though.

-Spiritus:Spiritus are ageless: they appeared before Men or elves, generated from the Mana Plains, their
homeworld. Their task is simple: they exist to protect younger races from extermination, through
any means. Spiritus, despite being living beings, needs not to breed for they cannot be
slain through physical means (But their host can) and require a 'possessed' host to manifest.
Even if Spiritus prefer husks and armors made by them, they can as well dwell in other creatures:
Pure Elves were created for this task and they are able to hold more than one Spirit, apart
from being incredible mages. Spiritus have incredible life-spans, and are close to being
immortal, as their whole kin is empowered from He who Created. As long as a Spiritus
remains loyal to their duty and in their caste, their demise is far from near.
Their society is split in three castes and two sub-castes

- Warriors - Most spirits belongs to the warrior caste. As the name suggest, their duty is to
fend off universal threats aided by many kinds of weapons. Warriors usually prefer
possessing metal husks instead of living flesh, and wield Spiritus-alloy weapons, able to
harm a leviathan.
Warriors that watch over Earth are known as Vigilantes. They are similiar to warriors,
but manifest only when needed, for the curiosity of men may slow their work. Additionally,
they also cooperate with Inquisitors to track down Renegade Mages.

- Gatherers - Gatherers have the burdenous task to collect every piece of knowledge, scattered
through the universe: their knowledge surpasses any race's and usually take possession of
living hosts, that wander the worlds. They return to the Library of Gatherers to deposit
their knowledge. Without the efforts of these Spirits, the Library wouldn't be what it is now:
A place that stores all the known in micro-spaces.
Gatherers that reside in Earth are known as Inquisitors: they have the additional task to
investigate eventual anomalies and afflictions of the planet as well as giving magic licenses
to Academias and recognizing 'Allies of Spiritus'.

-A very few of Spiritus are Architects: Masters of 'What Exists' and even of 'What not'. As the name
suggest, they planned the very physical structure of Spectraverse...and not only. They are
master in the art of creation, and their knowledge of the Mana Plains is great.
They reside and meet in The Halls of Architect, a structure atleast five times bigger than
a Continent in Spectraverse (which is built on a separate dimension, accessible by those
who have the authority). Because of the few number, Architects don't have a sub-caste.

The Spiritus are led by The Triarch, each member hailing from a caste. Their word is absolute,
for they ruled before the Earth was born, and never has there been a Riot within Spiritus.
They are Ezekiel of the Gatherers, Michael of the Warriors and Falon'Din of the Architects.
To the Triarch belongs the last word and it is up to them to recall hard decisions, such as
terminating a planet.
Spiritus that left duty and the castes are known as 'Exodite': unlike their brethren, their
life-span is mortal, but their powers are not: in ages past, men revered them as gods, betraying
the laws of Spiritus. Exodites are hunted by Spirirtus, and some of them dwell in Spectraverse.

-The Hybrids*: he term 'hybrid' refers to a special kin, a mix of Spiritus Blood and other creatures, be it
elves, men, sprites...they will never be as pure as Spiritus, but their life-spans are impressive,
they are able to become immaterial, appearing as coloured auroras like Spiritus as well as a great
and inhuman talent in manipulation of mana, draining them directly from Ley-lines, conducts
of mana that starts from Mana Plains.
Unlike Spiritus, they have a body and retain their non-Spiritus parent appearence. For example,
a normal-looking human can easily be a Hybrid.
Hybrids are subsided in castes, inspired by attitude of Men:

-Valour: Represents the bravery and boldness of men. They form the Army of Valour, renown to be one of
the best warriors of Spectraverse, wielding glorious weapons blessed by starlight

-Virtues: Represents the curiosity and inquisitory nature of men: they are great students of
magic, craftsmen and are most eager to help those in need.

-Lust: Represents the desire of men, whether it be carnal or gluttony. Lust hybrids are commonly
in disguise, patrolling the Realm of Men both for pleasure and being the eyes of Hybrids on
Earth.

-Envy: The despicable feeling that claims men when one of their fellows are greater. Envy
are beings born to steal to feel greater: the mean matters not. Along with Lust, they are
usually on Earth, doing the dirty work for Lust.

-Justice: The sense of justice that dwells in men.Their decisions are often cold, but oriented
for the welfare of their kin.

-Compassion: The sense of compassion that men feel. Unlike Justice, their decisions may
be less cruel than Justice's.

-Pride: They are big, as big as their ego: they represent the Pride of men, that gets greater
day after day.

-Maleficence: The manifestation of men's malice: they are keen to evil, masters of harmful magic
and tricksters. Many antagonists from Fairy Tales are Hybrids of the Maleficence caste

Also, there are two Hybrids that belong to two unique castes:

-Faith: The Lady of Faith, representant of Human hope and dreams: she speaks for the Divine,
and is definately one of the most important Hybrids.

