|
Post by Dove Alexander on Oct 16, 2009 20:56:28 GMT -1
There are five races in Forests of the Night; Vampyres, Dhampyrs, Werewolves, Werecats and Elementals.
Vampyres are the rulers of The Night. They have control over the human population and, therefore, over all of the other creatures. They drink blood in order to live and can survive on animal blood, but to them, human blood is like a drug; after that first taste, they're always craving more. Some can control this urge, but most don't even try to. They are immensely strong, fast and agile, making them the perfect predators. Humans instinctively stay away from them, but once they set eyes on their extraordinary beauty, they are hypnotised and cannot look away. Vampyres have extremely sensitive skin, allowing them to feel the slightest change around them. This also causes them to shy away from the sunlight, as it is excessively painful to them; younger vampyres have been known to burst into flame in direct sunlight. The older the Vampyre, the longer they can stay out during the day. Vampyres have one Physical ability and one Mental ability, one of which they get from their 'parent' (the Vampyre that has turned them). The Head of The Royal House can also has the ability to tell where a member of their courts loyalty lay, who has found their Life Mate and who that Life mate is.
Dhampyrs are the offspring of human mothers and Vampyre fathers. Whilst they are not immortal like their fathers, they have extended lives and age at a much slower pace, once they have hit 18. They do not need blood to survive, but always lust after it. It heightens their senses and makes them more like their fathers; faster, stronger and more agile. They are also highly sensitive to the light, but not as much as Vampyres thanks to the human in them. They are more prone to sun burn than humans and find bright lights irritating to their eyes. Most Dhampyrs are taken away from their mothers shortly after birth, bought up by a female Vampyre (usually the father's mate). Occasionally, the father will not take their child and they will grow up craving blood and mayhem but not fully understanding why. When this happens, the young Dhampyr tends to find ways to sate their blood lust in the human world. Dhampyrs also have one Physical and one Mental ability, one of which is a watered down version of one of their fathers.
Werewolves have the ability to Change into a wolf at will. Whilst in their 'human' form, they have increased speed, strength, agility, balance and sense of smell and sight. They are physically powerful and are often referred to as The Brawns of the Family, their two abilities being physical powers. As with Cats, they have a weak Empathetic Power, allowing them to gauge the emotion of the members in their House. They also form a strong emotional bond with their Life Mate making them more susceptible to the others emotions. Through this empathetic link, the Head of The Royal House can also tell where a member of their courts loyalty lay, who has found their Life Mate and who that Life mate is. With the wolves this is particularly strong.
Werecats have the ability to Change into a cat at will. Whilst in their 'human' form, they have increased speed, strength, agility, balance and sense of smell and sight, as well as being able jump immense heights without assistance. They are highly intelligent and are often referred to as The Brains of the Family, their two abilities being mental powers. As with Wolves, they have a weak Empathetic Power, allowing them to gauge the emotion of the members in their House. They also form a strong emotional bond with their Life Mate and, unlike Wolves, one other person. To most Cats, that is a member of their House to whom they feel particularly close. This bond makes them more susceptible to the others emotions and can allow them to draw some of the others power, if it is compatible with one of theirs, though this latter is highly rare. Through this empathetic link, the Head of The Royal House can also tell where a member of their courts loyalty lay, who has found their Life Mate and who that Life mate is.
Elementals were once the slaves of the Vampyres and shifters. They were treated awfully, often used for a quick snack when their masters were hungry or for entertainment when they were bored. As they grew in number, however, they grew in strength. They soon managed to gain their freedom and now fight for the freedom of the humans. Elementals have extended lives as well as the power to manipulate one of the elements: air, water, earth, fire, light and dark.
Terra – Earth The Terra gifts are tied in with the earth, whether it be direct manipulation over the ground we walk on, to the subtle calming from the earth, two of the most common powers people develop, some may get neither of these gifts – they are constantly grounded to it. Flying is not recommended for the Terra’s as the further away from their element sicker they will get and their abilities will vanish. They are the most grounded of all the elemental and can usually calm just about any one down. They do well with the Fuoco elementals as their calming influence brings them down but their passionate natures works on them a little. The Key weakness all of the Terra suffers from is that if the earth near them suffers – then so do they. So they are rarely found in deserts or near polluted areas – if they do go near these areas, they become sicker as the day goes on.
