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      Elf

      gallery_1151_21_4910.pngTHE DARK ELVES

       

      THESE ARE NOT D&D DROW — In Norse Mythology, the Dökkálfar (Old Norse, 'Dark Elves') and the Ljósálfar ('Light Elves) are two contrasting types of Elves of the lore, one dwelling deep within the caverns of Svartálfaheimr (World of the Black Elves) the latter residing in the bright halls of, álfheimr.

       

      Many scholars do not differentiate between the Svartálfar ('Black Elf') and the Dökkálfar accepting that both terms were synonymous with 'Dwarves', but in the setting of RESONANCE we shall take the path less traveled and imagine the two to be different species. Thus, the Svartálfar of Norse Mythos are likened to the image of Dwarves as popularized by great authors like Tolkien and Lewis, while the Dökkálfar will be the dark cousins of the 'Light Elves' as depicted in the Lord of the Rings trilogy.

       

      At the dawn of the Resonance, the veils between worlds thinned allowing some to cross through while others spilled into one another and merged; such is the story of Svartálfaheimr, the World of the Black Elves home to Dwarf and Dark Elf. The darkest and deepest of their halls now mingle within the subterranean labyrinths of Earth and these ancient and magical beings now enter the world they know only as Midgard.

       

      Please be aware that they come from the same realm as the Light Elves and the two races are not necessarily enemies, although culturally speaking they may be abrasive towards one another.

       

      DESCRIPTION

       

      Unlike their tall and fair, Nordic cousins the Dökkálfar males and females do not exceed a height of 5 foot eight inches and are possessed of lean, graceful frames designed for speed and stealth. Their skin is as black as pitch, the soft flesh of their mouths and eyes a deep purple. Their hair is likewise, jet black, commonly possessing a blueish sheen, although green and red while rarer do exist as if the colour of their poker straight locks were the darkest hue of that colour.

       

      The eyes of a Dökkálfr* are entirely black, but were one able to inspect them in the light they would be able to discern a very faint charcoal coloured iris floating in those black pools; nestled in eyes not unlike those Humans of Asian descent. In fact the features of the Dökkálfar are not unlike those of Indians or people specifically of Chinese heritage, the dark skin, eyes and pointed ears naturally differentiating them.

       

      ATTRIBUTES

       

      The Dökkálfar are quick and agile, making up for what they lack in strength. The strongest of males will not exceed a lifting capacity of three hundred pounds which for a one hundred and forty pound person is quite impressive. In their society, however, the average male is only slightly stronger than the average female and both genders have possessed equality for thousands of years.

       

      They have exceptional hearing, not unlike that of a cat and are able to leap twice their height from a still position. Extremely dextrous, they are exceptional craftsman and pride themselves on their artistry.

       

      ABILITIES / WEAKNESSES

       

      VISION

      In complete darkness, they see as well as a Human during sunset and the world appears not unlike a lustrous combination of golds and reds through their eyes. By the soft glow of ultraviolet radiation, they see perfectly, able to view a full range of colour, but even the light of a candle is blinding to them. To them, the flickering wisp would be like a 100 watt bulb to a Human, they have no tolerance whatsoever to bright light, and are completely blinded by it. In normal day light they need to shade their eyes and if possible will stay in shadow.

       

      ELIMINATE LIGHT

      To counter the hindrances of light, all Dökkálfar possess the magical abilities to dowse brightness by snuffing out heat sources thus effecting flame and filament, alike. They can extend this ability to cover a twenty foot radius, causing all flames and electrical light sources to die out. Even chemical reactions that produce light will cease to work. Once, however, they are no longer present, the enchantment will quickly wear off and while fires will not re-ignite, electrical or chemical sources will glow again.

       

      In the case of magical fire's and light sources which for some reason their spell cannot effect, the Dark Elves can turn light a deep violet; a colour that does not effect their eyes. This is why their dwellings utilize this colour of light, that and it allows for the use of fire as heat source.

       

      SHADOW STEPPING

      Void of light, the Dökkálfar can move in utter silence, like shadows. They do not stir the air nor the ground as they move through the darkness, but they cannot attack a creature in this state. To wield weapon, spell or generate any amount of physical force they must become flesh. This is easily dispelled by light. Shine some light on them and they become visible and corporeal.

