Post by Pharaoh Leap on Jan 17, 2015 18:11:21 GMT -6
THE RACES
THEY JUST AIN'T HUMAN
Here on Boats & Birds, ordinary humans are not the only type of playable character. In the city of Paralia and it's close neighbors – although, whether the same is true for the rest of the world may remain a mystery – humanoids with elemental manipulations, fish who can come from the sea and sprout legs, and many more strange creatures not only take residence, but are commonplace. For now, we've only the races listed below, but site advancements and future events may add more yet. All races live to be about the same age: Magi tend to live up to twenty years longer than humans, however, and Quenya twenty years shorter.
Humans should be self explanatory. We'd hope that you, yourself, are a human and have a basic understanding of how a human works. They very greatly from one another in terms of skills, intelligence, and resistance, but are most known for their ability to expand and adapt. Humans should be played as normal humans – no special powers or no superhuman traits. The closest thing to “magic” a human will ever be able to achieve is the concoction of potions with different effects, though even that is a hard talent for them to master. They are, however, the founders of and most frequently seen citizens of the city and can be quite the force to be reckoned with.
Magi look, act, and talk just like humans. In fact, overall, they are incredibly similar to them; no hidden “but they're actually totally different” here. What sets them apart, however, is their ability to use different forms of magic. No magi specialize in one type of magic – so you're not going to find, say, a fire mage or a water wizard – or have any special affinities. Instead, they're all capable of using the same type of magic, even from a young age; things like being able to fly on broomsticks, change the color of your brand new washing machine, and maybe a bit of teleportation for those who've practiced it enough. Magi are not to use their powers with the intent to harm someone else, as well. Getting into fights it fine, but using their abilities to hurt another person is viewed as a taboo, and those caught doing so will be immediately shunned. Using magic drains them of energy much quicker than a normal human, and they tend to require at least twelve hours of sleep a day. Those who are deprived of such sleep typically cannot afford to waste their energy on magic until they've gotten a good night's rest.
Quenya, thus far, are probably the furthest from humans that Paralia has to offer. Quenya are special type of fish from the ocean waters near the city, not even humanoid at all in their current state. Descendants of powerful shape shifters, however, they are able to change their appearance from that of a slimy animal into that of something almost human-like. (Unfortunately, overtime, their near limitless array of things they could transform into have dwindled down to just one.) Quenya are typically easily picked out by bright, strange hair and eye colors – generally reds, yellows, blues, and any "unnatural" colors in between – and their constant need for hydration. Being aquatic-born, after all, they tend to dry out faster than other races, and are almost always seen with something to drink. They walk the land on two legs during the day, but must return to the sea by night; though no Quenya has ever tried it, the risks for staying the night ashore are supposedly fatal. They are not all one singular breed of fish, but rather a handful of collective breeds with the common shape shifting ancestor - as such, one may be small, pudgy, with red hair while another is tall, lean, with sharp teeth and blue hair.
HUMANS
Humans should be self explanatory. We'd hope that you, yourself, are a human and have a basic understanding of how a human works. They very greatly from one another in terms of skills, intelligence, and resistance, but are most known for their ability to expand and adapt. Humans should be played as normal humans – no special powers or no superhuman traits. The closest thing to “magic” a human will ever be able to achieve is the concoction of potions with different effects, though even that is a hard talent for them to master. They are, however, the founders of and most frequently seen citizens of the city and can be quite the force to be reckoned with.
MAGI
Magi look, act, and talk just like humans. In fact, overall, they are incredibly similar to them; no hidden “but they're actually totally different” here. What sets them apart, however, is their ability to use different forms of magic. No magi specialize in one type of magic – so you're not going to find, say, a fire mage or a water wizard – or have any special affinities. Instead, they're all capable of using the same type of magic, even from a young age; things like being able to fly on broomsticks, change the color of your brand new washing machine, and maybe a bit of teleportation for those who've practiced it enough. Magi are not to use their powers with the intent to harm someone else, as well. Getting into fights it fine, but using their abilities to hurt another person is viewed as a taboo, and those caught doing so will be immediately shunned. Using magic drains them of energy much quicker than a normal human, and they tend to require at least twelve hours of sleep a day. Those who are deprived of such sleep typically cannot afford to waste their energy on magic until they've gotten a good night's rest.
QUENYA
Quenya, thus far, are probably the furthest from humans that Paralia has to offer. Quenya are special type of fish from the ocean waters near the city, not even humanoid at all in their current state. Descendants of powerful shape shifters, however, they are able to change their appearance from that of a slimy animal into that of something almost human-like. (Unfortunately, overtime, their near limitless array of things they could transform into have dwindled down to just one.) Quenya are typically easily picked out by bright, strange hair and eye colors – generally reds, yellows, blues, and any "unnatural" colors in between – and their constant need for hydration. Being aquatic-born, after all, they tend to dry out faster than other races, and are almost always seen with something to drink. They walk the land on two legs during the day, but must return to the sea by night; though no Quenya has ever tried it, the risks for staying the night ashore are supposedly fatal. They are not all one singular breed of fish, but rather a handful of collective breeds with the common shape shifting ancestor - as such, one may be small, pudgy, with red hair while another is tall, lean, with sharp teeth and blue hair.