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Fantasy The Queen's Madness Lore

awriternamedian

Not made of lies and deceit
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This is where all of the information on the many races of Lathien will be found, as well as information about politics, etc. Obviously a work in progress. La di da. Please don't post here.
 
The Vavin
Vavin


Physiology

The Vavin are an odd race, a combination of plant and mammal that evolved to adapt to that of their homeland of Xartos. They are bi-pedal and tend to be tall and lithe standing anywhere from 6'6 to 7'4. They have three digits on their hands and feet, two 'fingers' and one 'thumb' (or merely toes for their feet that, sadly, cannot be used to grip like their hands), each one tending to be longer than human counterparts. Their hips are thin lacking the protruding hip bones that human bodies tend to have. The largest difference, and most shocking to most other life, is their heads. They have long slender necks and tend to favor long flowing hair of various colors and styles, but their faces lack many of the tributes that other races have, particularly noses and mouths. The Vavin do not have either orifice and so cannot smell nor can they speak, or, speak as other races do. Instead, their face is smooth from the bottom of their eyes (which range in color from vibrant reds to deep indigo) to their sharp chins. The Vavin do not grow facial hair of any kind save for thin arching eyebrows, their ears are small and slightly pointed at the tips and hear in far better ranges than humans.

Instead of speaking as other races do, the Vavin speak telepathically. They cannot read another's thoughts, instead, they 'project' their thoughts into the minds of others. A one-way link to send whatever information they wish, Vavin can reject such mental links (giving them strong resistance to other telepaths in the world) if they desire. When speaking to beings of other races, the Vavin will project their 'voice' and 'words' into their minds where the reciprocating mind will 'reshape' the information into something it understands, while the being cannot send information back (unless they are also a telepath), they can merely speak the words as Vavin can hear and comprehend spoken words assuming they have been taught that language.

Vavin feed from solar energy, akin to plants, however their skin tends to be a very pale sheen instead of the deep green one would assume they have, but few will ever see a Vavin's sensitive skin. The Vavin do require water and can absorb liquid through pores in their skin, they can control this process to 'close' their pores to not allow moisture in, or even widen them to draw in more if needed. They do not have a strong constitution and so poison (such as alcohol) effects them strongly and incredibly quickly. They can regulate their sweating as needed to attempt to control dehydration or quicken the cooling process, Vavin sweat has a distinct sweet smell to it akin to dew from plants. Their unique physiology allows for them to better fight the effects of age, as such, it is not impossible for Vavin to reach several centuries assuming they are not poisoned, maimed or otherwise physically slain (and given the political landscape Vavin love to take part in, this is far from uncommon).

While Vavin do have mammal reproduce genital it is unknown if interbreeding with other species is possible as few self-respecting Vavin would ever even consider lowering themselves to mate with 'lesser' lifeforms much less doing so.

Culture

The Vavin culture is complex and when meeting a Vavin the first thing other beings tend to notice are their very distinct mask that all Vavin wear. The mask is something that has long been a part of the Vavin culture, and they believe their mask contain their 'soul' and 'identity'. A Vavin will no sooner give up their mask then they would their own limbs. A Vavin is given his, or her, mask on the day of their birth. The mask is designed by their parents and tend to be rather plain and void, to reflect their first breath and step into the world. As they grow older, additions for the mask will be added, art pieces, gems, whatever reflects the child's growth, development, family, and personality. A child will go through several mask, destroying the old one and, usually, preserving pieces of it for their new mask to go with their face. The parents are the ones who manage the mask as they mold it as they mold their child through his youth. When a Vavin is sixteen, they are given a 'coming of age' celebration where, afterwards, they create their own mask for the first time.

To see a Vavin without their mask is a great honor and privilege for to remove their mask is the ultimate sign of trust and intimacy a Vavin can give for it is them 'baring their soul' to the viewer. Usually, only immediate family and lovers will ever see another Vavin without their mask, and there is no greater crime and insult among the Vavin then to forcibly remove a Vavin's mask or, worse yet, destroy it. To do so is a perversion and invasion of not only their person but their very soul and sense of self. Due to their... void faces, their mask tend to be an outwardly expression and are rather extravagant getting more so for the higher the station of the Vavin, many heads of families have great plumes, feathers, or even horns coming from their mask to express their wealth, power, or virility.

