Races

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The residents of Castrella can be one of many different races, often mixed, as well. This, of course, can lead to a variety of different symbiotic relationships to occur between each.

This page might server better as a synopsis of each race, linking to a full article for each race.

Insights

Castrella is a very diverse planet. There are eighteen races in total with some even having subspecies to appear even more unique. Each race is unique and treated equally to one another, and depending on your race will dictate what quality of life traits you may possess to get through life on Castrella with ease. Here are some notes to keep in mind when it comes to races.

Hybrids are possible. Typically there are only half-breeds, such as half-Elvaari/half-Errant for an example. The only race that cannot be a hybrid is dragons, as they reproduce asexually. Dominant traits from each race to pass along to offspring are generally freeform, however, it needs to be noticeable that the offspring is both races. A half-Elvaari and half-Errant would have pointed ears from an Elvaari as that's one of their major physically-defining traits. A half-Errant and half-Kindred would have Errant ears, and so on. Since most races have their uniqueness and beliefs, please try to adhere to each race's defining traits.

Pure aether beings exist within Castrella and cannot be corrupted by chaotic aether. Every other race listed can get corrupted by chaotic aether. Please refer to the corruption page for more detailed reasons why.

Errants

Your basic human! Well-rounded in all aspects. Most commonly seen in Eversun City and surrounding territories, their origins stem from desert living. Their eyes have adapted to include a thin, transparent, protective layer of film that small debris cannot penetrate. Humans carry a high survival instinct and are typically frugal with resources. They are also wildly resistant to natural poisons that can be found in the world, but only via ingestion.

An example for characters of this race.

Observational Notes

  • Average Adult Height: ~ 5'0" / 150cm - 6'0" / 180cm
  • Aspect Favor: Fire, Water
  • Common Occupations: architects, farmers, researchers, carpenters, teachers, alchemists, pilots, logistics, carpenters, etc. ...

Stages of Life

  • Child: Up to 12yrs
  • Adolescence: 12-19 yrs
  • Adult: 20-74 yrs
  • Elderly: 75+ yrs
  • Average Life Expectancy: ~100 yrs

Kindred

Intelligent humanoids with features of warm-blooded vertebrates and mammals only. These animalistic features range on a spectrum. Individuals with more prominent animalistic features are generally referred to as Greater Kindred, and individuals with less of these features are referred to as Lesser Kindred. There is no mental hierarchy of thinking one is better than the other as all Kindred are different and capable of accomplishing a wide array of feats. Kindred are more in-tune with the arcane than Humans, but they are the most well-rounded in elemental aspects. Common Kindreds seen in Eversun City are: feline, canine, vulpine, equine, rodent, rabbit, cervid, any many others.

An informal way to refer to Kindred is "animal-kin", such as "deerkin" or "rabbitkin." As "Kindred" is a very, extremely broad title, it is difficult to characterize them as a whole. It is best to avoid assumptions about a particular Kindred.

There is a speculation that Greater Kindred may have shorter lifespans, but it is not currently proven by sciences.

An example for characters of this race.

Observational Notes

  • Average Adult Height: Dependent on Kindred
  • Aspect Favor: Neutral
  • Common Occupations: hunters, physical trainers, beast tamers, performers, ecologists, diviners, instructors, shopkeepers, etc. ...

Stages of Life

  • Child: Up to 13yrs
  • Adolescence: 14-17 yrs
  • Adult: 18-324 yrs
  • Elderly: 325+ yrs
  • Average Life Expectancy: ~400 yrs

The Tempered

A humanoid race whose name derives from adapting to harsh, elementally imbalanced and unstable climes. These near-unsurmountable conditions are now no longer a threat to them due to their armor-like scales. The Tempered are bulky and strong, and they can display other reptilian features such as horns, claws, and tails, but not wings. They are often aspected specifically to the element that they grew up in, so scales and features may take on the color of that element's trail. Due to the nature of the elements, there are no Tempered aspected to Light and Dark.

Much like the Kindred, their reptilian features are posed on a spectrum, but they have no titles or names for the Tempered that are more or less reptilian.

An example for characters of this race.

