Racial References pt. 1

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some more information on the Fae World races, when it comes to size/build these are just rough guides as everyone is different. the natural mage average is how common it is that someone of that race is born with the gift of magic, the gift itself is under N.Mage traits. the inherited traits are determined by a character's parents. will post more asap xxx

RACE: Humon
PLACE OF ORIGIN: Rephla Continent, Vel
SIZE/BUILD: Average height, Medium Build
MOVEMENT: Walk, Average speed
LANGUAGES: Common tongue
NATURAL MAGE AVERAGE: 1 in 50
AVERAGE LIFESPAN: 80 years
DIETARY HABITS: Omnivorous
FEATURES: similar to Earth humans but with slightly pointed ears
AREA VARIATIONS: skin tones are darker in sunnier regions, but hair colours don't differ by area
NATURAL TRAITS: Adaptable ~ Humons thrive anywhere in the world.
Quick Study ~ Humons learn new skills faster than any other race.
N.MAGE TRAITS: Healing Hands ~ Humons born with magic have the ability to heal minor wounds
INHERITED TRAITS: MOTHER – Al-Affinity – has the potential to master multiple magical disciplines
FATHER – Inventor – has the potential to master multiple technological disciplines



RACE: Majin
PLACE OF ORIGIN: Ferenze Continent, Var
SIZE/BUILD: Average height, Muscular/athletic build
MOVEMENT: Levitation above average speed
LANGUAGES: Common tongue, Elvari
NATURAL MAGE AVERAGE: 1 in 1
AVERAGE LIFESPAN: 150 year
DIETARY HABITS:  omnivorous
FEATURES: pointed ears, magic lines that mark their bodies, hair, magic lines and eyes glow when casting magic or over emotional.
AREA VARIATIONS: skin tones tend to be tanned – dark, hair, magic lines and eye colour usually corresponds with their elemental heritage.
NATURAL TRAITS: Elemental Heritage ~ all Majin are aligned with 1-2 elements, which ever are strongest in your parents
N.MAGE TRAITS: Elemental Rush ~ Majin can consume almost all of their magical power to temporarily become elementals, enhancing their magical power and becoming impervious to physical attacks.
INHERITED TRAITS: MOTHER – Combat Caster ~ has a natural ability to master Combat and Conjuration magics.
FATHER –  Support Caster ~ has a natural ability to master Healing and Enchantment magics.



RACE: Rune Elf
PLACE OF ORIGIN: Rephla Continent, Elvion
SIZE/BUILD: below average height, muscular/athletic build
MOVEMENT: walk, above average speed
LANGUAGES: Elvari, Common tongue
NATURAL MAGE AVERAGE: none
AVERAGE LIFESPAN: 200 years
DIETARY HABITS:  omnivorous
FEATURES: long pointed ears, anti-magic tattoos covering most of the body.
AREA VARIATIONS: skin tones have the same variety as Humons, the tattoos come in either black, white, red or dark blue.
NATURAL TRAITS: Witch Hunter ~ Rune Elves have the ability to sense changes in the ether allowing them to identify and avoid most spells before they're cast.
N.MAGE TRAITS: none
INHERITED TRAITS: MOTHER – Crush Blade ~ has the ability to sense openings in magical foe's defences allowing them to weaken their magical abilities
FATHER – Ether Block ~ has a high resistance to magical attacks and side effects of spells.



RACE: Rose Elf
PLACE OF ORIGIN: Starlight Archipelago, Faith Island
SIZE/BUILD: below average height, slim/average build
MOVEMENT: walk, average speed
LANGUAGES: Elvari, Common tongue
NATURAL MAGE AVERAGE: 3 in 4
AVERAGE LIFESPAN: 300 years
DIETARY HABITS:  herbivorous, insectivorous  
FEATURES: long pointed ears, 4 pheromone buds in the head, dark – yellowish green skin due to high amounts of chlorophyll in the skin, zero body hair.
AREA VARIATIONS: Hair colours and styles dependant on the local flora when growing up
NATURAL TRAITS: Pheromone ~ the buds on a rose elf's head allow them the ability to slightly manipulate people and beasts moods to their own benefit.
N.MAGE TRAITS: Pollen Count ~ these Rose elves can release pollen with the ability to inflict and remove various effects.
INHERITED TRAITS: MOTHER – Thorn Skin ~ has the ability to grow sharp poisonous thorns from their bodies in self-defense  
FATHER –  Photosynthesis ~ can regenerate cells by absorbing water, sunlight and carbon dioxide.



RACE: Dusk Elf
PLACE OF ORIGIN: Rephla Continent, Twilight
SIZE/BUILD: below average height, slim/athletic build
MOVEMENT: Flight, above average speed
LANGUAGES: Elvari, Common Tongue
NATURAL MAGE AVERAGE:3 in 4
AVERAGE LIFESPAN:300 years
DIETARY HABITS: herbivorous
FEATURES: long pointed ears, highly sensitive arcane follicles grow from Dusk elves eyebrow, side burn, wrist , ankle and wing regions. They have feathered wings which are enchanted for flight.
AREA VARIATIONS: Common hair colours are black, brown, grey, blue or white. And skin colours are generally dark browns, greys and pale blues.
NATURAL TRAITS: Cocooning ~ upon reaching adulthood Dusk Elves can change gender by entering a 2 week cocooning process.
N.MAGE TRAITS: Back Step ~ Dusk elf mages have the ability to see past events by reading the flow of ether in the air.
INHERITED TRAITS: MOTHER – Night Walker ~ can use their arcane follicles to read the ether in the air allowing them to travel safely in total darkness.
FATHER – Fade Step ~ can blend into shadows by staying perfectly still.



RACE: Dawn Elf
PLACE OF ORIGIN: Rephla Continent, Twilight
SIZE/BUILD:below average height, slim/athletic build
MOVEMENT: Flight, above average speed
LANGUAGES:Elvari, Common tongue
NATURAL MAGE AVERAGE: 3 in 4
AVERAGE LIFESPAN: 300 years
DIETARY HABITS: Herbivorous
FEATURES:Long pointed ears, long antenna growing from the eyebrows, brightly coloured butterfly wings, glowing eyes.
AREA VARIATIONS: hair is usually blonde, white, red or black. Skin is pale to golden brown in colour, wing patterns vary dependant on the region.
NATURAL TRAITS: Cocooning ~ upon reaching adulthood Dawn Elves can change gender by entering a 2 week cocooning process.
N.MAGE TRAITS: Forward Step ~ Dawn Elf mages often get brief visions of possible futures, their predictions are about 80% accurate.
INHERITED TRAITS: MOTHER – Sun Beat ~ can release sunlight collected in their wings to dazzle enemies when threatened.
FATHER – Sanctuary ~ can create a shelter made of sunlight that protects and heals all those within, sanctuaries last for roughly and hour at a time.
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