Old SMITED Lore/Info

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Fable

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Rules
Please review all the listed regulations below. When you decide to join this roleplay, you are agreeing that you have read, understood, and agree to adhere to them. If you are found in violation of these regulations, you are at risk of being removed from the roleplay.

Metagaming

Metagaming happens when a person takes information from OOC ( out of character ) and uses in IC ( in character ) without any plausible reason for knowing it. Your character should only use information they have access to from the IC areas. If you are found to be using outside information you will be asked to stop as well as change your post(s).

Godmodding

Godmodding is when a character is basically omnipotent and infallible. If your character is…
  • Never injured
  • All-knowing
  • Never wrong
  • Always wins
  • Has no weaknesses
  • Forces reactions of another character in your own post
  • Takes control of another character ( without permission )
  • Kills another character ( without permission )
  • Perfect and without any flaws
...You are probably godmodding.

This tends to ruin the enjoyment of roleplays for others when their character is hijacked. While characters can be powerful, they must be balanced. Any characters that are written or behave in this manner will be rejected and/or removed from the roleplay if there is a refusal to address this issue.

Autohit

Autohit is a sub-section of godmodding. It happens when you write out and assume that your character successfully attacks their target. This falls under “forcing a another character’s reaction” and “taking control of another character.” If a character autohits in a post, the post will be changed and will be additionally written as an “automiss.”

Powerplay

Powerplay is another sub-section of godmodding where a person writes their character as the most powerful, intelligent, and perfect. The result of two powerplaying characters getting into a fight isn’t fun for anyone and doesn’t progress the plot/story of the roleplay. Any type of powerplay will be shut down and involved members asked to cease plowerplaying.

Acitivity & Inactivity

Activity is important for any roleplay, whether it’s a one on one or a group, if someone suddenly becomes inactive, the progress will come to a halt. As such, some activity requirements are in place:
  • Members should try and post at least twice per week.
  • Members should notify GM if they are going to be unavailable or choose to leave the roleplay.
  • Members who vanish without notification for a 4 days (from last post ) will be skipped over or have their character taken over by a GM.
  • Members who vanish without notification for a week or longer ( 7 days since last post ) will have their character written out of the roleplay and removed from the RP.
  • Members who are removed due to inactivity will not be permitted to rejoin.
  • Members who notify the GM of an extended absence may write their character temporarily out of the roleplay and may return at a later date.
Posts

Posts are important and progress the roleplay, as such please type the best posts that you are capable of. Your posts need to have content that allows other members to respond or write some sort of interaction. Posts should try and do the following:
  • Be understandable.
    • Perfect grammar is not required, but there should be some effort. You should also utilize the built-in spellchecker that most browsers have.
  • Include detail.
    • You don’t need to write an entire chapter, or even an entire page of detail, but some detail goes a long way.
  • Written in third person past tense.
  • Not assume what your character finds within the roleplay. Information is learned by what the GM provides.
  • Avoid one-liners. One-liners are not acceptable for any reason.
  • Be at least a minimum of two paragraphs.
  • Avoid complex BBCoding as mobile users would probably like to be able to read your posts.
  • There are a few additional things you should consider including in all your posts. Somewhere ( such as the top of your post ) you should try and include:
    • Your character’s name.
    • Tagging who your character is interacting with.
    • Your current 'hits'
    • Your location.
    • Current Mission (if applicable)
  • Important note; do not change your character's information from what was accepted within the posts. If your character isn't capable of swimming, don't have them suddenly able to dive like a professional.
  • Additionally, do not assume on behalf of SMITED. You are not the agency, you are the agent. If the GM has not approved of things being canon regarding SMITED, do not write it.

Vampire Creation

Due to the nature of vampire creation, it will be made clear here that PCs may not turn other PCs into vampires, except if:
  • The PC is a Mundane, Magician, Demon, Elf, or Nephilim.
  • The owner of the PC openly states they wish to have their character turned into a vampire.
  • There is a good reason behind such an event.
  • The GM approves the racial conversion.
Additionally, should a PC become a vampire and were a supernatural race, the magical abilities of that race will be lost and only vampiric abilities gained.

Remember

All RPNation rules apply.

Discord Server

Discord is required. You can join the server with this link; Discord Server
 
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Character Creation
Before you start creating a character, please understand that while this setting is fairly open in terms of allowing creative characters, there are still limitations in order to keep characters from being overpowered.

This isn’t to say your character can’t be powerful, but they must be powerful within reason. If your character is found to be too powerful or doesn’t have a single weakness, you will more than likely be asked to change your character. If you are unwilling to work or change your character if asked, it will be rejected. Continued refusal to work with the GM will result in being removed from the roleplay and you will not likely be allowed to return.

Rules

  • Characters must be at least physically and mentally 21 years of age.
  • Characters cannot be a hybrid of multiple supernatural races.
  • Characters must be balanced.
  • Characters must be a reasonable size (not too large or too small).
  • Characters are all subject to be reviewed and may require changes before being accepted into the RP.
  • Characters cannot be a 'ruler' type character (king, queen, etc). They can be lower-tier nobles.
  • Characters must be a 'rookie' in the agency as of December 2017.

Disallowed Powers

There are some powers that will not be allowed due to the high chance of producing overpowered characters as well as other concerns.
  • Omniscient
  • Omnipotent
  • Precognition
  • Telepathy
  • Mind Control
  • Warping Reality
  • Invulnerability
  • Intangibility
  • Magic Immunity
  • Time Manipulation
  • Matter Manipulation
  • Power Copying

Racial Lore & Background Information

Due to the fact that this RP is very open regarding character races, there comes the issue of potential canonical conflict. Basically, this means if one member creates their own custom character lore for their character's race, that doesn't allow another member to create a character outside of that lore.

Note: Custom races are no longer permitted to be created.

You can choose to create your own custom fae, however you will be required to write out the lore. If your custom fae is approved, it may be added as canon so that other members may potentially use it should they want a character of that race.
 
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Races
Due to the allowance of many different types of races, some have been placed into a particular group. These are the more common mythical races, but not all of them have been listed here or placed because there are just way too many. If your desired race doesn't seem to fall under a group, that doesn't mean you cannot use it. All characters are subject to review, so you are free to ask if it possible to use an unlisted race before making your character.

All characters are subject to review and custom races are no longer permitted.

That being said, there are just some races that would not work well as an agent of SMITED. Races/Characters that are too large or are unreasonable powerful will not be permitted. As discussions regarding unlisted races occur, the list will update to help out future members.

