003 - Races 2

Gorgon

Beast - Necro
Mana: MED | Charge: LOW

Gorgons are known for the snakes growing in or replacing their hair, and some may or may not have bodily scales ranging from fine to large scales at their backs or around joints. Gorgons don't choose a tertiary affinity, but from Earth, Nature, Water, or Metal, they determine the nature of the gorgon's petrifying gaze. Any type of Stone, Wood, Ice, or Metal up to the rarity of gold. Unless protected by some means such as a Warding rune, any creature that directly sees the Gorgon's eyes becomes petrified to the chosen element until dispelled by some means. Petrified creatures are in suspended animation with no needs, but are aware and can feel. Gorgons do not age so long as they have a humanoid in stasis. A slain gorgon self-petrifies and slowly self-repairs until whole at a rate of a papercut per minute. Once whole, they resurrect, cracking to reveal a new body equivalent to an 18 year old, unless they were under.

Gorgons draw Mana from Petrification, while a creature is petrified their lost time passively provides the Gorgon with energy.

Luxal

Metal - Life
Mana: MED | Charge: MED

Luxin have an associated metal the way an Oread or Siren have an associated animal. Their bones are formed of this metal, and they can have random metal growths visible on their skin or growing from their body such as a visible metal plate over their sternum, or dotted along their spine, or growths like horns or crowns. Their irises are literal gemstones that match the large gemstone that forms their heart equivalent. They don't bleed or burn. Metals melt like butter in their mouth, which they eat in addition to normal food. So long as they eat metal, they don't age for the day. Age can be regressed with overconsumption of metals. A dead Luxal can regrow from their gem heart if submerged in a molten pool of their associated metal, emerging whole as though aging from 0, gaining 1 year per hour spent submerged up to 24.

Luxin draw Mana from Opulence, passively charging from the presence of 'wealth' though it has nothing to do with monetary value, but precious metals and stones amplified by skill in working them.

Kekubi

Fire - Body
Mana: MED | Charge: HIGH

Kekubi look like living shadows having elemental bodies composed entirely of concentrated pitch black ash, soot, and smoke, which can emanate from them in response to negative thoughts or emotion. Any magic they use can reflect this, being reskinned into black particulates. Such blackened magic is 10% more effective. This soot emanation can cause a bother with blackening things they touch if they aren't under control. Damage to their bodies is superficial (No critical damage) but comparable overall damage can disperse their body causing death, they can remotely operate severed limbs within a 20m radius. They age like elves, and if slain they crumble into ash to reform over 24 hours if the ashes aren't scattered, or within 24 hours of at least 50% of their ashes being recombined. For some reason, if they are close to a Doll, they can form Magic Friendship free.

Kekubi draw Mana from Immolation, burning their own body as though they were coal, harmlessly resting on flames with their body absorbing smoke.

Sylph

Wind - Soul
Mana: HIGH | Charge: HIGH

Sylphs might look normal at a glance, the more slender frame can be excused, and the pointed ears are no big deal, but then their hair is perpetually floating ethereally, being weightless, as is their body overall. Slight gusts become significant issues, which Sylphs combat by focusing to partially etherealize, straddling the line between the material and spirit world, unaffected by the wind and invisible to those that can't perceive spirits. They can will themselves to move omnidirectionally, but can't phase through matter. They don't age, remaining around 18 equivalent. A dead sylph's body disappears leaving the spirit in place, which crystalizes into a cocoon of spirit matter. They age a year per day spent in the crystal, from 0. It will shatter on its own when they reach 18.

Sylphs draw Mana from Spirits, being near high concentrations of naturally occuring spirits or spirit matter, places with history and tragedy. The site of mass graves or terrible battles or old ruins of a building with enough importance or meaning that it left a spirit matter echo in the spiritworld.

Undine

Water - Body
Mana: HIGH | Charge: HIGH

Undine are are comparable to the Ifrit, with elemental bodies entirely composed of water, concentrated into a gelatinous form that can feel like a normal body to the touch, although slick as though oiled or wet, but if they lose focus their form becomes more and more liquid on a sliding scale. They have a preferred true shape for their appearance, but they can freely focus to adopt any shape with the same volume, though they can separate to reduce their volume or absorb water to add volume up to the volume of a whale. Their water body has all normal senses. They don't age and have a clear marble as a core. Damage to their body is superficial, but the core can be shattered, without an inherent means of revival if that happens.

Undine draw Mana from Purification, where water based substances that come in contact with an Undine are purified of other elements and contaminants, leaving pure water with trace minerals. Can't help with anything larger than a pea, but does eliminate sand or dirt as well.

