T H E M E M B E R
P A N E L
D E A D walking --
Alright guys, it's the moment you've all hated to hear since you joined: we are officially closed...
Why? There are plenty of reasons, but the most cliched will do. The remaining staff members, REDwolf and Orenji, have decided they cannot be the active, self sacrificing staff you deserve. Sorry would be an understatement, but there we have it. We're sorry. Conjecture and guess as to what we could have done differently to keep it running, but what we've done and what we've chosen is to close. You've all been dear friends to us, but we both have to move on, and I hope you will too.
Now for the technical stuff. REDwolf has decided that posting shall NOT be disabled, and if you feel you can function without staff, you are free to do so. She will be implementing a few last codes to make it easier for those who wish to continue roleplay, and subsequently, she cannot be present to enforce the rules, though she does ask that whatever you do, try not to get the site suspended... :P
If at any time she sees fit to open/reincarnate the site in any form, you will certainly be the first to know, and as for anyone willing to take over staff positions, or even contact her, there is a working, regularly checked email on the site.
Thank you all, for the memories. I hope this isn't goodbye~
--Administration
T H E G U E S T B O O K
W E L C O M E, guest, to Deviancy --
We are an intermediate to advanced general fantasy roleplaying forum
(what the **** does that mean?)
»Intermediate to advanced - we do not cater to first time forum members, but we are a very lenient site with no required word count (we request +200 words) and little to no ocd hoops to jump through. And, of course, we will always answer questions if they are not on basic forum use.
»General Fantasy - Most fantasy sites use just magic and maybe mythical creatures for their plot and character options. We, however, allow anything either real or imagined - from magical warlocks to scifi atomatons and beyond. We do not discriminate between the different kinds of fantasies.
»Roleplaying Forum - hopefully you know that a roleplaying forum is a text based writing site where members can create and control their characters through written segments called posts. If you do not, please reconsider joining us, as we do not help new roleplayers.
and we're happy you're visiting us!
Your first question must be, "why are we called Deviancy?"
Well, it's simple - unlike all those other fantasy sites that have four measly race choices, we like to mix it up a bit.
Want to be an obscure, ancient Greek sea monster? we have those.
How about a steampunk mechanized owl? we have those too.
What if, instead of any race choice, you just want to get a little unorthodox?
Why not have the bad guy win every once in a while?
Why not anger the gods just to see what happens?
And as for adventure, let's just say you should stay in town before you get your eyes eaten out by that plagueland of zombie-like monsters out there.
Sound fun enough to you?
Where Do I Signup?
What's The Plot?
Since we aren't a new guy forum, we do have a reading list. Don't panic if you've seen the links below; you don't have to read all of that. First off, the stuff that's important is asterisked*, and second, there's a step-by-step guide for you. Don't you feel special?
Step One: Rules - wow, this one's a shocker, but to be a member here you're going to have to know the rules. We have a lot of them, but again they're set up in such a way that it won't take you ages to read them
Step Two: Characters - this next one is obvious too. We're a roleplaying forum, you're going to need a character. "Races" has the whole list, but "Abilities," "Rankings," and "Alignments" explain the races in more detail. If you have questions about making your character, add those to your reading list
Step Three: Learn a Little - since you're interested in the site, you might want to know what there is to do here. It isn't required, but "Geography," "Deities," and "Bestiary" give you that information. If you don't want to read them, here's the summary: there are plenty of staff-controlled characters to post with, lots of danger to avoid, and you might get mauled by a fiery labrodoodle.
We here at Deviancy the only set "plot" we have is to play your character the way you want to play them. Now don't get me wrong, just because there's no grand finish line you have to cross doesn't mean there's nothing to do. In fact, quite the opposite. Along with our staff team supplying you with fresh, voluntarily joined plots every so often, we also have games, quests, fights, schemes, and a few true deviants that like to shake the entire site up from time to time. This is not to mention the site gods to anger, the creatures to battle, and just joining a thread with your friends for a good time. Oh and yes, I did say quests...
R U L E S
The rules you must read are in
bold. Everything else is either a) the explanation behind a rule or b) an in character rule (meaning you don't have to follow it). Additionally, this is the Proboards
TOS. It's unlikely you will break any of these rules, however, so don't worry too much about them...
no post minimum : there is no posting minimum, but one line posts are frowned upon, and detail is greatly encouraged. though it
is not a requirement we prefer if you post at least 300 words per RP post. if you don't feel like posting, and are trying to force it, just don't. it's okay. it's better to wait for a good post than rush for a bad one!
use correct grammar and spelling : all posts must be grammatically correct and understandable. Typos are okay, but don't make it a habit. if you notice a typo after you've posted, please please go back and change it! I can't stand typos
fluid timelines allowed : "fluid time" posting refers to posting in several different places at the same time, both IC and OOC. we allow this here, and most of our members prefer it. some people can post actively in half the site's threads, while others do enjoy only one thread at a time or posting at a slower rate. please know your limits and try not to slow yourself or others down, as this can get frustrating for us all - even the staff! of course, if you can post in every thread on the site actively, no one here is complaining!
PG13 threads need a [PG13] at the end of the thread title : you are absolutely allowed to be a little realistic with your posting. I know not all characters are saints. some of them curse. some of them try to hit on everything that moves without regard if there are children in the room or not. this is completely fine, and even encouraged. however, if you are going to curse or fight in your thread, you must put the exact symbol [PG13] at the end of your thread title so that other members know there is PG13 material in your posts.
Mature content is banned : Proboards does not allow, by law, any mature content to be graphically detailed or endorsed on any of their forums. additionally, all illegal activities (real ones not roleplayed) are not allowed. for those of you who don't understand what this means, understand that we
do allow mature topics here. what we
don't allow is the endorsement of illegal activities, "mature" imagery, graphic descriptions of drug use, over-the-top, gory descriptions of violence, descriptive sex scenes -
fade to black, people! bottom line, if you need to wonder if something would be considered mature or not, it probably is.
translate all foreign languages used : I'll be nice and let you use your Russian spy's native tongue but you have to meet me half way and translate the Russian he's saying. this rule specifically is a privilege, not a given freedom. we do check what you're typing and we do look out for untranslated foreign languages! abuse of this rule will result in taking away your privilege - as quite frankly you can just mention, as the narrator, that your character said something in Russian without actually speaking it yourself. Please do be aware of this rule because we have a bit of a problem with it here
no spamming : spamming is rude and most people will end up not liking you if you do it. if you would like to affiliate or advertise, we have boards for that
OOC is PG 13 : it was inevitable that a site like Deviancy would shift from PG to PG13 - we're a bit crazy here >.> In any case, OOC language must remain PG13 and the cbox itself does not have such rules because we have fun and colorful filters in place to stifle any F-bombs you might want to drop on us :D Themes can be graphic and sexual in nature if you so please, and we do not mind you getting a little rough with other members (but of course if they complain to us, you're fresh meat for the staff) Overall, we are fine with some more mature content, and if you do not like it the best thing to do is to kindly ask us to remain clean around you! We'll be nice, promise~
we do have activity checks! : we resisted this at first, but members have the idea that they can join, be active for about a week, then leave. this, my dear friends, is not helpful to the staff at all. we understand you have lives and we do too, but joining our forum means you want to be involved, and if you aren't it kind of leaves us hanging. our activity checks, however, are not the regular kind. we will only delete accounts if about half of our members are inactive for a few months or longer. this means we obviously have them very few and far between. I wouldn't worry about them too much, but we do, in fact, have them
monthly thread check : this one is pretty self explanatory. every month a mass PM is sent out with a list of inactive threads. our limit is a month without posting in a thread, and we're even nice enough to give you a week more to post in that thread. if, a week after the PM is sent out, there is no new posting, the thread will be locked and archived. we will not delete your threads unless you ask us to
no character limit : I (REDwolf) personally love having many characters, so I maintain there is no character limit to any one account. you may have as many characters as you want on one account, or you may have one account per character, as some people prefer this method. keep in mind though, if you have multiple accounts please remain active in all of them
characters must be approved : it doesn't matter how many characters you've made before, every single character you make must be approved by the staff before you can roleplay using them. no exceptions!