       

      COLD RESILIENCE

      They are very resilient to cold, able to withstand arctic conditions with minimal clothing but this does not mean they crave such conditions. They still enjoy the warmth of the blue fires and their comfortable subterranean dwellings.

       

      Proficiencies in spell casting vary among them.

       

      WEAPONRY

       

      Their preferred weapons are short bows. Exquisitely crafted of a black wood, the Dark Elf Warriors are highly skilled archers and incredibly proficient in ricocheting their arrows to hit their mark while in cramped surroundings.

       

      They utilize scimitars, daggers, throwing darts, and short staves, among other similar weaponry. They are also capable of creating 'black powder' weaponry, but do not commonly employ the noisy weapons; not until they enter open combat. When stealth is no longer a factor, the Dark Elves will utilize their flint lock pistols which will have one or two shots depending on the model. Unlike, historic blackpowder pistols, these are masterfully crafted with a greater range and higher velocity, elegant and efficient.

       

      They utilize poison, but the venom they apply to their arrows and darts is short lived and does not have a profound effect on Humans. While their poison may kill an Elf, Humans tend to become ill and may or may not pass out depending on their constitution. Dwarves, of course, which are rarely effected by toxins are never considered as targets for such devices.

       

      CULTURE & LANGUAGE

       

      The Dökkálfar are a matriarchal society. The females, are near as strong as the males and as warriors fight on equal ground. Mates are primarily chosen by the women and the males have always taken on an active role as caregivers for their children.

       

      Leaders are called Eskevay, feminine and Eskev for males.

       

      They have their own style of cuneiform writing, far more ornate than that of the Norse, but in ancient texts and engravings their ancestors did use the old runes as well. Their tongue, while similar to Norse, is far more akin to Finnish, but they also speak a form a sign language, which has two dialects: Common and Warrior. The can understand the modern Norwegian language as well as Finnish, but the relation of the two when compared to their own tongue would be not unlike English and French. It is only due the fact that many of the Dark Elves can also speak Old Norse, that they are able to converse with someone speaking the Norwegian tongue.

       

      They dwell in subterranean halls, not unlike the Svartálfar or Dwarves but no sunlight ever touches their stone. All is illuminated by the soft violet glow of enchanted lanterns and orbs, and their world, while medieval also possesses a technology combining invention with magic. They develop marvelous clockwork creations, elaborate and beautiful machinery that are able to provide many modern conveniences.

       

      Only the Light Elves rival their architecture, but the Dark Elves are unsurpassed in their gothic mastery and intricate sculptures.

       

      BIOLOGY

       

      The Dökkálfar are extremely long lived, in fact they do not die, but pass on when it is deemed their time. If they do not succumb to a violent end they can go on for thousands of years, but during this time they will enter many dormant states not unlike long periods of hibernation.

       

      The Dökkálfar is a species that cannot breed outside of it's own group. This means that it is not possible for hybrids to occur biologically (or magically). They are simply not compatible and offspring can only be produced with their own kind.

       

      *Dökkálfr singular, Dökkálfar plural.

      Elf

      gallery_1151_21_47913.pngTHE LIGHT ELVES

       

      The Ljósálfar or Light Elves are creatures of Nordic mythology. They are from Alfheim, one of the Nine Worlds and only a few have crossed through the Veil during the Resonance.

       

      Please be aware that they come from the same realm as the Dark Elves and the two races are not necessarily enemies, although culturally speaking they may be abrasive towards one another.

       

      PHYSICAL APPEARANCE

       

      Light Elves are very tall. The height of an average male is 6'6" and females are approximately 6'3". They can attains heights of upwards to eight feet but such cases are very rare (anomalous among their kind). They have long lean muscular frames and move with unprecedented grace in everything they do. (A 6'6" male Elf of average build would weigh approximately 200 lbs).

       

      Their hair is always fair — from a shimmering white, to silver, to golden. Ears are pointed, skin pale, features Nordic. Eyes are vivid as a deep blue sky and when one looks into their irises they can see clouds churning within them.

       

      NATURE AND ABILITIES

       

      Light Elves could be considered the epitome of Greater Sidhe.

       

      They are most comfortable in cold conditions. They prefer winter to all other seasons and will never succumb to over exposure to cold — they thrive in it.