Observational Notes

  • Average Adult Height: ~ 5'10" / 177cm - 7'0" / 215cm
  • Aspect Favor: Dependent on climate. No dark or light tempered.
  • Common Occupations: blacksmiths, miners, geologists, monster exterminators, treasure hunters, cartographers, etc. ...

Stages of Life

  • Child: Up to 10yrs
  • Adolescence: 11-17 yrs
  • Adult: 18-89 yrs
  • Elderly: 90+ yrs
  • Average Life Expectancy: ~200 yrs

Elvaari

The elves of Castrella, if you will. They are the most attuned to the arcane. Their builds of body are the most diverse, but they can all be spotted in a crowd by their pointed ears. They are a longer-lived species, able to live for approximately 700 years on average. As they approach a century in age, they are able to see "trails" of arcane energy within the environment. Some older Elvaari are able to see multiple elements, and younger ones may only be able to see a certain element dependent on genetics.

Most Elvaari do not need a tool (staff, etc.) to channel their arcane energy, and their spellcasting is very controlled as a whole. However, most Elvaari still opt for these tools to act as a gate to strengthen their abilities. There are even some Elvaari versed in Law and Whimsy elements, however, they are rare and few in between and typically only work for the Outerworld Division in the Guild.

An example for characters of this race.

Observational Notes

  • Average Adult Height: ???
  • Aspect Favor: Wind, Fire, Water
  • Common Occupations: spellweavers, diviners, caretakers, healers, couriers, scientists (particularly dedicated to elemental combinations), librarians, historians, etc. ...

Stages of Life

  • Child: Up to 10 yrs
  • Adolescence: 11-15 yrs
  • Adult: 16 yrs
  • Elderly: 550+ yrs
  • Average Life Expectancy: ~700 yrs

Dragons

Being of pure aether that solely inhabit the ancient Lyrrh al Stahl. They are full, pureblood dragons that can choose an "alternate" form of themselves as an appearance to take on that isn't their full dragon appearance. The catch to this form is that they cannot hide most of their dragon features, including their wings, tails, and horns. They can, however, choose to appear as a Kindred, a Tempered, or any inhabitant with their features in addition to their dragon features. (e.g.: Deirdre is a Dragon from Lyrrh al Stahl, and had opted to appear with features of a Bird Kindred.)

They are an uppity, holier-than-thou race that never visits what they call "The World Below." They tend to keep to themselves and are very prideful. They can live for millennia.

A coming-of-age ritual for the dragons opts for a flight test outside the borders of Lyrrh al Stahl around the age of 50, and if a dragon fails their flight test and falls to the World Below, they are no longer allowed back to the Lyrrh al Stahl and must live on as a resident of the World Below. There are a few Dragons around Castrella, however, they are very rare.

Dragons only reproduce asexually, therefore, no hybrid races including dragons are possible.

An example for characters of this race.

Observational Notes

  • Average Adult Height: ????
  • Aspect Favor: ????
  • Common Occupations: ???? (The most prominent Dragon in Castrella, or The World Below, is the headmaster of the Archivist Guild, Lumen.)
  • Memetic Curse: Dragons have long since held a belief that having more than one aether is unholy. This has developed into a curse that stops dragons from being able to develop a second aether. While most would believe this is a bloodline curse, it is purely memetic, passing along from cultural and verbal action.

Stages of Life

  • Child: Up to 8yrs
  • Adolescence: 9-19 yrs
  • Adult: 20-??? yrs
  • Elderly: Experience-based
  • Average Life Expectancy: Unknown. Hypothesizing 6-7 millennia

Featherfolk

Winged humanoids who fall into two subspecies: Columbidae and Corvid.

Columbidae featherfolk have white-gold feathered wings, and corvid featherfolk have black-purple feathered wings. Sometimes, corvids have tails. It's a genetic thing. While the etymology of columbidae and corvid subspecies names hail from the real-life terms used for families of birds, they are not like bird Kindred where they can be directly influenced by real-world bird species. Columbidae and corvid are simply terms for the differences between the two — namely the color of their wings and whether they have tails.

Featherfolk that live amongst their own race value independence and typically do not stay in dedicated villages. They like to do things on their own.