No humanoids; No cliches; No OP's : so spoken in English, here's what this triple-edged rule means: We are a site designed to have a huge, changeable character pool, and we are welcome to additions and variations in both the bio making and the character lists. there are just a few limits on what you can do to make/add when coming up with your characters/races. We do not allow humanoid (man-shaped) characters. We do not add cliched races like werewolves and wraiths; and we do not go for over-powered tweaks to the races like a 600 year old werewolf character! stay within the limits of the races when making your bios or suggesting a new race, and make sure you aren't just adding random, wild stuff just so you can pump your charie up!
there are other rules out there! : yup, believe it or not, those tables that show up only in certain boards are
important. they contain rules and guidelines for things such as filling out forms, or give rules that only make sense on that specific board. please follow them too - they are mostly common sense and if you ever have a question about them they're at the top of the board for your convenience >.> follow them.
T H E T R E A T Y O F C O M M O N I N T E R E S T S : Rules that apply to both towns
• Both colonies are entitled to the aid of the other if in a state of peril pertaining to the inhabitants of the island or other clear and present dangers
• Both colonies retain the right to maintain their own forms of government separate from each other, and not one may supersede another
• Any and all inhabitants, while within colony limits, is subject to that specific government and must face charges for crimes committed while in that colony even if taking refuge in the opposing colony. it is not the opposing colony's specific duty to apprehend such a fugitive, but it must be recognized that the colony offended may take action against that fugitive at any time
• Colony founders or notable dignitaries of opposing colonies are beneath the laws of the opposing colony if within the colony's limits and will be tried as a citizen
• There is a maintained peace between the colonies, regardless of prejudice of the founders, dignitaries, or citizens of either colony
H A V E N C H A R T E R : rules that apply only in Haven
• violence of any kind is prohibited
•nonhumans may publicly display either true form or human form in all areas but stores for accessibility reasons
•damaging of any life forms including the structures themselves is prohibited
• most United States laws and regulations are identical in Haven such as the use and handling of illegal drugs, prostitution, gambling, etc.
• trial by jury - innocent until proven guilty, etc.
• the Bill of Rights is in effect
S O L C H A R T E R : rules that apply only in Sol
• if you can get away with it, it's legal
• true forms are prohibited in all areas of Sol
• the Dry District has a twenty-four hour "dry rule" for vampiric citizens - making it illegal to feed or otherwise participate in vampiric activities
• the"dry rule" is enforced in all other areas of Sol from sunrise to sunset
• the the "anti dry rule" comes in effect whenever the "dry rule" is not - enabling the free reign of any vampiric activity with full legal backing
• all vampiric residents fall under the direct protection of White - which means if they complain too him about.. oh I don't know rape maybe... then you may be in trouble >.>
F A Q
Any lingering or recurring questions that we find, we will post here so you can go through them before asking anything. Please keep in mind, this is a question and answer database for those of you who know what a forum is. There are no "how to" posts for newbie forum-goers.
Reading this is like reading the rules. You
read the bold questions and if you want to know the answer, read further. This is just to ensure you are as well educated as possible before you ask your questions :) If you have questions after this, please PM REDwolf (if a member) or ask in the cbox (if a guest).
Q What is "Godmodding"?
A Basically, it is when someone’s character is able to do practically anything without limits or boundaries, such as when they cannot be harmed in any way by any means other RPers try. It can also be when they simply can’t be hit and dodge all attacks or anything aimed at them. Godmodding could also be when a player suddenly gives their character new abilities to help them out of a rough situation. For example, a character who, while fighting a losing battle, suddenly has their "latent magical abilities" be "awakened" and they developed the ability to cast spells despite their bio and history showing no evidence of having ever studied magic, nor having innate abilities. Godmodding is no fun for the other players, and if you do it, expect people to not want to RP with you.
Q What is "Powerplaying"?
A Similar to godmodding, but more specific. Powerplaying refers to the act of one person making another person's character do/say/think something without their express permission. This includes "auto-hitting" other characters in battle.
The wrong way: A punched B.
The right way: A threw his fist forward, aiming at B's head.
The first example is powerplaying. Notice in the second example how the person controlling A gave the person controlling B the opportunity to have B duck or otherwise avoid the attack. Like godmodding, if you powerplay, people will not enjoy RPing with you.
Q What is "NPC"?
A NPC is an acronym for "non player character." It is a gaming term used in MMORPGs (massive multiplayer online role playing games) that refers to the one character that does not have a player controlling it. Usually such characters will be monsters used to gain experience points, advice givers with helpful hints, or just the guy who hands you a bag of gold for a quest well done. NPC's here are about the same. No one specifically "plays" them, but unlike the MMORPG ones, you may control them and make them useful in your plots. Examples of these characters are the monsters inhabiting the island, or the vampires that live in Sol. You may use them as you wish, but please keep them
in character and
do not adopt them as your own character. Limitations on such creatures are also good to know. you will find info on all NPC's in the Bestiary.
Q Can I have A Deity?
A Yes! The Deities are divided into two categories: Celesitals and Primordeals. The Celestials are staff-controlled, so good luck getting those, but the Primordeals are specifically made so that members may have them! How do you get one? Deserve it and the staff will PM an "invitation" for you to join the ranks of the godly! Do not ask for one, and do not ask how you are chosen to get one, either. It's not easy, but just being a loyal, active member should be enough to get you that invite.
Q What is a "skin"?
A the concept of a skin is explained in the bio forms! if you're asking this question, you obviously haven't read it :/ please do that. if you have read it, and have other questions, then ask them by PMing a staff member however most questions about skins are usually answered by the bios, or gone into below.
Q How is having a "skin" different than shapeshifting or being a werebeast?
