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Outcasters: Third Generation

Species

a part of “Outcasters: Third Generation”, a fictional universe by Kaeru.

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Species

Tips: 0.00 INK Postby Kaeru on Thu Jun 25, 2015 12:53 pm

Upon request, I have added this thread so that you may - if you'd like - post information on your character's species.
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Kaeru
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Re: Species

Tips: 0.00 INK Postby MoonlightWraith on Thu Jun 25, 2015 2:13 pm



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The Sirens are descended from the disgraced River Goddesses, the original 5 Sirens, now referred to as the Ancient Sirens, these Sirens were once the maids of the Goddess Persephone, her friends and her guardians, but when Hades, one of the many Kings of the Underworld, however, referred to as the God of the Underworld by the blissfully ignorant mortals.Having not stopped the kidnapping, Demeter cast the Sirens from Olympus and turned them into birds, but they retained their beautiful heads, Demeter claimed it was so they could cover all of the Earth and retain all they saw, whereas had she turned them completely into birds, they'd have gained the memory of a bird also. The 5 sirens tried to use their beautiful song to get mortal heroes to help them but Demeter had cursed their voices to drive men crazy and make them kill themselves.

With the intervention of Zeus, Persephone was returned to Demeter, but only temporarily, whilst contented, Demeter still held the Sirens guilty for the loss of her daughter, she may have returned their beauty to them but she also prevented the Sirens from ever returning to Olympus, with Zeus proclaiming it as law. Having lost their home, the original 5 used their cursed voices to hypnotise great heroes and armies to kill themselves, they hypnotism made them want to fight for the Sirens and reclaim Persephone for Demeter, but when that failed, Hades unleashed the wrath of Hell on the Sirens, forcing them to flee to the Fae Realm, where they located a small cluster of islands, which they claimed as their own, the isles were uninhabited and the Fae had no qualms with the new inhabitants. The Sirens have lived their ever since, their descendants living out a peaceful existence far from the Greek Pantheon.

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The Siren Isles are very similar to Ancient greek cities, with architecture reminiscent of Villas, Amphitheatres and Temples. Atop the highest Isles, lies the Royal Villa, crafted from pure white marble and glittering gold, it is evident the High Siren is there when the Royal Eagles are seen patrolling the grounds, of course the Villa has regular Eagles and even a few Ravens guarding it when the royals aren't there, due to the maze out the back being the one portal onto the Isles.

This was caused by the Ancient Sirens, when they arrived on the Isles, there were portals everywhere and therefore sealed all but one, to reduced the likelihood of a surprise attack on the Isles.

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Siren ranks are not chosen by the Siren, it is what they are born to be.
  • Ancient Sirens - The Original River Goddesses, cast from Olympus and chased from Gaia, these are the most powerful and dangerous Sirens, they are immortal and have near godlike powers, they are worshipped as gods by the Sirens in the Temples dotted across the Isles.
  • High Siren - The Siren Queen, the Siren queen is determined by how well she can unite the Sirens in song, she is often the most gifted singer and therefore considered one of the more powerful of the modern Sirens
  • Siren Elder - The closest a regular Siren can get to being the High, the Elders are some of the oldest inhabitants of the Isles, they provide the High Siren with all the advice a monarch would need.
  • High Eagles - Regular Eagles are the warriors of the realm and as such are ferocious fighters, the High Eagles are the most elite, they often guard the High Siren or the Elders.
  • Eagles - Simply put, the soldiers of the Siren realm.
  • Owls - The Hunters and the Scholars, Owls act as both, during the day time, they tend to the works of knowledge, but during the night, they become veracious hunters. They can be called upon during times of war as Nightshift fighters
  • Ravens - Messengers and Spies, the Ravens are devious and secretive Sirens, they can get any information from any person but more often than not they simply act as messengers, Sirens have no need for secrets as they are not at war.
  • Sparrows - The lowerlings of the Siren race, they are often sweet natured and kind, they simply lure prey to their death rather than inflict death upon someone.
  • Hybrids - Hybrids of other shape-shifting races will not have a bird form, but instead will have a hybrid form, for example, dragon sirens are feathered dragons, werewolf sirens become were-birds, and vampire sirens tend to become batlike creatures. Most hybrids have an insatiable appetite for sex and depending on the father, it can be rather fatal mixture, all Siren children are female, with one exception, and human/Siren hybrids do not exist, as they are 'pure blooded' Sirens.
Once the High Siren dies, any of the Types can become the next High Siren, the current queen was a Sparrow, she is now referred to as the High Sparrow, on occasion.

There are many classes of Sirens, Royals, Highs and Common:
  • Royals - The Descendants of previous High Sirens and family of the current High Siren, they are regarded as the Upper class and live in the most well designed villas built with only the finest of materials, golds, silvers, marbles and granites.
  • Highs - The Descendants of previous Elders and High Eagles, and the family of current ones, they are considered middle class amongst the population and have much less sway in politics, if a Royal becomes an Elder or High Eagle, their descendants become Highs, losing their Royal status and is therefore rare, but not unheard of.
  • Commons - Regular sirens with no relation to High Sirens, Elders or High Eagles, they rarely ever worry for politics as the High Siren is only ever used to represent the Isles in discussions with the outer realms, inner Isles issues are rare and handled efficiently.