-Sentence: He is Sentence, he who writes. From ages unknown, he wrote the events, storing them
in a great book, entitled simply as 'Chronicles'. His knowledge is vast, although he is a
lonely figure.

The Hybrids of Spectraverse revere the Light of Divine, a demi-sentient being whose power
surpasses Spiritus. Its nature is unknown, believed to be a kind of super-charged wisp whose
light would burn, excruciate and heal afterwards. Hybrids in Spectraverse reside close to
the home of Divine, the Refuge of Divine, the southmost point of Spectraverse. They built
docks, big docks: the Ebon Haven and Magenta Harbours are examples.
There are also Human-hybrids, dwelling Earth unknowingly bearing super-natural talents.
Academias tend to invite them, if they ever heard of 'magical incidents'.
Hybrids are led by a Council of Hybrids, that makes important political decisions and
solves international cases. The Council of Hybrids is composed by five members, the original
of five major Castes. Everybody has equal power, being able to propose changes or remove laws,
as well as wage wars or organize peace treaties. They are Virtues, Valour, Compassion,
Sentence and Justice.(Playable Hybrids will dwell in Earth, unknowing about Spectraverse!)

-The Sprites:There is nothing much to talk about Sprites: their nature is a joyous one, their mere presence cheer up anyone: they are mysterious creatures that emerged from the Mana Plains, saturated by its
incredible powers with a peculiar taste of appearence: they love shapeshifting to animals, be them glorious lions of furry and chubby bears. They live in forests, singing songs and dancing all day long and having tea and pastries. They often host great parties, announcing them to the Spectraverse.
They indeed have a King, Benadus of Sprites: the Spiritus recognizes his power, but not from where he draws it.
Sprites have no real society: it is like a village, where there's he who bakes, he who tends gardens and trees and of course he who makes tea! They are friends of Hybrids, Elves and Spiritus.
Their presence even sooth dragons!

-Half-sprites*: A seldom case leads to the breeding of an Half-Sprite offspring: few of them dwell in Earth, having in heritage great magical capacities and usually are very social....usually!

-Dragons: Glorious animals that dwell in the East of Spectraverse in lairs dug in mountains, they are
a few, yet extremely long-lived, maejstic and clever. They know all the three speeches:
theirs, the Speech of Elves (Enochian) and the Common Speech of Men. It is unknown how dragons
appeared: however, it is known that dragons used to terrorize humans and menace them. While
they have a terrible renown in stories of Men, after they met the Elves, their relationships
with 'smaller folk' improved: now, dragons wouldn't hunt cattle, but fight to prevent human's
cattles to be eaten. Their strength is great, their magical properties even greater than elves
and they can fly.
Dragons are led by a Trinity of Elder, each hailing from three different clans of Dragons,
the only three remaining, that's it.

-Azurael is a dragoness whose origins are shrouded in mystery: it is believed she is the
wisest of dragons of this time-span. She appears as a misty figure, with two pairs of wings
and a long limb-less body. Her duty is to train the younglings and to ensure justice and peace
between clans. She represents the clan Vix

-Volaan, the Wyrm hailing from the clan of Xem, the Dark Terror. Legends of greatest dragons would pale before The wyrm, whose size
and figure sends shiver to the very marrow. Being from the Xem bloodline, he bears no breath
of fire, a trait sacrificed to store even greater quantity of mana. Literally, he could cover
entire forests with super-heathed mana, reducing everything to ashes. He is agressive, but
very protective toward the youngs and dragon-kin. The Dragons refer to him as 'He who hunts',
a pack-leader.

-Din'revir of Rax represents his clan, the sea-drakes that dwell in the depths. Despite
their nomad and acquatic nature, Din'revir did not refuse the request for representing his clan:
he can fly, and is renown as probably the fastest dragon, being able to fly around Spectraverse in
three days, without stopping once. He ensures that the rights of dragons are respected, and that his kin
is not exchanged for common beasts. He is very proficient in healing.

-Beast-kin:
Beast-kin are werewolves, vampires, satyrs and goblins: creatures of ill reputation in legends
and folklore.
Some of them dwell on Earth as parasite life-forms, breeding and damaging humans. While not
as lethal and voracious as Leviathans, they still are a threat known to Mages and Spiritus
since they cannot be eliminated through normal mean: they shrug off steel and bullets easily,
but they are incredibly vulnerable against silver, mana and Spiritus alloy.

Academias hunts them whenever possible: there are mages and Academias specialized in beast
hunting, the biggest of them being Liberty's Wings wielding weaponry advanced enough to brutally
kill them. Once dead, however, their souls go to Periatama becoming Leviathan nourishment.