They may also have feathers elsewhere on their body, though sparse.

Key differences between Bird Kindred and Featherfolk may be as follows:

  • Featherfolk have larger wings than bird Kindred, and their wings can only be white or black. Bird Kindred have smaller wings but can be different colors.
  • Featherfolk cannot have other bird features outside of wings and tails. Bird Kindred can have beaks, talons, crests, etc.

An example for characters of this race.

Observational Notes

  • Average Adult Height: Between 4'0" / 122cm and 6'0" / 182cm
  • Aspect Favor: Light and Dark aspects are more common in Featherfolk but still not common. Most common are Wind and Ice.
  • Common Occupations: lawyers, nurses, healers, biologists, skywatchers (forecasters), text editors, accountants.

Stages of Life

  • Child: Up to 14yrs
  • Adolescence: 15-20 yrs
  • Adult: 21-74yrs
  • Elderly: 75+ yrs
  • Average Life Expectancy: ~130 yrs

Sectum

An insectile race similar to Kindred, however, their bodies are less human and more insect. Individuals in a family typically look very alike to one another.

Sectum value food and family in their cultures, and tend to stick close to those of their own species. Their bodies are built to be immune to most toxic food, even as far as not having consequences to eating rotten vegetables or raw meat.

They also value arcane focuses and take EXTREME, obsessive care of them. Sectum have the lowest natural capabilities to harness aether, so as a coming of age rite, most families gift their children their first arcane focus that may last through their entire lifetime.

An example for characters of this race.

Observational Notes

  • Average Adult Height: Dependent on insect
  • Aspect Favor: Earth, Wind
  • Common Occupations: traders, fortune tellers, chefs, restaurant owners, farmers, tavernkeeps, janitors, Outerworld scouts

Stages of Life

  • Child: Up to 8yrs
  • Adolescence: 9-15 yrs
  • Adult: 16-49yrs
  • Elderly: 50+ yrs
  • Average Life Expectancy: ~80yrs

Pestlings

Small anthropomorphic animal-people, typically resembling that of a pest. Things like Rats, Frogs, Possums, Etc. They are quite in tune with Aether, even being able to smell and taste it.

Pestlings are very community oriented and social. They rely on their groups to be able to function. Within a community, a Pestling can have many names, valuing each based on who assigns it. It is possible for a Pestling to go through Social Withdrawal from Isolation. This can drive them insane.

Pestling homes are very to their specification, each pestling takes quite a lot of time designing their home, but each of their abodes share a burrow that leads to an underground city. The capital city is very important to them, so they create mazes to keep out intruders, requiring a guide to find.

Pestlings find value in different object of importance, but despite they, they have an unnatural sense when another wants something of theirs. They are known to be quite the hagglers.

Pestlings that seek adventure are often seen as Black Sheep.

An example for characters of this race.

Observational Notes

  • Average Adult Height: 2-3ft
  • Aspect Favor: Earth, Water
  • Common Occupation: Merchants, Inventors, Botanists, Trackers.

Stages of Life

  • Child: Up to 12yrs
  • Adolescence: 13-19 yrs
  • Adult: 20-1499 yrs
  • Elderly: 1500+ yrs
  • Average Life Expectancy: Greatly varies.

Goblins

Despite the typical perception of them, Goblins are one of the most versatile races. Their natural physiology makes them something of a Sponge for both Aether and Culture. On the Aether side, Goblins are quick to learn a 2nd Aether based on their surroundings. They naturally are able to absorb and dissolve Aether to gain a better understand of it in their mind. Culturally, there have been reports of Goblins being abandoned in the middle of cities and becoming business owners within days. They are wildly quick to understand cultures and earn languages. Goblins will adapt to their environment, within 2 generations, Goblins in cold terrains will develop fur, and ones in caves will hone their senses.

Goblins are confident in their selves, typically. They take up any hobby or job with pride and can quickly become masters.

An example for characters of this race.

Observational Notes

  • Average Adult Height: 3-4ft
  • Aspect Favor: Fire, Dark
  • Common Occupation: Anything they can get their grubby little hands on.