Thanks to the masks, the Vavin rely greatly on body language to help their communication, the slightly nudge, twist, or turn is just as telling as whatever their minds project, and it is very easy for someone to insult them without their knowledge. This complex social system is convoluted even further by their intricate bloodlines that every Vavin keeps a track of because such things are important as they help decide ones fate in their universe and their position in it, to say that the Vavin social world is a labyrinth of pitfalls, cliffs, and tangled pathways would be a gross understatement. Because of this complex system, the Vavin have something called 'The Great Game' that almost all of them play, the game to increase their, and their families, position in the world and federation. It is a cruel and brutal game that has sparked wars between Vavin, families, and even entire nations. The grudges spawned in even a small feud can last centuries as the Vavin are not a forgiving people. Along with such mask, Vavin tend to wear extravagant gowns and robes as well as gloves, it is very rare to see the pale skin of a Vavin beneath their decoration, the act of revealing skin in public being a social taboo.

A recent development is the adding of... orifices to the mask such as noses, snouts, cheek bones, mouths, etc as Vavin are 'inspired' by other races and animals. Many Vavin diplomats do this to make their fellows feel more at ease in their presence.

Besides this Vavin have a deep love of artistic pursuits from paintings, to sculpting, to crystal bending (a unique art from using Farron crystals), jewelry, music and theater. It is often said that few can match the works of beauty that come from the Vavin even if the art piece's history is drowned in the blood that has been shed in its making during any point in the Great Game.

Government

Federation of Independent Families each ran by an influential family of Vavin, no family may legally rule more than a single island at any given time. Each family sends a member to act as its will on the Vavin High Council, situated on the Vavin heart island of Xartos, where matters involving the VFIF and its affairs including, but not limited to: Military actions, colonization, trade, currency and matters of state, take place. Xartos, itself, being too valuable for any single families hands is run by the Low Council, a council of Vavin voted in to their position by the populace of Xartos to guide and govern the heart of the Vavin people.

The Five Greatest Families, a position that often changes hands, have the power to 'veto' decisions in the High Council requiring a 3/4 vote to pass whatever was vetoed. It takes three members of the five to veto, but if all five veto, the decision is denied until one of the Great Families changes their stance. The Vavin tend to be a matriarchal society, so the heads of the family and most of the seats of the council, both high and low, tend to be female.

The Five Great Families

The Tosin Family, rulers of Yack, the largest industrial island in the Federation. The island is nearly entirely covered in a large city filled with more factories and other works of industry that a man could count, the sky is filled with smoke and ash from years of production and over-population. Yack produces all sorts of goods from military weaponry, commercial goods, and any other thing the Tosin family may find of value to trade or sell. While they also produce large quantities of ships from their docks, they are not the largest ship producer.

The Koshak, the rulers of Dontin the only place in the known world to contain the Farron Crystals, beautiful crystals that react and bend to the will of telepaths. The Farron crystals cannot be grown elsewhere nor can they be replicated even with the magical arts, and it is unknown how they are formed despite decades of study into it. When worked on by a 'Shaper', they change color, shape, consistency, and size at whim until they are satisfied with the result, once the crystal leaves the island of Dontin, it hardens and can no longer be changed even if the crystal is taken back to Dontin at a later date. The Farron art produced from Dontin tend to be some of the most beautiful and bizarre works in the galaxy and are highly sought after.

The Divines, rulers of Cramator, not so much a family as a collection of high priest. Cramator is a beautiful paradise island where the sky is constantly shifting as particles react with the solar rays creating beautiful spectacles across the island. Cramator is the spiritual 'capital' of the Vavin and has grand temples dotted across the island each a shrine to a Vavin deity. Cramator is a popular tourist destination and pilgrimage site for the Vavin and, along with Dontin, the only island forbidden to any and all outsiders. While outsiders may not comprehend the power the Divine's wield, they need only to look at their military to understand. The Divines have some of the best trained and equipped Vavin in the Federation, the Temple Guards of the various Gods all have their own combat doctrines and are dotted across the Federation that can be called to arm when the need arises, paid for and up kept by Vavin across the VFIF donating to their local temples when they visit or pray. The Divines are the only 'family' to have always had a seat on the council since the birth of the Federation.