A If you've looked at the bio form, you probably know the gist of a skin; however, what a skin is, and what it isn't, can be confusing if not explained. First off, using a skin is like breathing - everyone knows how to do it and you can't really mess it up. Second and possibly most important, having a skin is
different than being a shapeshifter or a werebeast. With shifters you are fully human then you are fully animal; and with werebeasts you have overlapping traits of both human and animal in both forms. Shifting for a shifter can take a long time, and is possibly painful to do. Shifting for a werebeast is not voluntary and usually requires a stressor like the full moon or emotion. The reason both of these things have such trouble is because they actually
change from one form to another. A mythical creature with a skin does not change. As the name implies, a skin is just a "coating" that conceals your true shape. For a creature with a skin, shifting usually takes less than a second and is in no way painful or complicated. Now, there are limits to what you can do in a skin - but this just makes sense. It would be strange to see a man jump off the ground and fly away breathing fire, even if we all know there is a dragon underneath that skin. Which brings us to our third and final point - we basically describe a skin with "magic." You can do some cool things with skins like this - appearing to only certain people as your human guise, shifting into multiple human or animal forms, and so on and so forth. Please note that you
cannot have different mythical form shifts. Our reasoning: you're not a human with a mythical form, you're a mythical with a human form! You may also have a few of the more "normal looking" powers in your human form, such as the ability to still be a fraction of your normal speed or strength - however through all this magical ability know that this is a separate kind of magic than actually being a sorcerer and casting spells etc. Remember, having a skin is like knowing how to breathe, and just because you know how to breathe when you're born doesn't mean you know how to walk or do cartwheels...
Q Can I shift "half way" out of my skin?
A no. we sell those special shift abilities in the store, but unless you have one, you have to either be human or your true form.
Q What are the "Races"?
A these are the different character choices you can play in Deviancy. for more info and a list, look up races in this guide.
Q Can I add a race?
A yup! just PM the admin with your race suggestion and she will determine if we can add it!
Q Why does Deviancy only have one skin(skin meaning forum colors/layout) at a time?
A well children, here's where you get to learn about codes. see, if Wolfie the great and powerful admin wants the site to look super awesome like it always does, she needs to use only one skin at a time. otherwise, either the site is overloaded with codes, or the skins will look really, really similar. don't worry though, we change our skins very often.
Q What is the "Store"?
A whenever you post you get a point (you can see them in your miniprofile.) Whenever you do some work to help out the site, you get lots of points. the store is where you go when you want cool stuff for your characters, and you have enough points to buy them. ask wolf about getting jobs, or look at the "to do" list in the Store. it'll be worth your while!
Q Why can't I have a Vampire/Werecreature/Shifter/Angel/Demon?
A This site was never meant to be a vamps vs. weres RP or an angels vs. demons RP, etc. There are plenty of those types of RP forums out there! Deviancy caters to the weird and obscure. It will never become an overdone evangelical RP, so stop trying to turn it into one!
Q Why is there a whole town of Vampires even though I can't have one?
A I'd like to start off by saying no, this is not an "admin gets what admin wants" instance. The truth is, the vampire town was a plot idea that came from waaaay back before the ban on anything was even thought of. To run the town I myself (wolf) decided to make a character to provide a plot for anyone who wanted to roleplay with him. The ban came later, and the vampire town stayed. It was a good idea then, and it's a good idea now - that's the only reason it has survived this long.
Q Do you have any current race bans?
A We will never ban any race on our race list (this excludes above two FAQ bullets). However, if you want to create a character who is a race that no one has chosen yet, take a look at the bio key. It shows how many of each race and gender we currently have.
T H E R A C E S
These are the character choices you can have, and the rules and information for making them. Remember some of these are expanded upon in the rules section and others have their own sections.
no character limit
characters must be approved
No humanoids; No cliches; No OP's
And also,
you may add a species if it complies with the above rules
Each character can have one major power and a few minor powers(see abilities)
Each character can major in one magical art and minor in a few others, unless they are a magic user (see abilities)
T H E C L A S S I C S
Dragon[immortal] : Dragons are the most famous mythical creatures in history, ranging from the early Ethiopia to the Pyramids of Egypt straight into modern times. They are giant thick-scaled lizards, usually with wings and the ability to breathe fire, though Dragons can breathe any range of elemental breath, all depending on the dragon's type and race.
Griffin[100yrs] : Griffins are the race of knowledge. They pride themselves in fantastic displays of magical lore and tales of old. Anything that is worth knowing, some Griffin somewhere is bound to know it. They are also extremely protective, often hoarding treasure selfishly in caves or dens and harming anyone that dares approach.
Human[100yrs] : We all know humans... Humans are us. They can have intellect, brawn, or a plethora of skills; but all humans of Deviancy are aware of the other races. They have either willingly immigrated here with the rest of the freaks or have been forced here against their wills >.> and don't ask me how that happened. There are many interesting stories, I'm sure. There is one perk that humans have over all the big bad nasty beasties out there though: their magical ability can triple any mythical creature's.
Phoenix[immortal] : Phoenixes are the race of emotion. They are purely driven by impulse and need, and because of that, they can be extremely unpredictable and dangerous. Some are truly compassionate. Some are violent and vengeful. Some are even tortured artists, but all are wayward and sensitive, driven by heart alone. Phoenixes, like dragons, are elemental mostly, and they can breathe and exert fire, ice, etc. powers.
Unicorn[100yrs] : Unicorns are the graceful, one horned horses of myth and legend. Some are known to have healing powers, and some others may even have wings. Unicorns are generally dainty and can be vain, but can at times also be wild and unruly enough to stave off even a dragon! It all depends on the temperament.
Chimera[100yrs] : Chimeras are the race of individuality and change. Just like their forms can be made of any animals, so too can their personalities be like night and day from one another. As you can imagine, this makes them very confusing, and often times they can be an untrustworthy race, even to each other. Chimeras are not generally known for their ferocity, but they are not dainty like unicorns and usually are not afraid of a fight.
See ranks!
C A N I N E S & F E L I N E S
Bicorne[100yrs] : A sleek, gorgeous panther that stalks and eats small mythical creatures and humans. The Bicorne has jagged claws and catlike stealth, making it hard to hear as it approaches.
Cactus Cat[100yrs] : A small, scraggly cat with fur like cactus needles that can sometimes be poisonous. The cat, though small, tends to have a huge drinking problem, and loves to have any kind of alcoholic beverage, misbehave, then pass out.
Ccoa[100yrs] : A cat with fur the color of the weather (meaning, gray, white, or blue) with the power to cause a specific type of weather pattern. some cause rain, while others cause sunny days, fair breezes, and even fog and ice storms. Each cat can cause only one type of weather pattern, and cannot undo it once it is caused.
Cheshire Cat[immortal] : A most peculiar, skinny, striped cat who is able to change it's fur color and is usually seen sporting a wild, toothy grin. The cat is able to grow or shrink in size, disappear and reappear at will, and enjoys engaging others in amusing but often vexing conversation. The Cheshire Cat also has the ability to jump into people's dreams, where it may bother and annoy them even more.
Criosphinx[500yrs] : A lion bodied sphinx with the horns of a ram. the Criosphinx is exceedingly proud, thinking itself superior to others and acting that way constantly.
Culopus[100yrs] : A smallish wolf with a mane of thorns and the head of a porcupine. The Culopus can raise the thorns on its head and shoulders just like a porcupine can, and sometimes the needles are poisonous.
Galley Trot[100yrs] : A shaggy white sheep dog, adorable to look at, and with a friendly attitude, but that is able to at any time inspire vast amounts of fear in its target.