Stages of Life

  • Child: Up to 7yrs
  • Adolescence: 8-17 yrs
  • Adult: 18-69 yrs
  • Elderly: 70+yrs
  • Average Life Expectancy: 250yrs (culturally)

Orcs

Orc culture is often a game of storytelling and adventure. While they used to be much more violent, now it is more about trying to make your conquests seem literately exciting.

An Orc often treats a challenge as a personal creed. One must accept and create challenge in fair circumstances.

Orcs heavily adore art based around combat, almost as symbolism.

Orcs have been known to perform Gymnastic Theatre.

An example for characters of this race.

Observational Notes

  • Average Adult Height: 6-7ft
  • Aspect Favor: Earth, Fire
  • Common Occupation: Theatre Actors, Chefs, Warriors, Security, Artists.

Stages of Life

  • Child: Up to 11yrs
  • Adolescence: 12-17 yrs
  • Adult: 18-84 yrs
  • Elderly: 85+ yrs
  • Average Life Expectancy: ~110 yrs

Fleur

The Fleur, is a plant race of people born from aetherically charged flora that evolved over a long period of time to produce their own Fleur seedlings as a way of relieving excess aether. As a result, Fleur are often more capable of tuning into their natural born aspect faster than other species as a result. Yet due to their plantlike physique they typically have a weaker defense towards damage, especially towards magic. Often needing to experience the same damage more often in order for the body to mutate, and build a defense against it (which permanently alters their body). Despite this, due to their natural affinity to both the sun, and water, they have strong regenerative properties. Sometimes even able to clip parts of themselves off to make makeshift medicine in a pinch. (Or a nice gourmet recipe with the right herb dandruff).

A Fleur’s appearance can range in a variety of ways given there’s roughly over ~400,000 documented subspecies that exist within the world. However, a Fleur is distinguishable by their obvious plantlike features, often sporting different growths all over their body, some growths acting as common replacements for hair, nails, and other areas by their growing leaves, petals, vines or even wood. Despite being capable of bearing a humanoid body, Fleur can also come in smaller sizes that appear more plantlike than the former. In some more shocking cases, some Fleur even being monstrous in appearance enough to be mistaken for an eldritch.

A Fleur's closest relationships are often called a Bouquet. Within a Bouquet can be many different members, including those of other races, but also particularly trusted familial members. To a Fleur, prioritizing your Bouquet is not out of the ordinary, including over direct Family.

Depending on the subtype however, most Fleur are capable of changing their appearance during the seasons, or while being in other regional areas, sometimes experiencing changes in their mood alongside it.

An example for characters of this race.

Observational Notes:

  • Average Adult Height: Dependent on the plant.
  • Aspect Favor: Neutral, based on soil used.
  • Common Occupation: Farmers, chefs, pharmaceutical work, doctors, therapy, and psychics.

Stages of Life:

  • Child: Up to 12 yrs
  • Adolescence: 13-17 yrs
  • Adult: 18-999 yrs
  • Elderly: 1000+ yrs
  • Average life expectancy: Greatly varies.

Aetherians

  • Beings of pure aether. Aether brought to solidified life in many forms. [More to be written as well.]

An example for characters of this race.

Submatarius

Submatarius (or the plural form of Submatar) are an oceanic race described as “the fossils of the depths“, as for generations they’ve borne witness to a multitude of things for over an undocumented millennia. Even their ancestors have been theorized to have possibly met the near godlike draconic serpents of the past (Archivists’ Division Note: this has yet to be proven, and is mainly a religious rumor of sorts.)

Their incredible access to knowledge seems to stem from the fact that this species' gathers their vast knowledge of history and the world from the waters itself, or things that have been thrown from the lands above. This wealth of information tossed aside into the waves was then cherished by every Submatarius civilisation settled on the Castrellan sea beds beneath the old whispers of the watery sea.

The Submatarius’ adaptation to both this “pollution” and history that was seemingly lost beneath the waves due to “water’s curiously tempered currents“ became the foundation for their understanding of the world above their own.