The Ra'tapa, rulers of Domantis. The island, itself, is a barren planet unable to hold life, underneath the barren earth lies immense hordes of precious metals. Around Domantis is an immense dockyard that completely surrounds Domantis, this immense dock is known as 'Vo's Moten' and is the largest ship producer in VFIF creating ships from small freighters to massive warships. The shipwrights and forges of Vo's Moten are always burning and clanging producing countless vessels to be sold to other families or used by the Ra'tapa, themselves.

The Xhiss, rulers of Yayon, the newest great family, the Xhiss rose to power by displacing that last great family... by... dubious means. Yayon is not special, itself, in fact, it never was and never will be, the only thing of importance is its strategical location in the middle of the VFIF. Information and trade flows through it from one side of the Federation to the other, credits and information trading hands constantly and this is the source of Xhiss power. Not military, or produce, or economics, or religion, but information. The Xhiss are the Vavin's greatest information brokers and when one imagines how convoluted the Great Game can become, the undertaking is colossal and almost unimaginable for the mortal mind to process. Their influence is mightier than any blade and a single whisper in the right ear is all that it takes to discourage invasion. Their diplomats and spies are second to none, and they are often the ones to be sent to negotiate with other nations when the need arises.

Religion

The Vavin pantheon is packed full of various deities and tales from their long history with many families swearing to one specific deity as the patron of their family, there are a few that stand out from the rest either due to the power of their followers, number of believers, or their... infamy, and they are Calise, the Mistress of Whispers, Talo'van, the Lord of Murder, Vondin, the Grudgebearer, and finally, Xana, the Masked Lady.

Calise, the Mistress of Whispers, is the Goddess of Intrigue, Gossip, Extravagance, and it is Calise who is said to have started the 'Great Game' with her siblings and is the one often prayed to when needing guidance or for luck in their next political movement. Her temples are the grandest of all the gods, despite Calise, herself, not being as mighty as many of the other deities as to earn her favor, one must always be willing to part with great sums of gold and silver for information is not cheap and her taste is expensive, as are her priestess.

Tal'o'Van, the Lord of Murder, is the God of Assassination, Death and Silence. His name is spoken only by the bravest, or most foolish, of Vavin, and while he has no dedicated temples to him as praying to him has long since been outlawed; his priest and priestess are still out there, the deadliest assassins in the Federation. The priest and priestess of Talo'Van are a rare, and frightening, sight for a Vavin as a Vavin who has given themselves to Talo'Van remove all the markings on their mask reverting it to a plain, black void thus 'destroying' their soul and sense of individuality in an effort to becoming closer to the essence of their master.

Vondin, the Grudgebearer, is the God of Vengeance and Blood Feuds. The Vavin are not a forgiving people and are slow to forget slights to them or their families. The temples of Vondin tend to be massive archives meticulously maintained by the priest and priestess copying all the grudges, slights, and misgivings between families, with or without their consent, keeping a watchful eye on the Federation as well as handing out retribution when it is necessary.

Xana, the Masked Lady, is the greatest of all Vavin deities. It is Xana whom the Vavin come from, it is her that they return to. Xana is the Goddess of the Soul, the Vavin believe that when they die, their souls join with Xana in her own mask to 'become one' with all Vavin that have ever been and will ever be. Xana only has priestess in her care, and they take care of the departed souls, cleaning their bodies, preserving their masks, and preparing them for the next world. As such, Priestess of Xana are given the unique honor and privilege of being able to see the faces of other Vavin for they care for their bodies after their passing and preparing their mask for their families to keep (many having massive mausoleums where they keep the mask of their family members). There are few Vavin more revered and respected than a Xana Priestess.
 
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Nephilim
Nephilim


A lot of rumors surround this race, for as with anything people don't know, they make things up.
They say the Nephilim are not born, they just exist.
They say the Nephilim are cosmic, ethereal entities sealed within earthly forms.
They say the Nephilim can see through glamours and lies, but they themselves know no deceit.
They say the Nephilim are not bond to mortal kingdoms or laws.
They say the Nephilim's words can become binding and final.
They say the Nephilim are so rare, to see one is an omen (though if it is an omen of good or bad changes on each retelling).
They say the Nephilim will lose their powers if they symbol on their foreheads are destroyed.
They say a lot about the Nephilim but as mortals fear them and the race remains few in number, no one knows the truth.
 