Garm[100yrs] : A black dog, always seen with blood spattered across its pelt. the Garm is gloomy in nature, and can predict misfortune and sometimes even cause it.
Imdugud[100yrs] : A winged lion that, when angry or upset, causes great peals of thunder and lightning; and roiling clouds of mist.
Kenamia[100yrs] : A huge jaguar that is relatively defenseless most of the time, but turns inconsolably vicious during the day and night of the full moon, eating and killing any living things in its path. Kebamia can not remember what they’ve done after their rampage, and sometimes do not even know that they are dangerous until told.
Kludde[100yrs] : Kludde are the divine winged wolves of legend. They are benevolent and honorable, a true warrior race. They usually stand taller and are larger than most normal wolves, and are capable of telepathy. They are also remarkably tribal, worshiping the moon and banding together in wolf packs as they mostly do not trust other races.
Mafdet[100yrs] : A smaller than average panther, but with a deadly attitude and poisonous hooked claws that at first paralyze, but after three swipes kill. The poison does take a few hours to kill, though, and is very painful to experience.
Stone Lion[immortal] : Stone Lions are much like gargoyles in that one minute they are normal cats, and the next they are pure, hard stone. Some say they are merely spirits that inhabit a normal statue, forcing it into life, but we know today that they are a type of shapeshifter, able to make their fur rock hard in an instant. They are playful but can be malicious, and sometimes enjoy hunting people.
Tezcatlipoca[100yrs] : A cat that does not exactly have fire powers, but can heat its fur up to such a high temperature that no one can touch it. It can also melt through things like plastic and plaster walls.
Warg[100yrs] : Powerful, demonic wolves. They are huge, normally standing as tall as a full-grown man. They appear to be weak and scraggly, but they can take down prey very easily. An aspect that they enjoy flaunting, as Wargs tend to lack morals and will kill, be it out of out of boredom or vengeance, whenever they feel like it.
W O O D L A N D C R E A T U R E S
Barguest[100yrs] : A ghastly black or dark colored bear with glowing red eyes and a malicious or sorrowful nature. The bear can always be seen dragging an iron chain along with it, causing eerie clanking sounds as it approaches. The chain can be a powerful weapon, and the Barguest can control its movements to entangle its victims, giving them a taste of its own pain and misery, but only if the chain is fully wrapped around them.
Emusha[100yrs] : A bigger than average bear, usually light colored, that has a prickly nature but is good at heart. The Emusha can make water dry up in an instant, and can be known to cause drought.
Kitsune[1,000yrs] : a fox that cane be any range of fur from black to white, and have a spectral aspect to them. Kitsune are powerful illusionists, and can make visions powerful enough even to trick themselves. Whenever a Kitsune becomes a human, their power is stored in a palm-sized pearl. Taking this pearl can cause the Kitsune great weakness, and may even have them fall over the thief's control. Returning this pearl can similarly grant the returner the Kitsune's undying loyalty. Kitsune can have up to seven tails, and the number varies by age and power. They also have an immense fear of dogs.
Matlose: A bear capable of walking on two feet, only the size of a human, but with the ability to wail horribly. The wailing sound causes paralysis, but only as long as the Matlose keeps screaming.
Mi’raj Al[immortal]: A yellow colored hare or rabbit with a single shimmering horn growing from its forehead. The Mi’raj Al has all the abilities of a unicorn, being able to purify poison with its horn and make any water safe to drink.
Ratatosk[100yrs] : A squirrel that looks normal enough, but can run faster than any eye can see.
Wolpertinger[100yrs] : Wolpertingers are the adorable little sprites of the forests, living peacefully as protectors of the plants and animals in their domain. They do not have many powers, other than those used to control small plants and talk to animals, but they are impossible to catch if in wilderness, and love to play pranks on people who wander too close to them.
A V I A N C R E A T U R E S
Ababil[100yrs] : Enormous birds that take a liking to dropping large objects on their prey to kill it before eating. They easily consume elephants and other large land and sea animals, and are cousin to the roc of Africa.
Achiyalabopa[100yrs] : A beautiful rainbow winged bird, deceiving in its beauty, as its wings are also razor sharp, and shaped like knives that can cut through anything but the hardest flesh and bone.
Charadrius[300yrs] : A prim little bird with brilliant white feathers that glow faintly in the dark. The bird is gentle in spirit, and has the amazing power to literally burn away sickness or injury, blasting it with white hot flame until there is only heath.
Estas[100yrs] : The Estas is a crane like bird with a long neck and usually white, gray, or light colored feathers. It does not have fire abilities, but can cause ice to melt with its breath or by flapping its wings.
Firebird[immortal] : A bird made entirely out of gold and jewels, with gemstone eyes and feathers of pressed gold leaf. The Firebird has no real powers to fire, despite its name, but has an uncanny ability to find and dig up treasure wherever it may be.
Hamsa[immortal] : A lovely, lusciously plumed goose that is nearly impossible to kill, but easily enough injured. The Hamsa can willingly bring out feelings of hope, trust and serenity in others, and is a diligent peacekeeper.
Haraesvelyr[immortal] : A bold and valiant eagle that stirs up winds with its wings. The dead and the evil cannot stand its presence, as it has a painful effect on them. As such, the bird is good at seeing the good from the evil.
Karina[500yrs] : A witty old owl, nice enough to know, but that has a secret craving to eat young children and mythical creatures. Karina usually cannot resist this urge, though they are not evil, and will often feel sorry for what they’ve done afterward.
Lyre Bird[100yrs] : A bird with long flowing tail feathers that can read minds, mindspeak, and knows all languages. They are usually very intelligent, and can be shy at times.
Moon Bird[100yrs] : A white bird similar to a crane or heron, that sheds its bird feathers to swim in lakes and sing as a child human. After its bath the Moon Bird dawns its feathers and flies up to the moon, its song clearing the clouds away and making the rest of the evening warm and lovely.
Nkombe[100yrs] : A white falcon with gold spotted wings that brings forth light. It can cause its feathers to glow brightly, shoot beams of light from its eyes, and even sometimes blind people, though it is a pure and good entity by nature, never wishing to harm unless in self defense.
Nyx[100yrs] : A black raven, the exact opposite to the Nkombe, with powers of darkness spouting from its wings. It can darken small areas around itself, and spreads a thick black haze to confuse people. Unlike the Nkombe, the Nyx is evil, and loves to use its powers for ill.
Raicho[100yrs] : A small yellow or orange bird, about the size and shape of a finch, that has a deafening call. It's song sounds like the clap of thunder, and can become so loud that it causes deafness for a small amount of time.
Xecotcovach[100yrs] : A bird that can, at will, cause and cure blindness. It often does this just for fun, but the blindness only lasts a day if the bird does not cure it first.
C L O V E N F O O T E D C R E A T U R E S
Aetolian Boar[500yrs] : A remarkably straight-laced creature with a powerful charging strength. The boar is known widely to protect the weak and dish our justice to the evil of society.
Beiguad[100yrs] : A handsome boar with smooth silky fur and white curling tusks. The creature is known, despite being a pig, to have an unnatural charm, and can seduce the opposite sex into doing things for it. Only strong minds can resist the boar’s irresistible charm.