Shifters

Shifters are humanoid beings that can ‘shift’ to another form. Shifters do not suffer from a separate ‘bestial’ personality (aka the mental beast within) unless they suffer from a mental disorder. This means there should be no 'inner beast' dialog. Shifters can only slightly increase their mass, with the largest size that their mass can change to would be the same as a Belgian Draft Horse. Shifters also do transform at least once a month; weres during a full moon and kin during a new moon.

Shifters age at a normal mortal rate up until their 21st birthday, then it slows down. Then for every 5 human years, shifters only age physically 1 year.

(Total Age - 21) / 5 + 21 = Physical Age
(Physical Age - 21) * 5 + 21 = Total Age


Weres

Beings capable of transforming from human to animal form, or something in between. They can only change into non-mythical creatures. Examples; Werewolves, Weretiger, Werellama.


Kin

Beings capable of transforming from human to animal form, or something in between. They can only change into mythical creatures. Examples; Dragonkin, Unicornkin, Pegasuskin.



Vampires

Vampires are beings that survive off the blood or energy of others and are harmed by exposure to sunlight. They don't combust into flames, rather they suffer as though they have a severe sun allergy. If out in the sun for too long, it can kill them. They cannot shapeshift as they themselves are not shifters. However, they are stronger, quicker, and heal faster than mortals. They are also not unholy beings, thus religious/light abilities have no effect.

Once a mortal becomes a vampire, they stop aging. Half-human vampires are possible, though are rare occurrence.

As this seems to be a constant issue, it needs to be noted that vampires cannot use magic.


Merfolk

Beings that can have the upper-body of a human and a lower body of an aquatic creature. When on dry land, their lower half changes into human legs. If they are 'dry' for too long, they can experience a variety of issues; feeling ill, weakened, and if too long, death. On average a merfolk can be ‘dry’ for 24 hours before they start to encounter issues. If they do not resume their mer form after a week, it is usually fatal.

Merfolk are not gifted with magical abilities. However, they can obviously breath under water with no issues.

For every 3 years after their 18th birthday, merfolk only age physically 1 year.

(Total Age - 18) / 3 + 18 = Physical Age
(Physical Age - 18) * 3 + 18 = Total Age



Elves

Elves are not magic users and there are a wide variety of them. However, they usually are quick, agile, graceful, and dexterous.They appear very similar to normal humans, however their ears are generally pointed instead of rounded and can be somewhat longer as well. Examples; Woodland, Sylvan.

For every 10 years after their 20th birthday, elves only age physically 1 year.

(Total Age - 20) / 10 + 20 = Physical Age
(Physical Age - 20) * 10 + 20 = Total Age



Fae

Fae covers the variety of other fae races that are not specifically listed here as there are many. Some fae races have magical abilities while others do not. If you are interested in a fae race, it will need to be discussed. However, in order to maintain that fae races are fairly similar, they will all age in the same way.

For every 7 years after their 21st birthday, fae only age physically 1 year.

(Total Age - 21) / 7 + 21 = Physical Age
(Physical Age - 21) * 7 + 21 = Total Age

As of 12/16/2017 this option has been removed.


Elementals

Humanoid-like beings that are spawned from a specific natural element (earth, air, fire, water, lightning, metal, crystal, wood) that take on physical characteristics of their element. Elementals can combine powers to create new elements, such as earth and fire can create lava, or air and water can create ice. Opposing elementals are weak to each other (such as fire and water), while other elements can strengthen each other (such as water and wind).

While elementals are ageless, they are not immortal. They also do not have parents, but are rather raised by the older and wiser elementals.

Note: This is a difficult race to write a physical description for or find an image for a face claim. Think of elementals having a solid "core" form. So when an elemental has worn themselves out, they are no longer radiating their elemental affinity, but just their vulnerable "core" self.

As of 12/30/2017 Elementals are an NPC only race.


Bestial

Bestial beings are part-beast and cannot change form. They are not magic users, but are generally physically strong. Examples; Nagas, Satyrs.

For every 5 years after their 21st birthday, bestials only age physically 1 year.

(Total Age - 21) / 5 + 21 = Physical Age
(Physical Age - 21) * 5 + 21 = Total Age



Demons

Demons are beings with non-elemental magical ability. They are usually characterized with one of the following physical features; horns, fangs, pointed ears, inhuman eye colors. They have a bit of a rivalry with Nephilim, mostly due to assumptions that demons are all evil.

For every 10 years after their 18th birthday, demons only age physically 1 year.

(Total Age - 18) / 10 + 18 = Physical Age
(Physical Age - 18) * 10 + 18 = Total Age



Nephilim

Nephilim get their racial name due to being capable of flight with magically produced wings making some view them as ‘angelic.’ They are gifted with non-elemental magical ability.

For every 10 years after their 18th birthday, nephilim only age physically 1 year.

(Total Age - 18) / 10 + 18 = Physical Age
(Physical Age - 18) * 10 + 18 = Total Age



Magicians

Don’t confuse these magicians with those that put on magical acts. Mortals who are magically gifted are grouped together as Magicians as being called a sorcerer, sorceress, witch, warlock, or even a wizard can be viewed negatively. Mages - while also Magicians - focus more on the scholarly side of magic; spell research and creation.

Magicians are all mortal, this means they age the same rate as normal humans. The only thing that separates them from normal humans is the fact that they can use magic.


Half-Humans

Half-human/half-supernatural do exist and are allowed. Due to being half-human, they age more quickly than their supernatural side. They are also weaker than someone who is a full-blooded supernatural race.


Half-Human/Half-Shifter

Half-human shifters cannot fully transform into a pure bestial form and instead retain humanoid proportions but animal features when they do shift.

(Total Age - 21) / 2.5 + 21 = Physical Age
(Physical Age - 21) * 2.5 + 21 = Total Age


Half-Human/Half-Vampire (Dhampir)

While being half-human removes the pesky issues of problems with sunlight, there is still a desire to consume blood, though they can eat human food to survive. While vampires do not age, humans still do and so half-vampires will still age, though more slowly than normal mortals.

(Total Age - 21) / 10 + 21 = Physical Age
(Physical Age - 21) * 10 + 21 = Total Age


Half-Human/Half-Merfolk

Half-humans here cannot fully change into a merfolk form, though they can hold their breath a long time underwater (45 minutes) and their legs show colorful scales when wet. Because of being half-human, they don’t have the issue of drying out, though they do still love to be in water.