       

      They are able to tread upon freshly fallen snow with out hardly leaving an imprint and easily leap twice their height in a single bound. Agile and deceptively strong, they can be vicious fighters and possess an affinity for magic, often possessing the same skill for casting cantrips (very minor utility spells such as producing a flame or creating a layer of frost on a window) as do Magus.

       

      Light Elves are literally, radiant beings. They seem to shimmer in sunlight, a strange effect that one's eyes will quickly become accustomed to the longer they gaze upon them. In the dark they are able to shed an unnatural glow which they can increase at will until this 'illumination' would cover an area roughly the size of the average theater (note this is not UV and does not affect vampires) but this not 'common light' it is merely the absence of dark, as if an unseen glow were illuminating the area. These Elves themselves DO NOT look like spotlights are are bright in anyway, they simply shimmer and posses a faint radience. Commonly they posses the ability to manipulate light in some manner as well as generating illusions of varying degrees of complexity. They themselves while the source of the light are NOT blinding, they are merely illuminated by an unnatural light like an orb of daylight amidst darkness.

       

      Their sky-like eyes are also able to see extremely well in darkness, even in blackness absent of all light the Light Elves can see the world as if it were revealed to them by a radiant glow emanating from a dim source only they can see.

       

      LANGUAGE & CULTURE

       

      The Light Elves speak their own tongue, a language simply called Alfspråk which sounds like a combination between Norwegian and Gaelic, a lot like Finnish. They also speak Old Norse and this allows them to somewhat converse with those speaking modern Norwegian.

       

      Their architecture is in a word, wondrous. All of their buildings are comprised of stone and metal, as they will not sacrifice trees for their dwellings. Few can rival their craftsmanship and artistry.

       

      Even though their towns and cities are as cold and lifeless as the structures of Earth, they ensure that living forests are amalgamated with them. They clear as little land as possible, and possess magic capable of relocating trees. This 'natural' way of constructing their cities creates designs unlike anything on Earth.

       

      In our world, the realm of Earth, it is not known how many Light Elves crossed through the Veil or where they may be. Most who came through were scattered.

      Elf

      gallery_1151_21_16001.gifTHE SOUTHERN ELVES

       

      This is simply the name which the common variety of Elf to settle on our planet chose to call themselves. Naturally it is directly related to their geographical position. The majority of Elfin-kind ended up in South America but the name also has some relevance to their own world, their actual name roughly translating to 'Southern Realm'. Thus their landing in the southern continent seemed fitting and perhaps even predestined.

       

      These Elves come from a world much like Earth, only there, they were the dominant species. Their kind spanned the realm and when the Resonance came, a variety of their countries and continents were equally effected by the Nevus. This drew in several different races of Elves, who not unlike our world are distinguished by physical differences; traits such as skin tone, facial features and such.

       

      COMMON PHYSICAL TRAITS

       

      Southern Elves average five feet tall. Males are a little taller, commonly about 5'2" and females are around 4'10". To be clear, these are nothing like small Humans. They are a diminutive people, males weighing on average 115 lbs and females 80 lbs. An Elf standing 5'5" is considered very tall and is uncommon and any approaching six feet are extremely rare and not allowed. These Elves are not meant to be the same size as Humans and allowing exceptional height is simply too convenient. If we allow one, more will follow and the chances of even two Elves of exceptional height being in the same story setting is simply too unrealistic.

       

      Hair colors range from 'Human-like' to otherworldly hues like red, green, blue, purple and white, as do their eyes. They are very colorful.

       

      LANGUAGES

       

      The Southern Elves being comprised of many different races speak a variety of tongues, but they do have one language which they all speak, simply called 'Common Tongue'. It is a very difficult language for a non-Elf to learn and certain words will never be pronounced properly.

       

      SOCIETY

       

      The Southern Elves come from what could best be described as a modernized medieval world. Magic has taken the place of 'electronics'. Automobiles were never required, but in their world they did have a form of magically driven locomotives which pulled trains along railways. Their sailing vessels were able to cross the seas without natural wind and refrigeration is accomplished through the use of 'cold-stone', a magical crystal that looks like ice and radiates cold.

       

      They are primarily democratic but their government systems could best be described as an elected monarchy.