Busse[100yrs] : A creature with the body of a bull and the head and antlers of a full grown stag. It has the ability to change the color of its fur and blend into any environment, becoming almost invisible (emphasis on almost).
Eale[100yrs] : A horse like creature with a tasseled tail and sharp teeth. The Eale also has huge ram horns that it can swivel and move at will to attack things from either the front of behind.
Fishohkow[100yrs] : A brown or black colored moose that loves to wade in water harmlessly, drawing people in close enough so that they may stomp them to death and eat them whole. Fishohkow are not usually evil, but have a large appetite and anger easily.
Nakki[100yrs] : A water horse with fins on its hooves and the tail of a fish. Similar to the Hippocampus, the Nakki likes to drown people it lures in with its voice. Unlike the Hippocampus though, the Nakki can also cause whirlpools, and likes to use this method more than any other to lure victims to their doom.
Siuushko[100yrs] : A horse the size of a pony that can teleport up to one mile in any direction.
Sleipnir[400yrs] : The divine eight-legged horses. The fastest horses on Earth, they are able to traverse the land, over the sea, and through the air. Their eight legs are said to represent the eight directions of the wind, as they gallop as quickly as it. They are also remarkably just and loyal creatures.
Thestral[immortal] : Thestrals are sinister-looking winged horses with skeletal, sleek bodies. They have leathery wings which look like those of a bat, and a face which looks a bit like that of a dragon. However, the only beings who are able to see a Thestral are those who have witnessed and fully accepted a death. As dreadful as they may appear, Thestrals are gentle creatures and some even allow beings to mount on their backs, ride, and even train them. They only attack when necessary...and when necessary, things do tend to get bloody, according to their fangs and powerful hooves. Other than that, these creatures are largely misunderstood.
R E P T I L I A N C R E A T U R E S
Amphisbauna[100yrs] : Amphisbauna, or just Amphis, are a race of silent ferocity. Their first head is that of a dragon, their body of a lizard or dragon, and their hind tail is that of a snake, deathly venomous and able to strike faster than the human eye. Some Amphis have wings, and some can shoot their venom into the eyes like acid. They are usually unfriendly, but can be loyal if you gain their trust.
Dahak[100yrs] : A malicious, three headed serpent resembling a dragon, but lacking a dragon’s good nature and instead despising all things right and pure. The Dahak can sometimes breathe flame and fly, but cannot breathe anything else but fire like a dragon can.
Dodongo[300yrs] : Dodongos strongly resemble giant iguanas. They crawl upon four legs, moving slowly and have the ability to breath fire. They are also able to burrow underground and move about by quickly digging tunnels beneath the ground.
Hornowrm[100yrs] : A vile serpent that burrows into the ground, only to come up and spear its victims with the four ram horns splayed over its head.
Kurrea[200yrs] : A vicious crocodile, no bigger than any other, but that mercilessly chases down and eats other mythical creatures. It has no liking to eat humans, strangely enough, and will even befriend them happily.
Lightning Serpent[500yrs] : A winged snake that feeds on lightning and uses it as power. The Lightning Serpent can only really control and create lightning if it has eaten enough recently.
Lou Carcolh[100yrs] : A serpent much like a mollusk that has a huge, hard shell that it drags around and a squishy body that leaves a slimy trail behind. It can use its slime as a sticky glue, causing enemies to get stuck on either the ground, or other things that they touch.
Mamalamba[100yrs] : A snake with the power to cause a sort of inebriated state, not true drunkenness, but something awfully close. Symptoms include dizziness, drowsiness, lack of inhibition, and sometimes black outs.
Pihuechenyi[500yrs] : A winged snake, big as a person but extremely thin. The snake is perhaps the closest thing to a vampire you can be, as it drinks the blood of either people or other mythical creatures, hunting them or feasting off them while asleep. The Pihuechenyi also cannot stand sunlight, as its eyes are weak and it is blinded easily by harsh light.
A Q U A T I C C R E A T U R E S
Abaia[immortal] : A giant freshwater eel that lives at the bottom of a lake, guarding all the fish within. the eel does not eat the fish, but rather thinks them its children, guarding them jealously from anyone who would harm them.
Doraghow[900yrs] : A massive otter, about the size of a horse, that is particularly good at crushing things with its paws. It has a playful nature though, and will usually avoid hurting anyone as long as it has a few meters of water to splash in.
Elbst[200yrs] : Extremely similar to the Loch Ness monster, it lives in the water and has fins, but can walk for a limited distance on land. The Elbst loves to devour sheep while no one is looking, and can predict the weather and astronomical events like meteor showers and eclipses (it cannot cause them, however).
Kraken[700yrs] : Colossal sea-monsters who bear a great resemblance to the giant squid. They normally reside at great depths within the ocean or even a large lake, but they do come to the surface, usually to attack ships or whatever has strayed too close to their territory.
Migas[1,000yrs] : A huge flat monster shaped like a sting ray, but with tentacles coming out of its sides. The Migas likes to sit at the bottom of a lake or river and wait for someone to come to the shore, then it uses its long tentacles to drag them under the water and drown them.
M I S C
Baku[immortal] : A tapir with the body of a horse, head of a lion, and legs and paws of a tiger. the Baku is a spirit creature, feeding off the bad dreams of others and leaving only pleasant ones to settle the sleep.
Clockwork[Undetermined] : A race of creatures that range in a variety of shapes, they are beings made from clockwork envisioned and created by Leonardo de Vinci, and enchanted by other mythical creatures to have minds and freewill. They are made either from wood or aluminum metals and need to be re-cranked every few days or risk death. It would also appear that the more complex the clockwork body is the more sentient the clockwork being is. Clockwork beings aren't really evil or good they just try to live everyday the best they can.
Feilian[100yrs] : Similar looking to a Hippogriff, the Feilian has the head of a sparrow, the horns of a bull, and the legs and body of a stag. it is known sometimes to have wings, and can beat its wings hard enough to cause small gusts.
Grylio[100yrs] : A brightly colored salamander that looks ordinary enough, but likes to poison people's food and drink with a toxic slime secreted from its skin. Ingesting this slime can cause paralysis.
Itzpapalotl[100yrs] : A cute little butterfly that, if it lands on a plant, can cause that plant to grow and do its bidding. The Itzpapalotl is usually kind and generous though, so this power is more often used for good or to protect it from predators.
Jidra[immortal] : A literal living plant, able to move its leaves and vines and grow at will, but not very fast or maneuverable. The Jidra must always, in its plan form, have at least one root in the ground at any given time or it will wither and die.
Marsh Moaner[dead] : A creature similar to a banshee who appears as nothing more than a mist. They drift around, screaming mournful and irritating songs and they feed upon feelings of displeasure. Due to the fact that they're mists, heat and dry weather will do them harm.
Ngofariman[900yrs] : A big, human sized monkey that loves to laugh as it swings through trees and loves even more to play pranks on people. The Ngofariman are usually good natured, but can’t resist a little mean spirited trickery
Payatami[100yrs] : A butterfly creature with a longer than average wingspan. It holds spores in its wings, and by flapping them too hard can release the spores that cause fear and hallucinations. The Payatami isn’t evil, but can be scared easily, causing it to accidentally harm others with its spores.