(Total Age - 18) / 1.5 + 18 = Physical Age
(Physical Age - 18) * 1.5 + 18 = Total Age


Half-Human/Half-Elf

Half-human/half-elf characters do retain the dominant physical feature of pointed ears, however they aren’t nearly as pronounced.

(Total Age - 20) / 5 + 20 = Physical Age
(Physical Age - 20) * 5 + 20 = Total Age


Half-Human/Half-Fae

Depending on what fae race you've chosen will factor in to how being half-humans affects them. If your half-fae character is magically inclined, they are weaker in that aspect than a full-blooded fae. Their physical characteristics will also lean more towards their human-side.

(Total Age - 21) / 3.5 + 21 = Physical Age
(Physical Age - 21) * 3.5 + 21 = Total Age


Half-Human/Half-Demon

Half-human/Half-demons can still have demonic physical characteristics, just to a lesser degree than a full demon. They can still use minor magical abilities.

(Total Age - 18) / 5 + 18 = Physical Age
(Physical Age - 18) * 5 + 18 = Total Age


Half-Human/Half-Nephilim

Half-human/Half-Nephilim don’t appear much different than a normal human. While they can still use minor magical abilities, they cannot fly like a full Nephilim, but rather ‘levitate’ or ‘glide.’

(Total Age - 18) / 5 + 18 = Physical Age
(Physical Age - 18) * 5 + 18 = Total Age


Hybrids

Hybrids are beings that would be born as the offspring of two supernatural races. In this universe, hybrids like this do not exist. This means that characters cannot be half-vampire/half-elf, half-shifter/half-demon, etc. Why are hybrids like this not allowed?
  • It’s a cheap way to try and make overly powerful characters.
  • It complicates the character age system.
  • There are those who would try and throw in every single race possible into their character’s lineage.
  • It’s a slippery slope down Mary-Sue/Gary-Stu lane.
Now, before you consider asking questions about this because you are interested in creating a hybrid character, let me stop you. The answer is an automatic no. Yes, technically hybrids could exist, but they are not going to be allowed as a playable character. This is not open for debate.

Unplayable Races

There are just some races that cannot or should not be a playable character. Instead of creating a list - because again there are just so many mythological races and creatures - some general guidelines for what isn’t acceptable is more efficient.

If a race or creature is:
  • An unreasonable size (too small or too large)
  • Inherently ‘evil’ (such as Unseelie)
  • Are too powerful (Such as full-dragons, krakens, etc)
  • Are a deity or god-like
  • Immortal (Not to be confused with ageless.)
Then it is best to avoid making them as they will more than likely be declined.
 
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System
SMITED is not just a post and play RP. There is a small combat system in place to try and create character limits as well as promote 'fair' fights should PVP occur. Characters also are sent on missions that they must attempt to successfully complete. They will also earn experience to help them advance to take on harder missions.

Please read all the information in this thread. If you have any questions, please ask them in OOC.
 
Missions
As agents of SMITED, your character will go on missions every now and then. Missions consist of smaller groups - teams - of about five characters. Teams themselves are dynamic, meaning that the roster can change so that different characters work together for different missions.

Sending teams of five allows characters to get to know each other and develop relationships (good or bad). It also helps give players a chance to RP without worrying about their post being buried under more active players if there is a smaller group.

Major Missions

Major missions are missions that require the collaboration of all characters. This does not mean all characters will be each working on the same aspect of major missions. Instead, teams are made to be sent on missions to do a particular task. Teams for major missions can be as large or as small as needed.

Major missions focus around a central plot.

Minor Missions

Minor missions are meant to give players a chance to go on missions not directly connected to the plot. They can help give characters more chances to interact with each other and earn experience.

Mission Rejection

Characters might find that they don't want to do a particular mission, or may wish to be grouped with another team. If for some reason your character will not be participating in an assigned mission, they will be given 'desk duty.' This means your character will be stuck at a desk doing paperwork or training. If rejecting missions becomes a habit, your character will be retired as an agent of SMITED. This basically means that they will be removed from a role within the roleplay itself.

Mission Application vs Assignment

Sometimes characters will be assigned a mission, other times characters can choose to join one. If your character is assigned a mission, that means the GM has created a mission and determined who will be included in that team.

Open missions mean that characters can volunteer to join an open mission. Slots for open missions can be for a variety of reasons, an agent assigned has either rejected the mission or has gone AWOL, it's a mission designed for at least a two group team, and so on. In order to join an open mission, an agent needs to put in an application for it. Once a team for an open mission has been finalized, the mission can begin.

Mission Failure

It is entirely possible for a mission to be failed. If a mission is failed, it gives a character a chance to 'learn from their mistakes.' If a mission is failed, depending on the objective, a team may be able to try and salvage the failed mission and try it again.
 
Combat
SMITED is an RP that does include combat. Combat can occur between PCs and NPCs, PVP, and so on. In order to create a fair combat system without the use of stats, this will be using an experimental system using 'percentiles' and 'challenge roll' mechanics.

This means there will be some use of a dice system. However, you do not need to be familiar with already established dice systems.

It is also important to note that this combat system will be reserved for combat between NPCs and PCs. It will also be used for instances where players fall into a powerplay trap. Players may also use the system in any combat instances to help avoid writing 'autohits.'

Due to HPs lacking the ability to use the built-in dice system, all rolls must be done in the Discord server.

Percentiles (Challenge Rolls)


Percentile is just as it sounds. It uses a percentage system; 0% - 100%. This determines your character's success for any given task. This applies both in combat and out of combat. So if your character is looking for something important for a mission, their percentile roll would determine the chance of them actually finding it.

Why percentile? It's easier for everyone to understand a 0% to 100% system than using a d20.

Challenge Rolls is connected with the percentile outcomes for combat. It puts a player's hit attempt against another player's or NPC's attempt to dodge or defend. So, if Player A is attacking Player B, they would both roll a percentile die. If Player A rolls a 60% for their attack and Player B rolls a 80% chance to dodge/defend, Player A's attack will miss.

Another example could be that Player A rolls a 20% and if Player B does not roll to dodge or defend it counts as a hit, even with a low percentage as no effort was made on Player B's part to avoid being harmed.

Criticals

Critical successes and critical failures are possible.

Critical Failure: Character rolls a 1% which presents an attack of opportunity against them.
Critical Success: Character rolls 100% which allows them two successful hits (except if going against a critical success defense roll).

If two players both roll critical failures, neither character takes a hit.
If two players both roll critical successes, the defending player successfully blocks the attack attempt.