    1. gallery_1151_21_36746.pngEncantado

      The Encantado are Faeirie from South American folklore; two distinct species of aquatic humanoid beings derived from two common creatures of their waters, the Boto Dolphin and Coral Snake. Before the first Resonance, the Encantado interacted with humans frequently. They commonly befriended those who had mastered the art of fishing and hunting, exchanging favors in the form of weather manipulation for freedom from being hunted and eaten or killed. At gatherings among the local tribes they would sing and make music with whatever instruments existed in the area, and would occasionally bring their own--variants of harps and stringed instruments. The music they made was woven with a series of spells designed to create attraction. That art was not lost through time, and is, in the present day, a primary magic of the race. After a few hours of existing at these social gatherings and experiencing the tensions and clashes inherent in human society, but so absent from their own, they would flee to the rivers and ponds, more often than not, bringing willing and unwilling but seduced humans with them as they created what amount to portals through the water to their home of Encante.

      Ages ago as magic faded from the world they slowly lost their ability to interact with the mortal world and so they faded. The Encantado like all others of their kind passed beyond the Veil, into obscurity, becoming the stuff of fire side tales. Encante became an island-world onto itself, isolated and left to evolve. Those who ventured outside the boundaries of Encante flocked to the regions with the most conflict — feeding off of it in a sense. Some, who were particularly lustful for conflict, sold themselves as mercenaries, while others, content with simply interaction, became impartial observers, making their way through both camps of the conflict, and entertaining/seducing individuals on both sides.

      Encantado technology never truly developed beyond primitive terms, but their connection to nature left them uniquely positioned to grow homes and develop more and more potent methods of dispensing their toxins and potions as necessary. They live a life at one with their environment not unlike the native Indians of the South American Rain Forest.


      ORIGIN
      There are no Encantado METAHUMANS they are only VEIL-CROSSERS.

      THE RESONANCE
      At the onset of Earth's 2010th year A.D. the Encantado were once again thrown into turmoil. The worlds merged and much of their population were drawn back into a world they had almost forgotten, the world of Earth. Those individuals trapped on Earth, taken from their home were forced to rediscover the world of their ancestors. Fortunately a part of Encante passed through the Veil and returned to where it once existed upon Earth, in South America. None who remembered the old ways remained, even the most venerable had little experience to offer. They had to adapt to a modern world embracing it's familiarities, struggling to understand a new Human world thrust into chaos.

      BIOLOGY
      The Encantado share the same physiological diversity as Humans. Stature and appearances vary and the attributes are basically on par with Humans although on average they may display a higher aptitude for athleticism but this may more cultural than biological.

      They are extremely long lived but they do die. They do not grow old as Humans but do in time become 'older', more in mind than in body. They usually live for close to 600 years but even if a character is near this old they do cannot recall more than a 100 years of knowledge anyway, and for a Fae that just might put them on par with older Human.

      There are two distinct kinds which are regarded as two separate species but in reality despite their differences interact amongst one another as one race. Offspring of a combined coupling will produce either one or the other, there are no mixed breeds among them. An Encantado possesses the nature of a Coral Snake or Boto Dolphin.

      Their true appearances, however, have been sealed away behind their Human guise (which is always beautiful). A gift and also a curse bestowed on them from the Resonance. Encantado will appear to look Human of South American descent BUT there true form is ever sneaking out, an effect that is often beyond their control, especially when in water.

      CORAL SNAKE KYNDE
      This is the South American Aquatic Version of the Coral Snake which has a flattened tail allowing it effectively swim through water — Their true form appears to be a Human with skin like a Coral Snake. Degrees of opacity vary but all possess serpent eyes. Their hair is either black, red or yellow or a combination of the colours. In water their hands and feet quickly grow webbing between the digits, which once dry will quickly slough off.

      BOTO DOLPHIN KYNDE
      These are river dolphin native to the Amazon and Orinoco tributaries. They are considered a primitive dolphin distinguished by their distinct elongated snouts —Their true form is Human like, their smooth shimmering skin grey-blue or pink like the Boto. Their eyes have the likeness of a Dolphins and they have no hair on their head, only able to grow it at the base of their skull and so many grow long strands of fine white hair flowing down their backs. Their ears tight to their heads, more attached than a humans.