Pooka[[600yrs] : A six foot animal – it can be any animal – that likes to lead people into wild and dangerous adventures. The Pooka is a spiritual creature, and cannot be touched or held. It also can only appear in its true form to one person at a time, appearing invisible to everyone else. Despite the Pooka’s mischievous intent, it will always lead its victim safely out of harm in the end.
Tsuchi Gumo[unknown] : A giant spider that ensnares creatures in its vast webs to eat. It is not always evil, but can be at times, and is very quick to label you as food.
Ugiuknarpak[100yrs] : A rat, about the size of a dog, that has a longer than average tail. It uses its tail to whip its enemies, slashing at them with such speeds that it can split skin open.
A B I L I T I E S
Abilities is no more than a fancy way of describing your character's different powers and racial strengths. We use "ability" because we're not picky about your gifts here. You can be a mechanical marvel with nanite healing capabilities and enough memory to store your entire iTunes library in your head, or you could be the magical sort with spells for every demon-banishing occasion. Some abilities come from your race, while others like martial arts you can learn in your life and cultivate over time. Sometimes you can just be born a "special" kind of dragon with your shapeshifting awesomeness; but whether your character is human or not, chances are it will have at least human abilities like strength and intellect, and perhaps even a cool magical ability or two.
M Y T H I C A L A B I L I T I E S
Abilities are just as they are described in the races list. you may have one major power (usually stated or implied in the race description) and several minor powers (sometimes in the description too). Some races have a few mentioned powers, while others only seem to have one. Whatever the case, these powers must be connected with your race and not "added in there" just because you think it would be cool. If you want to add cool powers, go buy some at the store, or look them up before we accept your bio so you can get ahead of the curb.
As for magic, we usually allow you to have a master level in one aspect of magic (necromancy, light magic, water magic, etc) and a minor level in several others. you may not "Scattershot" or minor/master in all aspects of magic unless you are specifically a magician character and that is your major power (mostly seen in humans or magical beings).
In things like mechanics and martial arts (or things of the human world) we usually don't see these often in characters. Most people enjoy a magical setting, and machines and human abilities just don't fit in that well. However, most do throw in a few perks, if you will, to help power up their characters.
H U M A N A B I L I T I E S
Most humans are not naturally gifted as mythicals are, so they tend more towards the technological or magical side of the spectrum. Where a dragon can breathe fire, a human will be better off combating that with a fire extinguisher than letting their oh-so-strong skin take the hit. Because of this, human characters will always have more powerful attacks in magic and machines than mythicals will - just to even out the scores.
Humans are, for example, more likely to have spent a year with Taouist monks learning that dead form of martial arts, or can whip up a scifi-like shielding bubble. They also excel much more in magical arts than mythicals, and almost every human can pick up at least a few spells without much trouble. This means witches, warlocks, and sorcerers are fairly common, though the same restrictions apply to humans as do mythicals: only master in one kind of magic and minor in a few others unless you are a witch/wizard/sorcerer type.
R A N K I N G S
This is a list of the different kinds of characters and what they can do. Do not confuse these with the Races - which are the different species you may have. This list has more to do with power levels and how much freedom you have when creating a character, and race has nothing to do with it.
S T A R T E R C H A R A C T E R S
Chances are you have a starter character. You pick a Race from our list and then you make your character normally. You do not need to buy anything from the Shop and usually your powers are limited to only a few things. You may buff this kind of character with additional powers from the Shop.
B U F F E D C H A R A C T E R S
"Buff" or "Buffed" characters are obtained through buying a character buff from the Shop (easy, right?). Because a "buff" is a way of saying you are making your character stronger, buffed characters are stronger than starter characters, and often have fewer restrictions on them when making their bios. You may buff these further with additional powers in the Shop too.
S P E C I A L C H A R A C T E R S
These are the ideal character - not because they are specifically more powerful than any other type, but because they allow for the most freedom when making their bios. With starter and buff characters, you must make a documented mythical creature, but with the special character pass in the Shop, you may make up your own with virtually no rules. The only guidelines to speak of for these kinds of characters are goddmodding and power restrictions. The character's species must go with its powers - meaning if you have an unusually strong character, adding in a staggering intelligence really isn't a part of that character's design. Of course, you may add buffs to this character type too.
D E I T Y C H A R A C T E R S
As a rule, deity characters are the most powerful kind of character, with the Celestials being top dogs and the Primordeals being under them. Celestials are staff member characters, and are used to further and create plots only. Primordeals can be obtained by members (see deities for details), however with the added power comes responsibility. Each Primordeal must preform a certain task throughout the world, therefore accepting one means you have to play the role and go do what your "job" is. Aside from this, however, Primordeals really don't have much of a downside. They are allowed to, within reason, godmod and sometimes powerplay, and do not have many weaknesses to speak of.
H Y B R I D C H A R A C T E R S & C H I M E R A S
If you were reading closely with the rules and the shop, you might notice that chimeras are a race, and hybrids are under the buffed characters category. Well, true as this is, these two can get kind of tricky. Starting with hybrids, there are two ways to get one on this site: either buy a buff for one, or have an inter-species relationship and get one the old fashioned way. Now, you still have to buy the buff (muahaha the administration has thought of this cheat) however many still have questions about their children. Most of these involve looks, powers, lifespans, and the like; and the answer to all of these questions is this: you're in charge.
We here at Deviancy are very lenient about kids, and as such we only have ideas to give for kids, not rules. Let's say you have a phoenix/unicorn hybrid. You can choose between the phoenix and unicorn looks, powers, lifespan, etc; or you can have a combination of some kind. The child is genetically half phoenix and half unicorn, yes, but it only has to look and act like one or the other.
For human/mythical hybrids it is a bit different. Follow the buff rules, as we do have a "half breed" (human/mythical hybrid) buff for you to buy that explains what you need to know.
Now for chimeras. I hope you understand that every creature with 3+ species of mythicals in them is a chimera, and they all must follow either the normal chimera rules, or you can buy a buff that allows you to mix and match powers from your bloodline. (yes, I know there is a hybrid v2, and that's still considered a chimera) So you ask, what are the normal chimera making rules? Here they are:
• you can't have more than 10 different animals to one form
• your animal combinations
must go with your powers (meaning no flying if you don't have wings, etc.)
• you cannot have more than 3 heads (they can have different personalities, if you want)
• all animals must be real, but the coloring does not have to be realistic (imaginary chimera morphs are a special character type, and there are not many of them)
A L I G N M E N T S
Character alignments are more a fun thing than anything else. When we refer to our "character's alignment" it means we're describing the level of good and evil our characters are. Now, if you've been here a while you'd know that "good" and "evil" isn't enough to explain a character. That is why we use the D&D (Dungeons and Dragons) ethical alignment grid to describe our characters. We've found it to be the most accurate good v evil measuring tape we could find, and it's given us hours of fun to describe our characters using this grid. Here is a Wikilink to the grid, if you've never seen it before.
clicky
I suggest reading through it and rating your character sometime! Then you can join us when the "alignment talk" rolls back around through the Cbox again.