Combat

The attempted purpose of this system is to reduce the complication that comes with dice based roleplays. For combat, there are only a few basic rules;
  1. Defensive rolls stay until either;
    • An attack roll succeeds.
    • The PC ceases or changes defensive actions.
    • The PC changes actions, such as moving.
    • Or the GM states the roll has expired (to prevent infinite defense or as a penalty).

  2. A new defensive roll is required should any PC change defensive tactics;
    • Example: PC rolled to defend against a physical attack. Next post they want to defend against a magical attack, they would need a new defensive roll.
    • Example: PC rolled to defend against one particular named PC/NPC, if an attack comes from someone that was not named, a new defensive roll would be needed against any new attacks.

  3. Generic defensive rolls against groups are allowed within reason, such as within training or fleeing an encounter.

  4. Defensive rolls of a critical success or exceeding 100% due to a modifier are not infinite. Once a PC begins to act outside of the purpose of the defensive roll (as stated previously), a new defensive roll is required.

  5. Defense always wins in a roll tie.

Hits

Instead of using a traditional HP (hit point) system there is simply a 'hit' system. Basically, it is how many time a character can be hit before they are knocked out or killed. Every character's max hit tolerance is 10. This means that a character can be hit 10 times before they are no longer able to continue combat. If after they have been hit 10 times, there is a risk of character death.

Every character starts off with only being able to take 10 hits no matter their race. This rule is not up for debate.
So do not ask if because your character is X race that they should be able to take more hits. It will not change.

Hit Pool

Characters can increase how many hits they have through activity within the roleplay. Over time as your character goes on more missions, completes assignments, and your continued posting within the roleplay your character will gain experience points. These points can be used to 'buy' more hits.

 
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Character Experience
As mentioned in the COMBAT section, characters can earn experience through activity in the roleplay. With this earned experience, they can increase their hit pool; how many hits a character can take before they are ether knocked out or killed. This system is meant to give players a chance to help their character grow throughout the RP and move on to more difficult missions. It also serves to reward dedicated and active players.

ActivityExperience Earned
Posting5 experience per post
Mission Completion50 experience points
Failed Mission15 experience points
Training25 experience points

Cost of Additional Hits

The cost for each additional hit costs more than the one before it. This means that you cannot just buy one hit every time you've earned the amount to purchase one.

CostHit(s)Modifier(s)
300 pointsBase Hit +1Modifier Point +1
600 pointsBase Hit +2Modifier Point +2
900 pointsBase Hit +3Modifier Point +3
1500 pointsBase Hit +5Modifier Point +5
 
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Racial Lore
In order to add some stability to the playable races, some basic racial lore is here for you to reference when creating your character, as well as how your character may interact with other races.

It is important to note that lore may change and evolve as the roleplay progresses, as such there is no 'final' version. As the world evolves, lore is discovered or changed, so to shall the information within this section.

Lore may also change in part due to a member's contributions to a races lore, either bringing up good points or interesting additions. This does not mean all suggestions from member's will be included here, only the ones the GM has decided to include. So please, do not ask.

Content


Racial Regard

Use this link to view a spreadsheet about how races regard each other.
 
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Shifters
Were and Kin do not share territories with each other to avoid potential conflict. Boundaries between territories have a small neutral zone so that they are not right up against each other. There is also an agreement that any criminals that seek to escape punishment and are caught must be turned over to their shifter leader.

Were

Weres generally choose to form small groups - packs - with the strongest or wisest among them as their leader; the Alpha. Each pack is governed by the Alpha and whoever they choose as their enforcers. There are only a few generally accepted laws that every pack follows in order to avoid constant conflict with each other.

Weres for the most part do not try to explain their existence or their origins. Whatever racial legends they once had were lost long ago. It is now more common for each pack to have their own legends and stories, though even these are mostly told for entertainment rather than oral history. What is known is that being a Were is genetic, one cannot become a Were by being bitten or scratched.

There are also Weres who do not belong to a pack, some by choice, others as a punishment such as being exiled. Should they violate a pack's law while within their territory, the pack is responsible for punishments.
Laws

[click to expand]
  • The Alpha's word is law.
  • Alphas can be challenged to be removed from their position and a new leader to take their place.
  • Betrayal of one's pack is punishable by death.
  • Packs must remain in their own declared territories.
  • Territory disputes must first attempt to be settled by the Alphas. Should no resolution come from this, the packs may officially declare war upon each other.
  • No other packs may become involved in a territory war.
  • Shifting before a normal human is a punishable offense.
Kin

Some Kin, like Weres, may choose to form packs, though Kin prefer to call them Tribes. Tribes have a hereditary tribal chieftain, where leadership is passed down through heritage. However, leadership can change hands, and another tribal family can assume power should the existing chieftain and their family be seen as unfit to lead.

It is not uncommon for Kin to live solitary lives. Some may choose to not be involved in a tribe, but this doesn’t make them except from the societal Kin laws. A solitary Kin may have to answer to a tribal chieftain if summoned. A tribal chieftain may even have the responsibility of punishing a lone Kin should they reside within their tribal territory.
Laws

[click to expand]
  • A chieftain may be removed should the tribe find them unfit as a leader.
  • A chieftain’s family may lose their right to take over leadership.
  • Summons must be answered.
  • A chieftain may enforce tribal laws within their territory.
 
Vampires
Vampires in this modern age are governed by the Vampire Council. The council is comprised of the most powerful and eldest vampires. The Vampire Council then assigns governing positions of a territory, who are then responsible for the vampires they govern.

Vampires feed and survive off of human blood, though they tend to prefer the blood of supernatural races over human. However, each vampire has their own preference. They do not spontaneously combust in sunlight (or sparkle), rather they have a severe allergic reaction. If exposed to natural or artificial sunlight for too long it will result in death. Religious relics and symbols as well as other superstitions and lore actually do not affect vampires.

The most accepted history and origin story of the vampire race states that Lilith was the first vampire to exist. The name Lilith may not be the true name of their progenitor, but it is a name that has stuck throughout the millennia. As a result, Lilith is revered as a deity or at least a sacred idol. Different sects believe different things about Lilith, but they all agree that she was the very first.
Laws

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  • Feeding from another vampire resulting in death is illegal.
  • Hunts must be inconspicuous.
  • Only consenting adults may be turned.
  • Makers are responsible for their progeny, unless the progeny has been officially declared and on record as being 'released.'
  • Any vampires under the physical age of 18 and turned after 1910 are illegal and will be mercifully killed and their makers sentenced to death.
  • Turning children is an abhorrent act. Vampire children are to be killed on sight and their maker's sentenced to death.
 