      RACIAL TRAITS / ABILITIES
      TRANSFORMATION
      The Encantado are trapped in their Human forms. When they are playing music or using their abilities they tend to change to their true form. When they are submerged in water (not drenched in rain) for over five minutes they change into their true form and will remain so until they are out of the water for five minutes, but they do have the ability to maintain their Human form or disguise for up to ten minutes a day while in water.

      They can also transform into their animal type. They are completely indistinguishable from an actual Coral Snake or Boto Dolphin. The transformation requires water and takes approximately five minutes to complete. They can maintain the form for as long as they wish but can only transform to their animal form and back again once a day.

      * This is a biological transformation that does not include clothing and other items.

      TRUE FORM
      The Coral Snake variety are amphibious, able to breath both water and air. The Boto can hold their breath as long as 30 minutes (20 minutes performing strenuous activities). They see perfectly under water and naturally will not suffer over-exposure.

      MUSICAL
      All Encantado are musically gifted. They have talent for reading music and are amazing singers, the Dolphins more so than the Snakes. They all learn how to play multiple instruments and can learn new instruments in the fraction of a time it would take a Human to pick up another.

      TOXINS
      All Encantado are capable of using toxins--whether they be airborne, injected, or diffused through the skin. Those toxins can range from neuro-inhibitors to fatal bloodborn pathogens to toxins that distort reality.

      The Snake-Encantado have fangs (elongated incisors) which they can use to disperse their toxins, as well as through the skin contact which is the only way the Dolphin-Encantado may disperse their toxins.

      CAMOUFLAGE
      All Encantado, as variants of faeries, have a "glamour". Their particular form of this ability allows them to change the colour of their skin and clothing to blend into their environment. They can do this at will.

      LANGUAGE
      The Encantado have their own language which is based upon blends of archaic mayan.

    2. gallery_1151_21_15945.pngKyūbiko (Kyūbi no Kitsune — Fox Faerie)


      Kitsune is the Japanese word for fox. In Chinese, Vietnamese, Indian and Japanese cultures the fox is prominent in their folklore, being associated with spirits with the ability to assume human form. It is through this power to take on the likeness of a man or woman that they are portrayed in stories as guardians, friends, tricksters, lovers.

      Context affects the interpretation of the word ‘fox’ but for the sake of simplicity we will use the term Kyūbiko to define a ‘nine tailed fox spirit’. They are also in the world of the Resonance not ‘spirits’ but ‘faerie’. The traditional myth will take a tangent in our setting and we will NOT accept any deviating depictions from what is defined in this article. No other forms of ‘supernatural foxes’ will exist apart from our version of the Kyūbiko.


      HUMAN FORM

      The Kyūbiko’s foremost ability is it’s power to transform into a human. This form is ALWAYS of the same person (a very attractive person). The ‘nine-tailed fox’ DOES NOT switch genders. It is either male or female and will ALWAYS be of Japanese heritage but this is not to say the character can be seven generations removed from the Japanese blood line and look like Heidi Klum. The human persona of your character will not only half to look like one of the listed nationalities but will be of a traditional upbringing. There are five nationalities that can be a Kyūbiko — Japanese, Chinese (Jiǔwěihú), Vietnamese, Korean (Gumiho) and Indian (India). The names change, but they are all the same kind of ‘nine-tailed fox’ faerie.

      Above all, the Kyūbiko in it’s Human form will have NO foxy traits. No fox ears popping out the top of their head like a play-boy bunny. NO TAILS! No whiskers. Period. This is not a race to be immaturely adored. The Human will bear nothing of the fox except for the eyes. When the Kyūbiko utilizes it’s abilities when in Human form it’s eyes temporarily change to that of it’s natural fox form.

      The only other fox trait that is allowed in their Human form is their claws. While they have completely normal looking finger nails the Kyūbiko has the ability to magically elongate them and file them into sharp points. They become harder and more durable able to dig into wood and support their full body weight.

      The ‘Kyūbi no Kitsune’ can maintain it’s Human form for up to six hours plus one extra hour per extra tail (more than one). Two tails (+1) = 7 hours, Three tails (+2) = 8 hours, up to maximum of 14 hours with nine tails. The transformation is near instantaneous, restricted only by bonds of iron, and there is no limit to how many times the creature can flip back and forth. Also, as the transformation is magical, their clothing (but no other items) changes with them. This has nothing to do with their physical make-up and everything to do with the idea that clothes can be compared to an animals fur.