T H E T W O T O W N S & T H E T R E A T Y O F C O M M O N I N T E R E S T S
Map
The Treaty of Common Interests is a signed agreement that the founders of the two towns - Crane and White - created to keep the peace between them. Although the two are old friends, legal matters must be settled, or we'd have war on our hands! For this reason, Sol and Haven are considered like different "countries" in agreement with each other. Both are separate in rule and race, and both retain complete independence from one another in all matters but as are detailed in this treaty. (see rules for info on TOCI)
H A V E N
Founded by the awfully mysterious but by no means sinister Daniel Crane, Haven was created as exactly what it implies - a haven. The islands are not very friendly places, as you may have guessed, and Haven's very existence is a pillar of protection in a world of strange, horrific creatures. Since Crane is a magical sort of guy, the entire town is magically infused, and as such things of the fantasy world are not uncommonly seen there. Haven is also equipped with several layers of "anti-violence" shielding, making it in most areas incapable of breeding violence. As safe as Haven may be though, it tends to get a little boring. The Utopian setting is paid for in a price that some are not willing to sacrifice, as it is both predicable and bogged down with many regulations concerning the anti-violence laws.
S O L
Sol is less restricted than Haven and favors creatures that care to be human-shaped more often than not. What it lacks in magical beauty it makes up for in industry and cold hard cash - Sol by its nature is more upscale though oddly not more expensive than Haven. Sol also boasts more of a variety of things to do, from legal to illegal - which is ironic because very few things are illegal in Sol. It is also more dangerous, as the town is obviously run by the not-so-pacifistic White. Special rules are implemented to make Sol more habitable to non-vampires, so overall if you stick to them you'll be fine. Keep in mind though, White's making and enforcing these rules >.> and he doesn't have to follow them himself if he's the veritable dictator in charge, does he?
T H E I S L A N D S
Each island has its own "role" per se and it's own personality in relation to the others and, of course, to the main and most temperate Aravis
• The Upper World is home to a the Primordials and Celestials
• Erusare is a ying-yang of pleasant picnicking meadows at day and a nightmarish zombie apocalypse at night
• Upper/Lower Ribblade are known for their particularly nasty Ribblade monsters
• The Stretch is a naturally made hell of wind and rain
• The KISS provides a steady stream of monsters to batter away at Haven's defenses
• Breaker Isle is a sheer cliff with relatively little chaos and serves mostly to house Barrier Cove
The boards of each island give a bit of into about them, but overall it is important to know that they are very dangerous places and usually - if you ever would go there - to tread carefully because it's pretty much a guarantee that you'll be bombarded by monsters as soon as you set foot on dry land. There is little way of getting to each island because waterways are treacherous due to the strong currents around each. My suggestion is to make friends with something big and winged if you ever want to visit them.
T H E D E I T I E S
There is no claim to the creation of the world. This, indeed, is a serious claim to make - that you have created all of existence, or even just the planet we live on. However, as for this small, strange little island chain in the middle of the sea... there has been a claim to both the creation and the maintenance of our home, and this claim is made by the Deities. Whether it is true or not, we are unaware, but these beings of great power and anonymity quite certainly declare it as if it were true. It's best then, to nod politely and accept it. After all, they are bigger than you!
C E L E S T I A L S
These are the upper levels of Deities. It is they who lay claim to the actual creation of the Aravis island chain - and, as you might expect from benevolent creatures such as the Celestials, once they made the islands, they seemed to be too tuckered out to do much more. Oh, it isn't that they cannot create storms with a blink and obliterate life with a snap of the fingers... they just don't. These creators remain largely unattached to the physical world and at all times remain on their "sacred island," the Upper World.
Quaeshi - "Mother of Deviancy" [RED wolf] : This deity is personified as female, and the "mother" of all things strange and bizarre. Her disposition is uncharted and can range from the sweetest of sympathies to the cruelest of tyrants. As such, she tends to use abilities at random and has no set preference to a kind of power. To gain her favor prayer or blood sacrifices will suffice. Her sacred mount is the
Luks and she favors the
Doodle granting it wisdom and unpredictability in battle.
Osini - "Father of Magic" [Oren] : This deity is personified as male, and the "father" of all magical arts within the reach of the island chain. He is a proud yet quiet Celestial, speaking in few words and yet always with a point. His powers range the spectrum of magical ability, which makes him a very versatile Celestial. To gain his favor prayer and performing powerful magical rituals will suffice. His sacred mount is the
Lithi and he favors the
Peryton beast, granting it patience and limited magical abilities in battle.
Diae - "Mother of Entropy" [Illia] : This deity is personified as female, and the "mother" of death and decay. She is unceasingly polite, but insidious in nature and easily causes discontent, even amongst her fellow Celestials. She prefers abilities of rot and waste, and often times her power extends only the range of ill - although she is not an evil thing herself. To gain her favor prayer and burning rotting or dead things will suffice. Her sacred mount is the
Silocre and she favors (and actually created) the Dias, granting it wit and ferocity in battle.
Gahja - "Father of the Burning" [Elle] : This deity is personified as male, and the "father" of life and nonliving energy within the island chain. He is a robust and often aggressive Celestial, quick to make decisions and quick to solve any "problem" he sees with vast amounts of his own power. His abilities tend toward heat, passion, and things such as natural disasters. To gain his favor prayer and great amounts of sacrificial burnings will suffice. His sacred mount is the
Qil and he favors the
Minotaur beast, granting it vigor and persistence in battle.
P R I M O R D E A L S
These are the "lower level" Deities if you may. Although if you fought Celestial or Primordeal you wouldn't notice the difference, it seems as though the Primoreals take orders from the Celestials and generally are second on the totem pole that is godhood. They are more earthly than the Celestials, and there are stories that speak of the Celestials creating the Primordeals directly after the islands with the task of maintaining the creation they strove to complete. Whether this is true or not, the Primordeals rarely if ever inhabit the Upper World, and instead walk among us performing specific duties that they have been charged with. Overall, they are more people-persons than the Celestials.
Argus "Guardian of the Wicked" [Illia] : The masculine personification of sin and villainy, Argus' purpose is to keep the balance from tipping too far toward the righteous side. In contrast to his title, Argus is a very easygoing, patient creature, however, an uncanny ability to make any situation uncomfortable makes him rather difficult to get along with.
Dante "Guardian of the Righteous" [RED wolf] : The feminine form of heroism and good deeds, Dante's objective is to give strength and guidance to the pure of heart and uplift the clean of spirit. She herself is a sweet, compassionate, and immensely forgiving entity - so much so that her very presence inspires a pleasant, easygoing mood.
Ulune "Spirit of the Tide" : Both beautiful and deadly, this siren of the sea is more a driven, constant force than any land mass could ever be. Persistent and steadfast, tireless and powerful, this entity can easily be described as "current" - and this in more ways than one. Ulune is known well for her modern tastes and strong personality.
Estrix "Spirit of the Islands" : Quiet as the wind across the silty sand, this masculine entity displays both pride and peace. His good natured, laid back sensibilities gives him the flexibility to get along with anyone, while his undeniable, brute strength command obedience. He is both a friend and a foe to anyone who makes the distinction.