Merfolk
Merfolk no longer reside in the waters of the world. Due to pollution and sonar where they once lived has essentially become uninhabitable. These days they tend to live very similarly to humans with lifestyle accommodations due to their racial requirements for survival.

They live in close-knit communities, some in specialized apartments and others in closed communities with a privately owned lake or pond. These places only allow merfolk to reside within them.

These specialized apartments have a community “baths” for both fresh and salt water, as well as very large personal baths so their tails and fins are not cramped in a normal human sized tub.

Due to the loss of their homewaters, their society had to adapt, which resulted in drastic changes to their culture. They no longer are ruled by a king or queen, but instead each community elects one of their own to server as a leader. Each community leader keeps in touch with each other.
Laws

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  • Transformations must never be be done in public.
  • Community leaders are an elected official and can be changed should the community deem the leader lacking in protecting their interests.
  • The community may elect a tribunal in cases where a member needs to be punished for a crime.
 
Elves
Elves are aristocratic and hierarchical. This means the higher a person's rank in the hierarchy, the more power, wealth, and influence that person has. There is no one ruler over all elves, rather each specific elf kingdom has their own particular monarch.

Elves dislike senseless violence. This doesn't mean they are pacifists, but rather they need what they view as a ‘just cause’. What each elf views as a just cause is subjective, though clearly there are laws in place to avoid greater conflicts. If physical conflict can be avoided, that is usually the path taken.

Some can be rather arrogant, believing their race to be higher or more important over others. However, this greatly depends on the type of elf, as there are many different kinds. It is fairly universal though that elves tend to dislike modern humans. They find them uncultured and even savage.
Laws

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  • Thou shall not slight those above thy station.
  • Those of a higher position are expected to help those below them.
  • Needless or unjustified harm to others is a crime.

Sylvan Elves​
Sylvan elves were created by Cimril. They have slightly longer ears than other elven races. They also are not strictly fair in coloration and can be found with a variety of skin, eye, and hair tones.

They specialize in herbalism, creating a variety of concoctions from the flora of the world.

The current rulers are Queen Nueleth Luqen and King Josidiah Ensandoral.
Navaar Elves​
Navaar elves were created by Lezver. They are usually tan skinned with the most common hair colors being red or brown.

Due to living in hotter climates over a prolonged period of time, they have naturally become more acclimated to warmer temperatures and what an average person may find sweltering may have little effect on a Navaar Elf. As a result, Navaar elves are especially susceptible to cold.

The current King is Sinaht Keljeon.

Woodland Elves​
Woodland elves were created by Erverryn. They are usually dark haired with a fair complexion, but have been known to have darker skintones as well.

Living in the wilderness of the woods comes with the need for learning to live with the local wildlife. Woodland elves have specialized in taming and training a variety of animals.

The current rulers are Queen Almedha Adrora and King Taeral Elnan.
Vystarian Elves​
Vystarian elves were created by Syné. They are fair toned, usually having blonde or white hair, lighter eye colors, and pale skin.

The Vystarian have adapted to living in cold climates, able to withstand and even be comfortable in temperatures that would have many shivering. This acclimation makes them more susceptible to heat.

The current ruler is Queen Kilyn Danelis.

Drow Elves​
Drow elves were created by Jitris. They are dark skinned, usually shades of grey or black, white-haired, and red eyed.

The current ruler is unknown.
This is not a playable race.
 
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Elementals
Elementals have no governing body, though they do tend to gravitate towards their own kind and element. They only have a few societal laws that they abide by.

Elementals tend to stick with their own. None of the different types of elementals ever fight with each other over things like territory. Generally the only reason they fight is in defense of their province or their self, which is usually prompted by a corrupted Elemental.

Corrupted Elementals are those who try to absorb the power of other Elementals. It becomes an addiction once done and an elemental who has committed this crime will repeat the offense. The more that is absorbed, the more powerful the Elemental becomes, but they also become more unstable. Most corrupted Elementals are insane or will become insane.
Laws

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  • Elementals may not absorb the power of another elemental.
  • Each affinity has their own province, where only Elementals of their affinity may enter.
  • Corrupted Elementals are to be killed on sight and their remains returned to their province.
 
Bestial
Bestials have no official governing body as most are solitary. However, that does not mean there are not any societal laws that have become accepted by most.

Some Bestials are nomadic, moving from place to place, while others prefer to claim a territory for themselves and settle there. It is when two Bestials try to claim the same territory, or a section of territory overlaps that challenges tend to occur. While one would assume they would always fight first, that isn't always the case. Most of the time, disputes are settled non-violently. It is only when an agreement cannot be made that challenges occur.
Laws

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  • Challenges must be answered.
  • Defeated challengers may have their lives spared, but it is not a requirement.
  • No one may interfere in a challenge.
 
Demons
Demons are ruled by an absolute monarchy, the long No’erver Dynasty which has been in power for many millennia. Their society is aristocratic with Houses that are known to covertly plan machinations in order to climb up the hierarchical ladder; subterfuge, spying, assassination, and sabotage are all commonly committed. That isn’t to say if they are caught doing it, they will escape punishment.

Houses are noble families with great wealth and power. Some of these houses are ancient, having held their position for a long time. Others are newer after earning favor from the Emperor. Houses can also fall out of favor and lose their position and all their holdings depending on factors.

Demons do not take being slighted lightly, even accidental insults may result in a challenge over one’s honor to be demanded. Not all challenges are physical though, they can also be games of wit. Sometimes restitution is enough to settle disputes instead of challenges being demanded. Should a dispute continue to not be resolved the Noble Court may settle it for those involved.

Slavery is allowed, though not as common as it used to be. Those who fight and are defeated, but not killed in combat, owe their life to the one who spared them. Slavery is basically a life debt. Generally, slaves are not mistreated or abused as having a loyal slave is much preferred over one who could plot against you.

Voreiss'i No’erver​
Emperor​
Ny'rayi No’erver​
Empress​
N'ildem No’erver​
Eldest Son - Heir​
Delek'e No’erver​
2nd Son​
Cer'iao No’erver​
3rd Son​
Ver'theri No’erver​
4th Child - Daughter​
Laws

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  • The Emperor’s Word is the Highest Law.
  • Treason against the Emperor is punishable by death.
  • Dishonored members may be exiled from their Houses.
  • Slavery is permitted.
  • A slave can only be released by their master.
 
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Nephilim
Nephilim have a governing body known as the Chamber of Magistrates. Those who are selected for this position - usually chosen by the current Magistrates - have complete control over their race. They write the laws and enforce them as judge, jury, and if needed, executioners. There are only ever twelve Magistrates at any given time.