Sprite

Nature - Life
Mana: MED | Charge: MED

Sprites typically denizens of the faewild, Sprites are inherently tiny, about an inch tall, and have an associated winged insect that skews their appearance. All Sprites have wings while a wasp sprite might grow a smooth chitin plating covering their back and limbs to one extent or another. Whatever the insect, all Sprites can produce both silk webbing and honey, and both can be combined to produce hive materials. They have retractile stingers in their wrists that can inject a paralytic venom, which when combined with their honey can form a thick wax that firms up when worked like dough. Bathing in their honey reverses and prevents aging around prime. A dead sprite can be nursed in a honey to revive in 3-7 days based on severity.

Sprites draw Mana from Fermentation, of their honey. The traditional method being to store cells made of their own wax and silk full of honey for 7 days, becoming like a mana potion restoring 15% of their mana capacity per drop (About 2 cups equivalent). Sprites produce 1 Tbsp a day.

Empusa

Blood - Necro
Mana: HIGH | Charge: HIGH

Empusas are a form of vampire born in intense negative emotion and torment. Unlike other witch types, a witch Empusa is frozen in their prior mortal forms, though the witch power still results in male mortals becoming female counterparts if they don't have Elephant Trunk, as well as being more physically fit. They don't age, frozen at the age they Awoke, their bodies cold and lifeless with no biological function other than optional lung capacity for scent and speech. Their eyes have an unnatural glow, the color based on the witch's individual aura, and they have slender hollow fangs with which they suck blood. They store up to 5x their body weight in blood without any visual bloat, and are 100% as fast per 1x bodyweight of blood stored. A dead Empusa can be soaked in blood to reanimate them within a minute.

Empusas draw Mana from Blood, draining the equivalent of one whole human to death fully charges their mana. Animals are a tenth as effective. An Empusa relies on their mana and will die if fully depleted, but their charge also mends their body.

Lilin

Fire - Mind
Mana: HIGH | Charge: LOW

Lilin witches can trace their way back to infernal lineages- to a family line that escaped or earned their way out of hell. They have different types of horns and leathery wings, and tail(s) in different styles, and skin tinted some unnatural color. Markings on their body brand them as free demons. They have a second set of transparent eyelids that give them thermal vision, and they can't be burned, entirely comfortable lounging in or on lava flows. They do not age, and if slain they do find themselves back in hell to serve time for any misdeeds, but anyone who knows their name and the marking on their body can summon them with Consortation 3. If summoned, they don't have to return when dismissed, but summoners can include a pact they have to accept if they want to be summoned.

Lilin draw Mana from Taboo, when they draw pleasure from scenarios that they themselves believe is wrong when observed by another who also believes it is wrong. Such as seducing someone into cheating on another, or public indecency.

Erinyes

Wind - Blood
Mana: MED | Charge: HIGH

Erinyes witches can trace their way back to celestial lineages- to a fallen angel, a past incarnation of themselves. They have boney dark feathered wings and their skin is marked with inky black stains showing where their tears fell in the process of branding them with celestial runes identifying their sin and punishment. The celestial faction may or may not be related to the celestials behind Abrahamic religions. Erinyes cease aging between 18-26 and if slain, can re-awaken from a new mortal host somewhere unless ritually sacrificed, which stops their reincarnation for a century. Erinyes have a peculiar effect wherein the last person to physically harm them recieves a mirror of any further harm to the Erinyes for 24hrs.

Erinyes draw Mana from Pain, when they cause another being physical or emotional torment, amplified by vocal expressions of that suffering; ie screams or crying. Note; This could be consensual in the case of certain tastes, or a something like a scream house attraction where some are there for it. Or they might even be a physical therapist.

Hannya

Water - Mind
Mana: HIGH | Charge: MED

Hannya are known as raging drunkards heavily addicted to alcohol, almost always blushed with at least a light buzz. They have long slender horns that also 'blush' like their cheeks. This blush effect is amplified into overdrive when they experience strong passions, turning bright red when enflamed by anger, which easily applies to most combat scenarios among other things as they have a habit of working themselves up. The redder they get, the more physical prowess they have, both in strength, and dexterity, and general stamina. They actually age in reverse, but whenever they are completely drunken their age will change to represent how they imagine themselves or want to be on a whim until they become sober. A dead Hannya can be brought back to life by first mending the body, then dousing with ice cold water.

Hannya draw Mana from Alcoholism, drinking alcohol isn't just a quirk but their primary energy source. They aren't immune to getting drunk, but don't experience hangovers.