Seer
Seer


An odd people, as even though they are their own race, they're born solely to humans. Seers and humans are able to intermingle, but their children are almost always human. Two Seers will have a Seer child, but they are so rare that the chances of a man and a woman coming together to have a child is unlikely.

Seers are, as a rule, blind. They possess two main abilities, being able to See into both the past and the present. The past can always be easily Seen, while the future tends to be murky. The further into the future you go, the more uncertain things become, as there are too many ways every situation can go and it's impossible to see all of them. They usually need some sort of anchor however. A person or a place or an object. Something to specifically look at through the past or the future, otherwise they are in danger of being lost.

Every Seer has their own individual ability as well, something that's special to them. For some this is the ability to see the past with crystal clearness, even parts that may be hidden for some reason. Others are able to cast what they see onto a reflective object, such as water or a crystal ball, so that others may see it. Some can see more clearly into the future, see the twisting paths fate can take and the options that it gives. And still some may have Prophecies, visions of the future that are often nearly set in stone, difficult to avoid though still possible.
 
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Fae
Fae


Closest relationship to the fairies. They stand tall, compared to the fairies and do not have wings. They are often seen with unique colored eyes and they are normally separated by season. Spring=Green Summer= Red, Fall= purple, Winter= Icy blue. They can control seasonal changes along with the elements and animals. The fae are separated into two categories: Seelie (light) Unseelie(Dark)
 
Shapeshifter
Shapeshifter


This is a work in progress. A species that can shift between human and animal forms.


Sure! c: I think shapeshifters would be limited in age..since they probably don't have the best human transformations. Like..I imagine they would miss a few details on humans rather than animals since most shapeshifters and meant to shift into animals and not humans.


They are able to change their appearance, but they can't restore their body as it ages, if that makes sense. Whereas animal/human shifts are as natural as breathing.


Well, I would say the human transformations are as natural as breathing. I think the human into animal one would be, but for them to change into other people it would be very hard (depending on how many times they've done it.) and it would cause a lot of strain whereas the animal ones are much more easier.


The younger ones, like children, would be more prone to that animal's instincts and habits as well as have a time limit on how long they could be that animal. As teen I imagine the instinct is still there, but not near as bad and they would have a longer time limit to be said animal as well as experiment with other animals rather than be restricted to one like a child would be. For adults I would say they are in complete control and have to time limit or limit on what animals the can/can't be.


The time limit is a good idea. Maybe a case of, if they stay as an animal for longer than their time limit they kinda lose themselves to that animal.


In the teens and children years, yes. That would make a lot of sense, but as adults they would know their limit a lot better.


I'm gonna say shifting most likely isn't a compulsory thing for them. It's natural, but they could easily spend large amounts in one form if needed.
 
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Changeling
Changeling


This is a work in progress. Similar to Shapeshifters, however their form changing is limited to human forms. They can change their gender, height, features, etc. Due to how uncontrollable this ability is until about their teens, most of them lose any sense of identity, and a large portion are eventually driven insane by it. They're also rare, as it requires the 'mother' to stay in one form for the duration of the pregnancy, which is incredibly difficult for them as it goes against their ever changing nature.
 
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Feathermates
Feathermates



Origins
There was once a King who had a sick son. The boy was born weak and frail, always needing support. The doctor told the king how his son only had a year or two to live. Thus the King sent all of his men to find a miracle cure for his son, and they were not to return until they did. A year passed, and the Prince’s health continued to decline. Thankfully, a knight returned with a woman and a falcon stating she could save the Prince. The king quickly let her in, and she began her ritual. She took the blood of the Prince, and the blood of the falcon then placed the samples into the vial of a strange liquid. The woman had both the Prince and Falcon drink the liquid which caused them both to sleep. She announced that by morning the Prince shall heal and live.