All other Nephilim fall under the guidance and command of the Magistrates. Should one be called upon by the Chamber, they are expected to fulfill their duty. Those who refuse to obey the Chamber doctrines are declared as ‘Fallen’ and exiled, forbidden from ever setting foot in any Nephilim territory.

Fallen, if found by a loyal Nephilim, are generally arrested and face punishment decided by the Chamber. Some of these punishments are light; such as if a Fallen swears to a magical Oath known as “The Honor Binding.” Other punishments include life imprisonment and even death depending on what a Fallen is found guilty of.

The Honor Binding Oath is a magical oath that when taken means that should those who go against the Chamber are executed immediately by the oath itself.
Laws

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  • The Chamber and its doctrines are to be obeyed.
  • Magistrates are to be respected.
  • Disloyal Nephilim shall be disgraced, disavowed, and forthright be known as Fallen.
  • Fallen must be brought to justice upon discovery and delivered to the Chamber.
 
Magicians
Magicians have always lived secretly among normal humans, even eventually forming a secret society known as The Syndicate. Most magicians are part of The Syndicate. Official members benefit from perks, such as access to the Shadow Archives, a library where mage scholars research and create spells, as well as collect ancient magical artifacts. Members are granted the magical equivalent of an ‘ID card’ in the form of a tattoo with The Syndicate’s Seal.

Not every Magician is required to be a member, though they are required to register with The Syndicate so that the Shadow Archives have all Magicians on record. This is part of an agreement with SMITED.

Members can be expelled from The Syndicate, should the Mystics decide to do so. Generally, being expelled simply means no longer having the protections of being a member. However, more serious cases may involve punishment beyond just being expelled, such as imprisonment and having their magic sealed.

The more powerful Magicians - granted the title of Mystic - control this secret society. When the first Mystics created The Syndicate, it was to stop a group of Magicians know as The Hollow Infinity from their goal of subjugating normal mortals.

The Hollow Infinity use what most refer to as Dark Arts, the most commonly practiced being Necromancy and Blood Magic. The Syndicate managed to stop The Hollow Infinity, capturing or killing most of its members and forbidding the practice of Necromancy and Blood Magic.

The Mystics - if there is ever a need - may summon the members of The Syndicate. Most cases they ask for volunteers, but they may choose to assign certain tasks in special cases.
Laws

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  • Necromancy is forbidden.
  • Blood Magic is forbidden.
  • Stealing the magical power of another being is forbidden.
  • Use of Magical Arts to influence or remove a person’s free will is forbidden.
  • Only true members of The Syndicate are allowed into the Shadow Archives.
  • All Magicians must allow The Syndicate to register their Magician status for record purposes.
 
Half-Humans
Generally, half-humans are disliked by pure-blooded races, some discriminate against them more than others. Half-Humans still have to follow the laws of their supernatural side. This means a Half-Nephilim/Half-Human character falls under The Chamber’s laws.

The reason for Half-Humans having to adhere to these racial laws is due to SMITED pressuring races to take responsibility for those that share the same racial abilities, even if they are only half-bloods.

For those Half-Humans that do not have a racial leadership or government, it falls on SMITED to ensure they adhere to The Accord of Amalgamation.
Laws

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  • Half-Humans fall under the jurisdiction of the supernatural race they share blood with.
  • Should a Half-Human not fall under a supernatural racial jurisdiction, they fall under the jurisdiction of SMITED.
 
Fae
Fae here is basically the generic race for unlisted fantasy races or societies. There is a massive amount of fantasy races, thus writing lore for them all would take way too long.

Out of all the racial lore, the 'fae' race is the most flexible in allowing you to create some of your own lore as well as custom fae. This does does not mean that all custom racial lore a member writes will be accepted. It will simply be discussed between the GM and the player.

Should a player create a custom race or society with lore that is accepted, it may be added here so that other players may have the choice to use that information as well. Only lore accepted by the GM is officially canon. If you are interested in writing your own custom fae, read this information.

SMITED implemented laws which Fae races are to abide by.
Laws

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  • Fae are forbidden from using their abilities to influence, control, or otherwise remove an individual's free will.
  • Fae may not use their abilities to harm mundanes or other supernātūrālia, unless in cases of self-preservation, self-defense, or the protection of others from harm.

As of 12/16/2017 this option has been removed.
 
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Custom Fae
As of 12/16/2017 this option has been removed.

Since it would be a nightmare to try and create a list with full lore for every fantasy race out there, a player may have the option to create their own custom fae race. 'Fae' races in this game pretty much cover all potential fantasy races that currently do not fall under any of the 'umbrella' lore that is already written.

Before Creating...

Before you even begin to write up a custom race, please first make sure that it doesn't already fall under one of the existing races. If a race can 'shift' it would technically fall under the Shifter race. If a race is half-beast, half-human in form without any transformative abilities, it would fall under Bestial. Always double check! You might be surprised and find your race actually falls under an existing category.

It's not all about race.

If you find that you have an idea for a character and the race falls under a category, you can create a custom society that falls under a particular fantasy race. An example would be that you want a Phoenixkin character; a PC that can transform into a Phoenix. You can still create custom lore for that character, it's actually part of character creation!

However, instead of approaching this as a 'race' think of it as a custom society/tribe/clan/group/etc. The race already exists under Shifters, but you are allowed to create things such as deities that your PC's society worships, that society's history, and lore. Just be careful to not apply it to 'all' other Phoenixkin in your writing.

Custom Race

Should you have an idea for a PC that doesn't fall under an already existing race, you may suggest having one of your own included within the universe of SMITED. An example would be if there was no Pixie race (FYI this will be included as a new canon race), and it doesn't fall under any other category, you'd be allowed to create it as a custom race and place it as a suggested addition.

Some Changes May Be Required.

If you've create a custom fae or race, some changes may be enforced, such as if the race is too over powered or the lore doesn't actually fit within the universe of SMITED. Your suggestion for a custom fae will be discussed, but it doesn't guarantee it will be accepted.

Things to Avoid

Some things will not be allowed no matter what, and should not be included as part of your custom fae.
  • Non-fantasy race
  • Powers or racial abilities not permitted in the RP
  • Custom 'tech'
  • Futuristic technology (that clearly belongs in a sci-fi/futuristic rp)
  • Writing lore regarding the SMITED agency itself
  • Writing lore for an already existing race
Custom Fae Form

To help give a bit of direction, you should use this form when considering creating your own custom fae. You can post it in the OOC forum, with the [Custom Fae] typed prefix in the thread title.