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The Sirens gifts are mostly aimed at sexual desire and inciting lust in the others, supernatural species are immune to their Desire manipulation and Siren Songs, however and therefore they must rely on their sultry natures and enhanced beauty to control them. The Siren song can be utilised with all instruments but most Siren's have a favourite instrument and will rarely stray from using it to perform their songs.

Sirens also either have the ability to manipulate the emotions of others or some form of magic, this is in part due to the Ancient Five, they didn't have both, their powers were split and as such the Sirens and their magic is split, some of them would get a form of magic or a form of emotional manipulation.

The Sirens have enhanced strength and mortality than humans, but they are by far not immortal or incredibly strong, these powers are more of an emergency power. However, during arousal, Sirens have been known to pick particularly feisty partners, such as vampires, dragons, werewolves and even wraiths, and as such have developed a conditional healing factor, in which during states of arousal, Sirens will barely even notice the pain and the cause of the pain will not remain for much longer, this is caused by the supernatural adrenaline pulsing through their veins causing their body to heal quicker than normal.


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Brooklyn West Vincent ('Pure blooded' - Sparrow)
Sunday Montez ('Pure blooded' -
Lexi Vincent (Hybrid - Feathered Dragon)
Logan Vincent (Hybrid - Feathered Dragon)

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MoonlightWraith
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Re: Species

Tips: 0.00 INK Postby Sanarith on Sat Jun 27, 2015 12:46 pm



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Sylphs are air elementals. They have several responsibilities surrounding the sky and weather systems, and often serve as messengers for the Gods of the skies. They are enemies with the Anemoi, and have been for thousands of years. Sylphs are considered benevolent and rare because they serve the Gods. Sylphs can be captured easily, in jars, or similar means. It is not comfortable for them, but they can be kept there indefinitely or until needed. They can also be controlled if a small part of their spirit is kept on the master at all times.


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Sylphs are benevolent elementals of the sky. They have been around since the creation of the sky. They are rarely seen, as they are invisible and most often take to the sky for their entire lives. For millions of years they took care of the sky and everything in it. They were also used as messengers for the gods of the sky, and would often step in to help oracles and take their prophecies back to the gods.

That's when the Anemoi were created. They were originally released by Pandora, upon the opening of her Box. Their arrival threw the sky into chaos - storms, tornadoes, and hurricanes ravaged the land. It appeared that the sky was at war with itself. At several points, it looked like the Anemoi were destined to win, but the sylphs managed to ask their gods to help, and eventually they took control of the sky back, and banished the Anemoi to the skies above the seas. It worked for thousands of years. The Anemoi were able to create storms, hurricanes, or tornadoes over the sea and move with them. It was much harder for them to do this, but the sylphs managed to keep them under control for a long time.

However, the Anemoi discovered a new ability - the ability to change regular sylphs into Anemoi. Most of the time, the Anemoi would be able to persuade sylphs to join, or would be able to force their change by holding them down and transferring a part of themselves into the sylph. Normally this would be instantaneous, especially if it was transferred to the sylph's heart. This sparked a second war between the sky nymphs, and it soon died down. There was no more mass disappearances, and the sylph nation finally felt safe once more.



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A sylph's main power is air manipulation. In fact, a sylph's only power is air manipulation. They can use it to control the wind and air currents, shaping it into the desired shape. They can also lessen air resistance, or increase it. This enables them to levitate themselves, move much faster than normal, and even fly. They can also use it to create tornadoes, hurricanes, and blasts of wind so strong that they could push someone over, especially when caught unaware. They can also move objects with blasts of wind, and divert projectiles. They can also increase air pressure, and make it denser. This means they can crush things relatively easily. They can also feel minute vibrations in the air, so noises seem louder, and lights seem brighter.
Sylphs also have the ability to take on a human form, but this tends to only be for short times, but sylphs can hold a human form indefinitely as long as it is controlled. This often means that while sleeping, or when they lose consciousness, they revert back to their transparent sylph form, identifying that they are definitely not human. Sylphs also seem to be able to control their emotions incredibly well.


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Sylphs have several responsibilities revolving around them. They include, but are not limited to:
  • Keeping the air clean and breathable, as well as keeping the air in balance
  • Stopping holes from appearing in the atmosphere
  • Moving rainclouds to make sure that flora can get water, or providing sunlight
  • Keeping the Anemoi under control
  • Delivering messages to and from Sky Gods.
There are not really any heirarchies in Sylph culture, but there are those closer to Sky gods. These are the ones that are more often to deliver messages to others. This is an incredibly important role to Sylphs and those who deliver messages are considered rich and powerful. They are influential and are closely adhered to. Even more of a rarity are Light Sylphs. These Sylphs are born with the ability to manipulate light as well as air, and are extremely rare. The last was born over 500 years ago. Sylphs believe they signify dark times, and lots of lore and legends surround them. Light Sylphs are treated with the upmost respect and are often worshipped. They have a status just below Gods.