      • When a Kyūbiko loses consciousness or falls asleep they change back to a fox.
      • In their human form the Kyūbiko DOES NOT have access to the powers of their tails.
      • The Kyūbiko does not inherit Human senses, they retain those of their true form. They are a fox and so see, smell and hear like one.

      Their physical form as Human is not any stronger but they are quicker. Naturally they may be stronger than your average human due to their sheer athleticism but what’s truly different about them is their speed and grace. The Kyūbiko-human can move twice as fast as a trained athlete. This is not due solely to their physiology but is a magical trait enabling them to bend certain physical laws like inertia and gravity. This enhanced agility makes them formidable fighters if they are so inclined to study a form of combat. Not all of them are so quick to pick up a sword or use a gun.

      FOX FORM

      The true form of a Kyūbiko is that of a typical fox — red, brown, black, grey, silver or white. The tip of the tail is always white, the tips of their ears and feet are always black. They have retractable claws like a cat as well as vertical pupils able to see well in dim light.

      What makes them stand out from a typical ‘fox’ are their multiple tails.

      A fox has dichromatic vision, that is they see two colours which are green and blue (you can learn more about the way a fox sees here). Lacking a human’s chromatic field they rely heavily on movement, sound and smell to locate prey and predators. The hearing of a fox is extremely acute. They are able to pinpoint noises at ranges of up to 160 feet and perceive up to 65,000 Hz of sound. This allows them to identify sounds (clearly deciphering conversation) through typically constructed walls.

      ABILITIES

      FLIGHT
      The Kyūbiko can fly. It is a form of ‘Faerie Flight’ by which the creature becomes ‘light’ and can generate a mystical force to propel it’s body into the air and glide for extended periods of time. It is able to hover and push itself off objects or slowly glide through the air via an unseen force. Changing direction, however, without the use of stationary objects to push off of is not as agile as say a bird. A Kyūbiko in the air would be similar to a ‘flying squirrel’ except with the ability to slow down, hover and dramatically change course.

      The ‘force’ does, however, displaces the air, thus generating air currents. Upon this force the Kyūbiko can move at a top speed of 40 MPH but can move quicker by pushing off of objects. Also, it goes without saying, that high winds will push the Kyūbiko along as well. The maximum altitude achievable is one hundred feet. Higher if say the creature ascended into the air from a mountain top. This ability can be used at will, for extended periods of time, but not indefinitely. Realistically maintaining flight in windy conditions or pushing one’s limits are going to put a strain on the creature.

      The ability is more attuned to the Kyūbiko’s natural fox form. While they can utilize it in their ‘human form’ they cannot fly beyond a height of fifty feet and their to speed is reduced to 30 MPH.

      *Be aware that during flight, the Kyūbiko’s body weights very little. When attacking, in order to generate any significant amount of force they have to ‘shut off’ their flight (lightness) and return to their normal weight.

      ILLUSION
      The Kyūbiko is creature of stealth. Aside from being able to move extremely quietly it can blend into it’s environment much like a chameleon. This ability can only be used in their ‘fox form’ and allows them (while remaining stationary or moving extremely slow) to take on the colours of it’s surrounding environment. It can maintain this camouflage for extended periods of time.

      They can also mimic sounds and produce them at will, conjuring sounds as far as fifty feet away.

      MANA PERCEPTION
      These creatures possess ‘Mana Sight’. Aside from being able to perceive the Faerie Realm the Kyūbiko can also see mana. They are able to see the faint wisps and tracings of magic and can use it to track and even gauge the strength of the source. Of course, not only can they see magic but the Kyūbiko can also smell and hear it. The sound of mana is much more slight but the smell is just as noticeable as it’s appearance. The Kyūbiko will often smell magic before it see’s it.

      CHARM
      These creatures are very ‘charming’. They have a magical ability to influence, entice and beguile. Interaction is of course required and not all individuals will be affected.

      NATURE
      Like most Faerie the Kyūbiko is ageless. They do not succumb to the ravages of time, never changing in body and in mind. While they may live on and on, the faerie do not necessarily gain so much wisdom, not in comparison to Humans who in their comparatively short span of time can attain an incredible amount knowledge. The Kyūbiko is simply content with ‘being’ doesn’t really aspire to achieve lofty goals. What they desire the most is the best of both worlds — to live as a human and be free as a fox. The two do not often meet. The animalistic nature of the ‘fox’ is not meant to be constrained by human society but neither can the intelligent passions within it be satisfied by a solitary existence within a forest. They ever struggle to appease both sides. It is because of this dual nature that the Kyūbiko’s behavior can be very unpredictable and inconsistent. It is very difficult for them to find something they truly care about and so when they do, they will defend it, maybe even to the death.