Ender "Embodiment of Truth" : The feminine frailty couples with this entity's simple, truthful nature to result in a straight-laced yet sweet entity of extraordinary power in words. Keep in mind, the truth can hurt.
Pollux "Embodiment of Lies" : Cloaked in beautiful lie upon fanciful tale, this masculine monster would have you believe him a man. With silver tongue and manners of gold, he can beguile even the most firm believers in goodness and justice. He himself is a pleasant, enjoyable conversationalist.
G I F T S & C U R S E S
The Celestials have the power to, at any time, project themselves from their home in the Upper World to a character in the islands. It can be because of devout prayer or direct dishonor of a specific Deity, or it could just as easily be for no reason at all. When a Celestial appears, it will either bless or curse a character before leaving again. Prayer and worship affects the outcome slightly, as does mockery of the gods, but ultimately the choice between gift and curse is random, and can be anything. Here are the most common gifts/curses:
+random power
-remove power
+leave a trace of certain Deity specific powers in the character, along with certain physical traits in either or both human and mythical forms
-strip of either human or mythical form (if forced to be human, powers originally held while in human form remain)
-(if Diae) infect with Diasosis
-change race
-change human skin
-age backwards or forwards
+bestow special weaponry upon a character, usually imprinted to that character
-send on a godly errand that must be carried out (may come with rewards at end)
-must answer riddle(winning guarantees gift/losing guarantees curse)
+immortalize
+give character full control over their skin
T H E B E S T I A R Y
High/Med/Low = frequency of beast's appearance in a certain area
--The bestiary is currently under construction and creatures will be added as they are created. Check the news for info on new monsters--
T H E C I V I L I Z E D B E A S T S
These creatures are considered "civilized" because they live among us as normal, rational monsters - brushing their fangs and wearing shirts like the rest of us
The Sol Vampires -
Habitat: Sol (high) |
Strengths/Weaknesses: +blood +darkness +basic vampire abilities(look it up, kids) -sunlight -running water -holy objects
The town of Sol has a very interesting dynamic - mostly because it is entirely run by the "beasts" of this world. Sir Cornelius Perilous White, founder of Sol, is himself a vampire and the creator of the town's entire vampire population. Together with his underlings they form a sort of "mimicked town," and oddly enough to no greater means. The quaint, quiet little shops of Sol are run by vampires - the food is made by them, the streets are cleaned by them. The whole place is run just like a normal human village might be... during the day. You see, White enforces strict "Dry Rules" that enable all us non-bloodsuckers to live happily ever after in the daylight hours, but as soon as the sun goes down the citizens of Sol usually go about business as usual for vampires - drinking blood, looking for more blood to drink, and all other such blood-related activities. And considering this town has been an active hive of vampiric unlife for over a century, if guarantees two things when running into the Sol vampires under unfriendly terms: They will be strong, seasoned, intelligent monsters; and there will always always be one more coming, even if you're sure you've beaten down the whole town by now. My strategy suggestion: just be kind and stay in the light - they're really not that bad if you follow the rules. Oh, and even if you do manage to kill one, I wouldn't. White doesn't take kindly to people killing his kids, and he's just a bit worse than a town full of ravenous vampires...
T H E S A V A G E B E A S T S
These creatures are considered savage not because of their intellect - indeed many have such the knowledge as to make us look like infants - however they do not play nice with other monsters and as such prefer to either live with their own or in solitude. They all reside in the Outlands, away from our civilization, and will usually not be stupid enough to invade unless provoked.
Dias - Habitat: everywhere (medium), Erusare (high) |
Strengths/Weaknesses: +eyes +intellect +violent -single-minded -easily distracted with even a facsimile of eyes
The Dias are the beloved creatures of the Goddess Diae. They display her passionate pursuance of entropy, being victims of a crippling disease themselves. It is said the Dias were created because the Goddess Quaeshi created the islands with a thriving nature, thus angering Diae to balance the creation with destruction.
Doodles - Habitat: everywhere (medium) |
Strengths/Weaknesses: +their element +food +unpredictability -lose interest quickly -combated with opposing element
The Doodles are the beloved creatures of the Goddess Quaeshi, showing her great diversity in the way each species of Doodle is unique and different. Despite the name, most of these beasts are hostile and extremely dangerous. It is said that Quaeshi created the Doodles to embody the extremes of the world. As such, there are an uncountable multitude of kinds. Some of them are:
electrodoodle,
pyrodoodle, and
leafdoodle
KISS - Habitat: The KISS (high) |
Strengths/Weaknesses: +strong +fast +many +persistent -cannot swim -able to be wounded if armor is removed
The KISS get their name from an old band joke. It's said the band KISS was an acronym for "Knights IN Satan's Service," and to anyone who meets them, these creatures will seem as such. They exist in mystery on the island of KISS, however they will sometimes make it to the mainland and harass Haven, the closest of the towns to KISS.
Nocturnni - Habitat: everywhere (low) |
Strengths/Weaknesses: +speed +shadow powers +magic resistance -physical strength -physical resistance -cannot swim
Nocturnni are creatures who were summoned to this world from their own "shadow" plane who haven't been able to find their way back yet. The monsters are very small, most standing at just about 1 foot tall and they're for the most part highly unintelligent. They're only capable of following their instincts and fulfilling their most basic needs, namely the need to feed. They're not picky eaters and will take on anything from the smallest rabbit to the largest dragon without a second thought. Of course, one of the little beasts charging at you may not seem very threatening, however, they're not that stupid. They travel in packs and will attack as a group, chipping away at a target's defenses and outmatching the best of them through sheer numbers. They're also ridiculously hard to catch, which can make it seem as though there were hundreds in the group when there really were only 20-30. I wouldn't suggest going after these guys alone.
Nomeds - Habitat: everywhere [daytime] (low), everywhere [nighttime] (medium) |
Strengths/Weaknesses: +flight +night +intelligence +numbers -daylight -strong wind
Nomeds are the highly intelligent creatures who own the night. Despite their fragile-looking wings, they can easily sustain flight, and it's not uncommon to see a group of them in the distance, swooping down on their prey. They normally keep to the wilderness, attacking passerby, but they'll sometimes launch an assault on one of the towns, attacking and looting to their heart's content.
Rebbazu - Habitat: everywhere (medium) |
Strengths/Weaknesses: +flight +deafening screech -unintelligent -cannot swim
Generally much tamer than most other monsters out there, the Rebbazu are simple-minded beasts with simple needs. They will usually stay away from heavily-populated areas, though in times of stress they may venture closer to civilization. On occasion, other beasts have been known to use the Rebbazu as mounts.
Sarravelli - Habitat: The Twisting Range (medium) |
Strengths/Weaknesses: +speed +cold +ice -heat -solitary
Only found in the coldest of locations, the Sarravelli make their homes within mountain caves which they vehemently defend. Unlike most creatures of the island, they don't simply attack travelers for food, or even for the joy of killing. In actuality, they are highly territorial, and will thus attack anyone who ventures too close to their home. If you don't want to be ambushed by one of these creatures, avoid the higher levels of the mountains.