Aria – Air The Aria’s tribe’s gifts are tied in with the air, through the direct manipulation of the wind or to teleportation, two of the most common powers people develop, some may get neither of these gifts. They are usually a very free, floaty, care free people; many of them have their houses up high, whether it be on mountains, hills, some even built elaborate houses atop of trees. Out of all the tribes they tend to be the most blatant about their gifts, not really caring if any ones knows who they are. Most Aria have a very good grasp on teleportation, their carefree nature about their gifts gets them noticed often and even a vampire can’t catch up with a teleported. Their key weakness is their attention spans. Many can rein this in however but it plagues quite a few of them, even in a fight they are known to get bored and reckless if the battle becomes boring and repetitive. They always want something new and entertaining – no matter the risk.
Fuoco – Fire The Fuoco’s tribe’s gifts are tied in with fire, through the direct manipulation of flames or to heat emanating from their hands for more subtle means – such as forcing plants to grow at a faster rate, being the most common powers people develop, some may get neither of these gifts. Although the latter differs with use depending on the person. To cause a plant to grow a degree of subtlety is needed which is not in the base instinct of the Fuoco’s. Out of all of the Elementals the Fuoco are the military. Their nature drives them to fight and argue with almost anything and anyone. They are also the least valuable to the vampires due to the nature of their gifts. Most other races tend to give them a wide birth, the only elementals they spend a lot of time with is the Terra’s. Most of the time however they are fighting each other to hone their skills.
Acqua – Water The Acqua’s tribe’s gifts are tied in with water, through the direct manipulation of the water or to intense empathy, being two the most common powers people develop, some may get neither of these gifts. Most Acqua’s are empathic of each other and of the other tribes to a degree even if they do not develop full empathy. A Few even learn how to manipulate others emotions – to help people calm down or to drive them into a blind rage if they so wish. However as they then feel the pain or pleasure from the individual that have inflicted it upon they are less likely to try and harm others. Most of their abilities are solely within the mind, they are the most highly accused of being demons and witches as they can play with the minds of others, hear their thoughts even, and sense changes in their bodies. In reality, most of them become some degree of doctors for the tribe, being able to see illness and send them towards the correct healer. Their key weaknesses are that they have some serious aversion to extreme heats and extreme colds; they cause their abilities to fluctuate violently.
Scuro – Dark The Scuro’s tribe’s gifts are tied in with darkness, through the direct manipulation of the shadows or to their ability to almost draw the life force out of most one by skin to skin contact, being the most common powers people develop, some may get neither of these gifts. Most learn to draw life force from a person when they are around 4 so learn quickly from this point – or they can never have contact with another person less they inadvertently cause their death. Most of the other tribes develope abilities age 6 onwards, Scuro's develope early. The Luce are the only tribe who can control the Scuro directly due to one of their main gifts is to force life force into others, the Luce do try and avoid them as much as possible however. They are the only Elementals to willingly offer up services to the Vampires with only a bribe of money. They will however even turn on them, being the most selfish of all the elementals and only caring for themselves. They are strongest at night or in the dark and have perfect vision during the night, they can see during the daylight but suffer from short sightedness.
Luce – Light. The Luce’s tribe’s gifts are tied in with light, through the direct manipulation of light or their ability to give life to others, being the most common powers people develop, some may get neither of these gifts. They are the doctor’s of the world, being able to treat any disease or injury brought too them. Wheter as a doctor in a human hospital using human methods or using more supernatural methods away from sight. They work closely with the Acqua elementals, as they diagnose the Luce then heal. To heal they use energy from the surroundings around them, even though it passes through them to the person they are healing from somewhere else – it does take a little of them with it. As such they cannot spend every minute of every day healing every one. They are treated with quite a high regards of respect for their control over the Scuro. They are similar to nobility of the Elementals and are usual in perfect control of them selves at all times Their key weakness is darkness. They have no night vision in the slightest, although in the daylight they have better vision than anyone.
Each elemental tends to stick within their own tribe, but fight together as one Family, working together and using each of their strengths to its full potential.
|
|