Is this a custom fae race or fae society?

Name: What is the name of the race or society?

Fae Type: (Optional)

Racial Traits: This can be physical characteristics and abilities.

List & Explain Deities: (If applicable.)

Government/Leadership:

Racial or Societal Laws:

If this is a race, does it have an origin story?

What is everyday life like?

Additional Information:
 
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Playable Races & Lore
Due to the allowance of many different types of races, some have been placed into a particular group. These are the more common mythical races, but not all of them have been listed here or placed because there are just way too many.

The races contained in this thread are the currently allowed playable races for player characters. You will find information regarding how each race ages, societal norms, societal laws, and more. You can browse the races here or use the links to quickly go to a race of interest.

 
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Shifters

Shifters are humanoid beings that can ‘shift’ to another form. Shifters do not suffer from a separate ‘bestial’ personality (aka the mental beast within) unless they suffer from a mental disorder. This means there should be no 'inner beast' dialog. Shifters can only slightly increase their mass, with the largest size that their mass can change to would be the same as a Belgian Draft Horse. Shifters also do transform at least once a month; weres during a full moon and kin during a new moon.

Shifters age at a normal mortal rate up until their 21st birthday, then it slows down. Then for every 5 human years, shifters only age physically 1 year.

(Total Age - 21) / 5 + 21 = Physical Age
(Physical Age - 21) * 5 + 21 = Total Age


Weres

Beings capable of transforming from human to animal form, or something in between. They can only change into non-mythical creatures. Examples; Werewolves, Weretiger, Werellama.


Kin

Beings capable of transforming from human to animal form, or something in between. They can only change into mythical creatures. Examples; Dragonkin, Unicornkin, Pegasuskin.


Racial Lore


Were and Kin do not share territories with each other to avoid potential conflict. Boundaries between territories have a small neutral zone so that they are not right up against each other. There is also an agreement that any criminals that seek to escape punishment and are caught must be turned over to their shifter leader.

Were

Weres generally choose to form small groups - packs - with the strongest or wisest among them as their leader; the Alpha. Each pack is governed by the Alpha and whoever they choose as their enforcers. There are only a few generally accepted laws that every pack follows in order to avoid constant conflict with each other.

Weres for the most part do not try to explain their existence or their origins. Whatever racial legends they once had were lost long ago. It is now more common for each pack to have their own legends and stories, though even these are mostly told for entertainment rather than oral history. What is known is that being a Were is genetic, one cannot become a Were by being bitten or scratched.

There are also Weres who do not belong to a pack, some by choice, others as a punishment such as being exiled. Should they violate a pack's law while within their territory, the pack is responsible for punishments.
Laws

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  • The Alpha's word is law.
  • Alphas can be challenged to be removed from their position and a new leader to take their place.
  • Betrayal of one's pack is punishable by death.
  • Packs must remain in their own declared territories.
  • Territory disputes must first attempt to be settled by the Alphas. Should no resolution come from this, the packs may officially declare war upon each other.
  • No other packs may become involved in a territory war.
  • Shifting before a normal human is a punishable offense.
Kin

Some Kin, like Weres, may choose to form packs, though Kin prefer to call them Tribes. Tribes have a hereditary tribal chieftain, where leadership is passed down through heritage. However, leadership can change hands, and another tribal family can assume power should the existing chieftain and their family be seen as unfit to lead.

It is not uncommon for Kin to live solitary lives. Some may choose to not be involved in a tribe, but this doesn’t make them except from the societal Kin laws. A solitary Kin may have to answer to a tribal chieftain if summoned. A tribal chieftain may even have the responsibility of punishing a lone Kin should they reside within their tribal territory.
Laws

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  • A chieftain may be removed should the tribe find them unfit as a leader.
  • A chieftain’s family may lose their right to take over leadership.
  • Summons must be answered.
  • A chieftain may enforce tribal laws within their territory.
 
Vampires

Vampires are beings that survive off the blood or energy of others and are harmed by exposure to sunlight. They don't combust into flames, rather they suffer as though they have a severe sun allergy. If out in the sun for too long, it can kill them. They cannot shapeshift as they themselves are not shifters. However, they are stronger, quicker, and heal faster than mortals. They are also not unholy beings, thus religious/light abilities have no effect.

Once a mortal becomes a vampire, they stop aging. Half-human vampires are possible, though are rare occurrence.

As this seems to be a constant issue, it needs to be noted that vampires cannot use magic.


Racial Lore


Vampires in this modern age are governed by the Vampire Council. The council is comprised of the most powerful and eldest vampires. The Vampire Council then assigns governing positions of a territory, who are then responsible for the vampires they govern.

Vampires feed and survive off of human blood, though they tend to prefer the blood of supernatural races over human. However, each vampire has their own preference. They do not spontaneously combust in sunlight (or sparkle), rather they have a severe allergic reaction. If exposed to natural or artificial sunlight for too long it will result in death. Religious relics and symbols as well as other superstitions and lore actually do not affect vampires.

The most accepted history and origin story of the vampire race states that Lilith was the first vampire to exist. The name Lilith may not be the true name of their progenitor, but it is a name that has stuck throughout the millennia. As a result, Lilith is revered as a deity or at least a sacred idol. Different sects believe different things about Lilith, but they all agree that she was the very first.
Laws

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  • Feeding from another vampire resulting in death is illegal.
  • Hunts must be inconspicuous.
  • Only consenting adults may be turned.
  • Makers are responsible for their progeny, unless the progeny has been officially declared and on record as being 'released.'
  • Any vampires under the physical age of 18 and turned after 1910 are illegal and will be mercifully killed and their makers sentenced to death.
  • Turning children is an abhorrent act. Vampire children are to be killed on sight and their maker's sentenced to death.


Lilith


eLe5biw.png
Lilith is the first vampire. Over time, she became worshiped as a deity.

Nothing is known about her, not even her true name. Her history and story is lost with only a few mentions of her from ancient texts.

The Sanguinists, a sect that revere Lilith as a goddess, believe that one day Lilith will return. When she returns, the sky will rain blood and the earth will shudder. Lilith will restore the power the vampires have lost over time and the mundanes will worship vampires as their masters.

The Sanguinists are an extremist group, viewed more as a cult. Most vampires simply believe that she was the original vampire and leave it at that. This results in Sanguinists secretly gathering to avoid persecution by the Vampire Council.