Taura

Nature - Beast
Mana: LOW | Charge: MED

Taurai are very obvious at a glance for their large animal lower 'halves' where the upper torso of a human from the hips up replace an animal head and neck, the whole body shoulders-down of another animal replacing what would be their human legs. They may or may not have animal features on their head or back as well up to the extent of being Sphinx-like. This can be any any legged animal from lizard or spider to rabbit or horse. This is usually a hooved animal but pawed animals aren't that rare, and spider taura are fairly common in places. Their lower bodies are generally powerful and have a high sprint speed and endurance.

Taura draw Mana from Conservation, when acting in harmony with a natural state of being, which generally revolves around sustainability and continuity of life, and protecting nature or historical artifacts or buildings 60+ years old. Non-invasive improvements or protections will cause a passive mana gain for 100x the time it took to build/fix/set up. High charge while actively guarding within a 100m area.

Wulong

Beast - Mind
Mana: HIGH | Charge: MED

Wulong are exclusively a type of witch, associated with the asian lung dragons. Wulong have jagged but usually smooth tipped horns like deer, or coral, and stained or painted-like arms up past their elbows that can look like stained glass or tie-dye, and they have long tails with a strip of soft fur ending in a tuft. Wulong are able to fly by force of will with somewhat strenuous effort equivalent to a full sprint. Their blood is an ink the same color as the dominant color of their horns and arms. Wulong age like Elves, slowing from age 3 until reaching 18 at 100. A slain wulong can be reborn from a painting or statue that the wulong had formed a bond with using a drop of blood. Post-death, if someone with enough passion and knowledge of the wulong's body creates an accurate masterwork, they can be reborn without a prior bonded work of art, from no remains.

Wulong draw Mana from Artistry, charging in proximity to works of art. Any work of art, made with creative and/or meaningful intent imbued with subjective value of the creator. Paintings, Storybooks, Statues, etc.

Dravir

Beast - X
Mana: MED | Charge: LOW

Draviri are what happens when those princesses end up sacrificed to the dragon with no hero(ine) to save the day. Leaving the details aside, Draviri have the horns, tail, and scales of a dragon, typically having full claws on their hands and feet. Draviri pick their secondary elemental affinity, which is manifest in a breath weapon that effects a 15ft cone or 30ft line of flame [Fire], lightning [Wind], cold and ice [Water], stone/metal shrapnel [Earth]/[Metal], or poison gas / thorns [Nature]. For every 10 years of life, this area increases by 5ft. Their dense draconic muscle gives them strength and stamina like a Daeva. Draviri age like Elves, and if slain an egg can be found within their body that will hatch the reborn dravir within a year in the right conditions, until hatched or destroyed.

Dravir draw Mana from Destruction, when they undo the work and labor that went into producing something of value based on its value and purpose to someone else. This includes the taking of life, particularly human or witch life, which briefly provides a High charge rate.

Doll

Soul - Necro
Mana: LOW | Charge: HIGH

Dolls are artificial beings. If you've awakened into a Doll form, your soul is likely a reincarnation of a soul used in the creation of a Doll in the past but it could be exposure to experimental energies that corrupted your witch type. Dolls get their name as most Dolls are literally ball jointed dolls of wood or porcelain but dolls can also be fully organic made of sewn flesh of different bodyparts, others are clockwork, or recently Alphazon has been making full-synth dolls. Black market deals in Asia have been making dolls with limited self-governance and selling them.
Dolls don't age or have biological functions by default, though some can have living organs/ parts. A doll can't die, only cease function. If repaired then they regain function. They have all normal senses, even touch- Pain or pleasure both, but a maker can adjust these along with personality elements or even memory.

Dolls draw Mana from Service, obeying a request or command from a sapient being endows them with charge and gives them a dopamine hit comparable to sugar.

Vanir

Water - Nature
Mana: HIGH | Charge: HIGH

Vanir are beings associated with winter, and hidden groves of life amid the frost. The presence of a vanir will allow plantlife to thrive in the cold and while creatures will still feel cold, they wont suffer actual harm, including themselves, though they don't feel discomfort at all with the cold. Their bodies are blue, white, or grey emitting a cold chill, from which ice crystals form like scales, spikes, or horns.
Vanir age normally until their apparent age freezes randomly between 18-25. A slain vanir flash freezes and shatters into a mist of ice crystals. Somewhere within the nearest tundra (such as a snowcapped mountain peak), a new body will form out of ice over 3 months, then crack to free them with new life.

Vanir draw Mana from Resistance, when acting against a natural state of being both in nature and in social dynamics, such as going against popular opinion, or resisting baser natural desires, not wearing many layers in the cold, or turning down that slice of cheesecake.

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