Sylphs also have several rules, one of which is to never visit the human world. It is a taboo for reasons unknown, and is normally adhered to. This taboo is often linked to Light Sylphs, or dark times. However, Sylphs that do go missing are assumed to join the Anemoi, and are outcast. Sylphs are also forbidden to go against a God or higher Sylph's commands. This is never broken and can be an offense to a Sylph to even suggest it.



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Anemoi are storm spirits, malevolent air spirits. They are utterly homicidal, and completely emotionless. They kill for sport and are often uncontrollable. They also have air manipulation, but also atmokinesis - direct control over the weather. They create storms with a wave of a hand, freeze water with a click, and turn rain to snow with a breath. They are utterly deadly and do not give a damn about who they target. Anemoi can be captured and controlled in exactly the same way as Sylphs are, but are much more dangerous and much more likely to kill whatever target you give them.



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Anemoi have three main powers - atmokinesis, aerokinesis, and Corruption.

Atmokinesis is direct control over the weather. An Anemoi can control whether it storms, rains, or snows. They can also dictate whether there are hurricanes or tornadoes in certain areas, which is a combination of atmokinesis and aerokinesis. Storms, hurricanes and tornadoes are considered Chaotic by Sylphs, and isn't used. An Anemoi can easily shoot lightning bolts on command, freeze water, or cause shaped raindrops to freeze and puncture the skin of their targets.

Aerokinesis is air manipulation. Anemoi can fly, move objects, increase or decrease pressure, and basically do anything a Sylph can do. See above for more info.

Corruption is a very special part of an Anemoi. Since they cannot create more of themselves from the clouds like Sylphs can, they must either birth more, or Change others. Changing others is much more popular, and easier. The process for an Anemoi is to separate a part of themselves and place it inside their victim. If it's in their heart, the process is instantaneous. Anywhere else, and it is like an infection, which allows the chance for a cure. More is explained in detail below.

An Anemoi's true form appears to be that of a storm cloud. Their forms are that of dark clouds, swirling indefinitely. Their eyes are bright, incredibly so, as if lightning is stored there. Lightning occasionally flickers across their bodies. No detail apart from facial features can be made out. Both Anemoi and Sylphs are typically female, although males are not unheard of.


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Anemoi have a special power that allows them to transfer parts of themselves into others - mainly sylphs, which are the easiest to do, and the least messy - and turn them into Anemoi as well. Most often an Anemoi will either transfer a part of themselves to a willing candidate, or will hold down an unwilling one. Most often, it is instantaneous, although incredibly painful.

A Changing happens when part of an Anemoi spirit is transferred into the heart of a victim. This makes the Change instantaneous, although most of the pain is caused by the extreme chaos that takes hold of the emotional centre of the victim and renders it unresponsive. All morals and emotion are completely destroyed. However, if it is not in the heart, the area directly affected becomes like an infection - incredibly painful and slow moving, but almost unstoppable. It appears as if the skin of the victim has become a thunder cloud. Dark grey in colour, and with lightning bolts flickering across it, this is the most surefire way to determine whether an Anemoi Changing is taking place. If it is not instantaneous, the process can take at least 6 months, up to 2 years.

The first sign is the newly formed scar on the skin, and below that, the appearance of a thunder cloud. This is extremely obvious in a Sylph's true form, as it is the only part of them that is not transparent. A victim's emotions will then get very extreme and unpredictable, before settling down a bit. Although their emotions will still be extreme, they will be more under control. As the Changing progresses, the thunder clouds will spread until it becomes more and more obvious, as well as the developing ability to control the weather. If they are Light Sylphs, they become unable to use their heliokinesis. Eventually, as it reaches the final stages, the victim begins losing their morals, and finally, their emotions. They will then let the colour leave them and take on the Anemoi form indefinitely.

There is rumoured to be a cure, and there are many ways to do it. The first way is to be cleansed of the Chaos inside them, through darkness or light. The process of this is unknown. The second way to cure it is drinking the sap of a Life Tree. The third way is to find somewhere to discharge the storm spirit, or someone. The spirit of an Anemoi can be willingly passed on from one person to another, leaving the victim uncorrupted, but the other an Anemoi, or Changer. This is looked upon in disgust, since Sylphs believe condemning another to the fate that was your fault in the first place is utterly dishonorable and not theirs to deal with. There has so far been nobody that has successfully been cured of the Changing.
Forever in my dreams, where dreamer flown,
To the world above and greatly renown.
For its constant bubble, scaling of height.
Into the dawning sea and eventful light,
To dream the dream of dreamer's love,
Yet we stall our mind to fiction above.
Belong to life and green-blue flow,
To reddish hearts that we greatly show.

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Sanarith
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