 
Merfolk
Beings that can have the upper-body of a human and a lower body of an aquatic creature. When on dry land, their lower half changes into human legs. If they are 'dry' for too long, they can experience a variety of issues; feeling ill, weakened, and if too long, death. On average a merfolk can be ‘dry’ for 24 hours before they start to encounter issues. If they do not resume their mer form after a week, it is usually fatal.

Merfolk are not gifted with magical abilities. However, they can obviously breath under water with no issues.

For every 3 years after their 18th birthday, merfolk only age physically 1 year.

(Total Age - 18) / 3 + 18 = Physical Age
(Physical Age - 18) * 3 + 18 = Total Age



Racial Lore


Merfolk no longer reside in the waters of the world. Due to pollution and sonar where they once lived has essentially become uninhabitable. These days they tend to live very similarly to humans with lifestyle accommodations due to their racial requirements for survival.

They live in close-knit communities, some in specialized apartments and others in closed communities with a privately owned lake or pond. These places only allow merfolk to reside within them.

These specialized apartments have a community “baths” for both fresh and salt water, as well as very large personal baths so their tails and fins are not cramped in a normal human sized tub.

Due to the loss of their homewaters, their society had to adapt, which resulted in drastic changes to their culture. They no longer are ruled by a king or queen, but instead each community elects one of their own to server as a leader. Each community leader keeps in touch with each other.
Laws

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  • Transformations must never be be done in public.
  • Community leaders are an elected official and can be changed should the community deem the leader lacking in protecting their interests.
  • The community may elect a tribunal in cases where a member needs to be punished for a crime.


Neres


RUyRxdY.png
Neres was the deity of the Merfolk. Due to having to live so long in human society and losing their traditions and culture over time, not much is known about his lore.
 
Elves
Elves are not magic users and there are a wide variety of them. However, they usually are quick, agile, graceful, and dexterous. They appear very similar to normal humans, however their ears are generally pointed instead of rounded and can be somewhat longer as well. Examples; Woodland, Sylvan.

For every 10 years after their 20th birthday, elves only age physically 1 year.

(Total Age - 20) / 10 + 20 = Physical Age
(Physical Age - 20) * 10 + 20 = Total Age



Racial Lore


Elves are aristocratic and hierarchical. This means the higher a person's rank in the hierarchy, the more power, wealth, and influence that person has. There is no one ruler over all elves, rather each specific elf kingdom has their own particular monarch.

Elves dislike senseless violence. This doesn't mean they are pacifists, but rather they need what they view as a ‘just cause’. What each elf views as a just cause is subjective, though clearly there are laws in place to avoid greater conflicts. If physical conflict can be avoided, that is usually the path taken.

Some can be rather arrogant, believing their race to be higher or more important over others. However, this greatly depends on the type of elf, as there are many different kinds. It is fairly universal though that elves tend to dislike modern humans. They find them uncultured and even savage.
Laws

[click to expand]
  • Thou shall not slight those above thy station.
  • Those of a higher position are expected to help those below them.
  • Needless or unjustified harm to others is a crime.

Sylvan Elves​
Sylvan elves were created by Cimril. They have slightly longer ears than other elven races. They also are not strictly fair in coloration and can be found with a variety of skin, eye, and hair tones.

They specialize in herbalism, creating a variety of concoctions from the flora of the world.

The current rulers are Queen Nueleth Luqen and King Josidiah Ensandoral.
Navaar Elves​
Navaar elves were created by Lezver. They are usually tan skinned with the most common hair colors being red or brown.

Due to living in hotter climates over a prolonged period of time, they have naturally become more acclimated to warmer temperatures and what an average person may find sweltering may have little effect on a Navaar Elf. As a result, Navaar elves are especially susceptible to cold.

The current King is Sinaht Keljeon.

Woodland Elves​
Woodland elves were created by Erverryn. They are usually dark haired with a fair complexion, but have been known to have darker skintones as well.

Living in the wilderness of the woods comes with the need for learning to live with the local wildlife. Woodland elves have specialized in taming and training a variety of animals.

The current rulers are Queen Almedha Adrora and King Taeral Elnan.
Vystarian Elves​
Vystarian elves were created by Syné. They are fair toned, usually having blonde or white hair, lighter eye colors, and pale skin.

The Vystarian have adapted to living in cold climates, able to withstand and even be comfortable in temperatures that would have many shivering. This acclimation makes them more susceptible to heat.

The current ruler is Queen Kilyn Danelis.

Drow Elves​
Drow elves were created by Jitris. They are dark skinned, usually shades of grey or black, white-haired, and red eyed.

The current ruler is unknown.
This is not a playable race.



Deities


Duej3ii.png
Sylviis is written as the Goddess of all Elves. However, she is not directly responsible for their creation.

Sylviis created demi-gods; the Gleisi. Like Sylviis, they had grace, beauty, and elongated pointed ears. Sylviis made only twenty-one Gleisi who resided with her in the Qasque Garden.

Some chose to leave the garden, curious about the mortal realm, but doing so cursed them with mortality. In a need to leave something of themselves to perpetuate, they created the elven races in their image, using their own life force to do so.

None of the mortal Gleisi survived this process, only leaving perfect alabaster statues in their place. However, they had gifted their creations with their own knowledge; language, survival, arts, and much more.

The elves took their creators and safely guarded their immortalized bodies, worshiping and thanking them for their sacrifice, gifts, as well as their creation.
Cimril

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CImril
- Gleisi

Cimril is the creator of the Sylvan elves, named after Sylviis. Cimril loved her creator, but had been seduced by her curiosity about the world outside of the Garden.
Lezver

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hJmCevu.png
Lezver
- Gleisi

Lezver is the creator of Navaar elves, who prefer hotter climates and have been known to reside in the desert. Lezver took mortality in stride, deciding regretting the decision was futile.
Erverryn

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DiGNPCY.png
Erverryn
- Gleisi
Erverryn is the creator of the Woodland elves. She found comfort in the wilds of the mortal realm after learning she could never return to the Qasque Garden. She accepted her fate of becoming mortal, creating the Woodland Elves so that she might live on in another form, another life.
Syné

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tOhS1R9.png
Syné
- Gleisi
Syné is the creator of the Vystarian elves. She had wandered far north, finding beauty in the coldness there, something that had never existed within the Garden.
Jitris

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JjiGhEc.png
Jitris
- Gleisi
Jitris is the creator of the Drow. Jitris was convinced by the others who wanted to go to the mortal realm to join them. Against his better judgement, he tagged along. Finding himself no longer immortal, he grew bitter towards those who had pushed him to leave the Garden, and a hatred towards Sylviis who had abandoned them in the mortal realm to die.
 
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