      Meta-humans, that is to say, Humans who have become a Kyūbiko due to the Resonance is entirely another matter. They are not a Veil Crosser, they were once Human and so they are in fact a person learning to live as a fox. The themes are similar but backwards. They are a Human who has become a Fox that can become Human. Genetic memory will naturally kick in and they quickly lose their Humanity, but by comparison to a Veil Crosser THEY WILL ALWAYS POSSESS MORE UNDERSTANDING OF WHAT IT MEANS TO BE HUMAN.

      The Kyūbiko is a solitary creature. While they may seek the company of Humans, they SHUN the company of other foxes and their own kind. Never will two fox-faerie inhabit the same territory nor collaborate. When they encounter another of their kind the Kyūbiko's first instinct is to fight or flee.

      NINE-TAILS

      Over time they can develop up to nine tails. They start their life with two. It is the emergence of a second tail in an otherwise normal fox that is the birth of a Kyūbiko. The tails do not so much represent the ‘age’ of one of these creatures but the amount that they have ‘learned’. As already stated, the Kyūbiko does not develop wisdom over time as a human might, but it is through their time as a ‘human’ that certain insights may in fact clear their eyes to the world around them. Their life is a chaotic cycle but when they do develop these rare insights, the ‘wisdom’ they gain may produce another tail. Thus, a Kyūbiko with nine-tails is wise indeed.

      In our setting a Kyūbiko character can possess no more than six tails. We might encourage that they start of with two to three and earn the rest of their tails through story but realistically for the lengthy life span of these creatures it would probably never earn more than one tail in a year, let alone two or even three.

      THE SIXTH TAIL IS ONLY ATTAINABLE TO A CHARACTER THAT HAS BEEN ACTIVE OVER A YEAR IN OUR SETTING.

      META-TAILS

      A Meta-human Kyūbiko who has come into being at the time of RESONANCE may not be as old as a Veil Crosser (not even close) but their ‘humanity’ balances them. They also will most likely be the incarnation of a Kyūbiko spirit from the past, possessing knowledge beyond their years, although it will not be accessible with clarity, more like dreams.

      A Meta-human 'fox-faerie' will take time to mature and over the course of those years they can develop one tail a year. It's kind of like 'back-pay'. They've actually 'earned' the tails, it just takes some time for them to materialize. Thus, a Kyūbiko created at the time of the RESONANCE will be able to develop (at the most) one tail per year. This means that your META-HUMAN FOX-FAE WILL COME INTO EXISTENCE AT THE TIME OF THE RESONANCE. They can produce one tail a year, max, but those tails can also be produced over two, three or more years, it's up to you.

      THE SAME RULE APPLIES TO A METAHUMAN — THE SIXTH TAIL IS ONLY ATTAINABLE TO A CHARACTER THAT HAS BEEN ACTIVE FOR OVER A YEAR IN OUR SETTING.

      The powers of the tails vary in accordance with the following categories: elemental, enchantment, illusion, mysticism, and sorcery. The first five tails will have one power from each category, the final sixth tail (or three tails after for NPC’s) are randomly drawn from the categories with no repeats. For example, there can never be more than two ‘elemental’ tails. (The details of desired abilities need to be developed in accordance with the above categories).

      LOSS OF TAILS (The endangered Kyūbiko)

      • Remove the tail of a Kyūbiko and you take away the power associated with it. The tail can grow back but only after several years.
      • Take all tails of Kyūbiko save one, and it becomes a regular fox.
      • Take all the tails and the Kyūbiko dies.

      To use a Kyūbiko tail is no small matter. There are very few who can employ the magic and these individuals pay handsomely for it. There is even the believe that ingesting a Kyūbiko tail can give a person it's powers but this is sheer non-sense. Still, there are those powerful individuals who cannot be convinced otherwise. Many of these creatures have been killed and the tails turned into nothing but mementos to gather dust, or used to remove it.

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