Leviathans:Leviathans are predators of Universe, hunting down entire planets for sport and colonising them using their dominance to brain-wash inhabitants. The worlds they touch, even if saved, are forever tainted by their darkness. A leviathan is composed of trillions of cells that have special properties, such as allowing leviathan to shapeshift by rearranging their cellular structure. The cells can not be destroyed by normal means, forcibly evolved by foul craft of Primarch, Serpent god. While leviathans do not have a specific shape, they have a special form, where their form shifts into a great mouth to devour anything in their path, with a size enough to chop down a cow in one strike.

Leviathans always hunger for mortal flesh. Even though any sort of prey may sooth their humungous apetite for a while, sapient beings are preferred over animals of lower intellect. Leviathans are solitary creatures, and there is a big competition among themselves. This competition may grow into termoils which end up even in death of several of these great beasts. Only when called by their Arch Leviathan they may ever unite.

Arch leviathans are leviathans, but greater in power. Firstborns of Primarch. They do not tend to invading mortal realms, but are always at vigil for their Father's return. Each Arch Leviathan commands a section of their vast horde, with numbers varying from hundreds to thousands. During the second war, many of them fell. Their mother, Eve, started creating 'New Generation' Arch Leviathans however. Strictly loyal to their mother, they are less sapient and more obidient than rest of their kin.

Vast Majority of the Leviathan Horde resides Periatama, place of lost souls. While technically it is a prison built to contain them, they use it as their base of operation. And with Eve re-appearing, they might leave and enter the Periatama at will. Now very few are ever seen wandering in vast Universe. Most of them are biding their time until Mother is ready to strike.

-[url=http://hextcg.com/wp-content/uploads/2013/03/Dwarf1.jpg]The Dwarves: Dwarves are also known as 'Kin of stone': they are midgets, sturdy and resilient by nature
characterized with long beards varying from grey to brown.
They are hearty folk that loves to share, to drink mead and eat a lot and to work a lot!
Much like folklore, they dwell deep in the ground, building great halls and greater works of stone. What makes Dwarves
special, however, is that they are not 'All' in Spectraverse: many of them reside literally
inside Earth, near its Core. Dwarves have the hard duty to preserve the cores of both
Earth and Spectraverse, or better, they are the only ones that can do so: their skin is as
hard as iron and immune to the intense heat emanated from the Cores.
However, this caused them to be cut from magic, from the Mana Plains. This impeded them from
practicing Arcane arts, but when magic lacks, brains get sharper: dwarves became incredible
engineers, geologists and geo-workers. Before any races, they developed rifles that shoot
'Arrows of stone', a weapon that could easily maim bones.
Their Halls are even known to Pure Elves: made of stone, tall ten times a dwarf and decorated with
immense statues. They harvest energy directly from the Core, and light their Territories
with Proto-suns, strong enough for them to grow crops and keep cattle. They are also
exceptional craftsmen, working metals as easy as clay: all of the dwarves are Master Forgers,
and their Kings must traditionally forge their crown and armour.

Dwarves are led by Two Kings: One for Earth and the Other for Spectraverse. The Royal title
is None hereditary: the charge last until a sovereign's death and then a new King will be elected
by the Guilds.
Guilds are corporations of dwarf workers: every dwarf is in a Guild. Those who are not
are considered trouble-maker and homeless...adventurers, in few words.
Guilds are named after trades, and those who are in a Guild gain special beneficts, usually
huge feasts and bigger drinking competitions as well as economical help and apprenticeship
for the young. Ironically, the first Guild in term of wealth is the Brewer's Guild, both
in Earth and Spectraverse: they do not only brew beer and mead, but several others drinkable
delicacies, such as Alcoholic nectar, wine and even rum.
The second most important is the Forgers' for the Dwarves of Earth and the Gemcutters' for
Spectraverse. The first are known for crafting tools as hard as human's titanium, yet being
as light as leather, while Gemcutters are known for recovering wonders hidden within mines.
Third-placed are the Miners' in Earth's Kingdom and Watcher's in Spectraverse. Watchers
act as soldiers of Dwarves, patrolling their halls of Stones. In Spectraverse, Watchers are
more common due to the higher number of risks and aggressive beasts. Watchers also must ensure
order in the streets of dwarves, and organize evacuations if necessary.
Miners...mine the primal ores for the other Guilds to work. Miners are also geological experts
(Geo-geneers), with the duty to secure the flow of energy from the cores to their Cities and
ensure that it won't blow up.
The Dwarven capital in Earth is Ihtsvault, a tall and vast cavern that houses the biggest
settlement of Dwarves in the Realm of Men. The Palace of Kings works as the house of both
the King and the representant of the Guilds. It is located in the center of Ihtsvault, and
brightly shine under the light of the Proto-sun.
The Dwarven Capital in Spectraverse is Gorengrand, vast enough to enclose the outer-core
in a circle of structures and stones. The Palace is so great that it is split in four parts,
each as tall as elven towers in the surface. They are located precisely in the North,East,South
and West of the city.

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TRUE-ASSASSIN
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