The next morning, the woman’s claim came true! The Prince was a healthy happy baby playing with the Falcon who sat on his crib. The King tried to shoo away the Falcon to the point of hitting the Falcon on the head. When the Falcon let out a cry of pain so did his son. The King declared answers and had his men bring the woman back. He commanded the woman to explain herself, and the woman laughed. She explained that she did indeed save his son by binding the strength of the Falcon to his son. The Falcon and the Prince were now one and shared the same power, energy, sight, and more. The King was outraged; he did not believe a single word the woman said and to prove it, he ordered the guards to bring the falcon. There before the pleading woman, who begged him not to do what he was doing, the kind raised his sword and killed the bird. He then ordered the woman to be sent to the dungeon where she will spend the rest of her days.

That night, the Prince died. There on the Prince’s body was the same slash mark he gave to the Falcon. The King went to the woman and apologized to her over and over. He was wrong, and now he paid the price. The kind-hearted woman placed a hand on the King and comforted him during his time of distress. The King was amazed how despite his cruelty to her, she still was kind to him. The King decided to release the woman, only if she agreed to do the ritual on him and all the men of his castle. Then, to stay at the castle and continue her work under the protection of him. The woman agreed, and she did just as the King said. With this, the Feathermates were born.


To Be a Feathermate
One way to become a Feathermate is to have two Feathermate parents. When two Feathermates have a child, their birds will 80% do the same. If this is the case, that means the child and the bird were born with the ritual potion in their blood and are Feathermates without having the ritual.

A second way is having one Feathermate parent. Having one Feathermate parent lowers the chances of the child being born a Feathermate to 5%. Thus it is a rare condition. Also, if that child is by chance born a Feathermate, they must journey to find their bird.

A third way is partaking in the ritual. This is the most common way for other races to become Feathermates and is only possible if one finds a Featherbinder. A Featherbinder is a person who can perform the ritual and are usually found in the kingdom of Ariaf, the origin place of Feathermates. Although, there are a few Featherbinders that travel and can be found in taverns or other public places.


Eyes and Abilities
When one becomes a Feathermate, they receive heterochromia upon awaking. One eye becomes the color of the bird’s eye while the other remains their original eye color. This also happens to the bird. Furthermore, the Feathermate and their bird share the same eyesight. When a Feathermate closes their eyes, they can see through the eyes of their partner.

A Feathermate receives the strongest ability or trait of their bird partner. For example: if a Feathermate has a Cardinal as their partner, their hair may turn a shade of red. Or, if a Feathermate has a dove as their partner, they may become graceful. On the other hand, the bird will receive the ability to understand their partner’s language and speak to their partner through telepathy. However, telepathy is only a bird’s power so their partner must speak out loud to communicate.

A bird cannot go further than 10 miles away from their partner, or else they will begin to feel weak along with their partner. Also, Feathermates and their birds share strength, energy, and emotions. If one or the other gets hurt, the other will too. If one dies, the other will soon eventually die not long after.
 
Doppelgangers
Doppelgangers



Doppelgangers are rare and mysterious creatures with the ability to transform their appearances to match any creature they’ve seen. They can perfectly mimic another’s appearance or mix and match features to create their own look. Their voices also can change to match, and it is impossible to distinguish them from that which they are copying. It is even believed that some are able to mimic the appearance of clothing.

Even among the few who know about doppelgangers, knowledge is rare of their minor mind reading abilities. They can detect surface thoughts, and the most powerful of the race can read deeper. They will often steer the conversation to make the most of this ability, and they utilize it to great effect when pretending to be someone.

Their existence as a race is not well known or documented, as they don’t have their own society, preferring to infiltrate other humanoid societies. Some will gain power for themselves in these societies, working their way through the political ladder with one or more identities that go undiscovered for decades, if not forever.

Beneath their illusions, they are tall, gaunt, humanoids, grey and strange. Their features look unfinished, almost grotesque, and they look more alien than human. Doppelgangers almost never reveal their true selves, only showing their natural forms to their closest confidantes, if ever. If they die, they revert to their natural forms after about a day, though this could be longer depending on their power. Doppelgangers are also incredibly strong despite their lanky appearance.

(To someone who can see through illusions, a doppelganger will look to be in their natural form.)
 

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