Submatarius - much like their cousins, the Kindred - are an extremely intelligent humanoid species of creatures. They come in a variety of different subspecies. Always aquatic by nature, they are flexible in appearance and ability by how animalistic or humanoid they are biologically. They are often referred to by an agreed upon universal system that denotes which “Grade” an individual Submatar would be most applicable to them based on their level of animalistic qualities, visual, or otherwise. The more animalistic traits a Submatar has, they are then observed to inherit a natural power associated with that species into a genus level system of sorts.

The level system are as follows:

  • Grade B / Neut - Most Submatarius themselves can be categorized as “Grade B”, being the perfect middle ground between Errant-and-animal-like in appearance. Likened to “Kindreds” in appearance, a balance of those traits between Lesser and Greater Kindreds.
  • Grade C / Mezzorism -  Reserved for the highest resemblance in animalistic nature (this being both physical features, and power). Often likened to “Greater Kindreds” in appearance.

An alternate formal name for these grades are:

  • Grade A = “Erism“ (based on the word “Errant”.)
  • Grade B = “Neut“ (based on one’s appearance of neutrality between A and C), and
  • Grade C = “Mezzorism“ (based on maximum metamorphosis).

Unlike their ancestors who were bound to the depths, these oceanic folk have evolved to have the ability to roam on both the lands and water. Those that are born without the necessities to breathe air are confined to living underwater as they cannot be sustained without being beneath the waves for extended periods of time. Due to this, there are still a wide variety of both traditional civilizations and factions that keep their fear of the land, as well as a wariness towards the vast species of land-dwellers. Those who seem to live in more curiously minded settlements or those who brave the lands above have been described to need to hydrate their skin more often when venturing onto land, and are known to hydrate more than your average Castrellan when being land-bound for long periods of time. It does not appear to be fatal if an individual is dehydrated for small periods of time.

Known subspecies:

While “Submatarius” refers to those in the ocean, it also encompasses a wider net of creatures not exclusively to saltwater creatures, and creatures not limited to one's stereotypical understanding of what life exists beneath the waves. Essentially an umbrella term for those of more aquatic backgrounds.

These two observed groups are:

Skolishin-Mythos:

Many land dwellers believe the more fantastical aquatic beings to be a part of the Submatarius species. While technically under the Submatarius species umbrella, they however are a very different branch evolutionary-wise due to their more mythical and Fae-like roots.

The fantastical species has an entirely different term which is:“Skolishin-Mythos“. (Archivists’ Division Note: School of Aquatic + Fantastical Mythicals.)

Hybrids of both “School of Aquatic” and “Fantastical Mythicals” can, of course, exist.

  • Aspect Favor: ??? (Information unavailable at present.)

Subphibian:

While not strictly salt-water creatures, this subspecies encompasses The Tempered-like groups who share a similar appearance at a glance. This subspecies, while able to walk the lands, still require bodies or self-managed hydration to handle the terrain. They typically hail from lands with swampy environments, forests with torrential rains, areas known to have rivers/fresh water flowing through it, or lands with large amounts of rainfall. (Archivists’ Division Note: their name derives from Submatar + Amphibian.)

  • Aspect Favor: Water, Earth

An example for characters of this race.

Observational Notes:

  • Average Adult Height: Dependent on the Submatarius subspecies, and genealogy.
  • Aspect Favor for Average Water Depths Submatars: Water
  • Aspect Favor for Deep Sea Depths Submatars: Water, Light or Dark [50% chance] (Archivist’s Division Note: This phenomenon appears to be due to the water pressure density that occurs the further down in the depths submatar creatures come from.)
  • Common Occupations: Oceanic Navigators, Natural Scavengers, Oceanic Treasure Hunters, Farmers (Aquatic Foliage), Historians, Conservator-restorers, Salt-Water Carvers/Potters, Doctors, etc …

Stages of Life

  • Child: Up to 12yrs
  • Adolescence: 12-19 yrs
  • Adult: 20-299 yrs
  • Elderly: 300+ yrs
  • Average Life Expectancy: ~400 or 500 yrs

Baubles

Hailing from the land of Lazlo where the Largest Pocket of Whimsy exists is a small dilapidated town known as the Land of Toys. It appears to be abandoned amusement park reclaimed by plant life that has since become the home of the Baubles. Ever changing, and needing constant repair, this is where they call home. Brought to life through mysterious circumstances not even they fully understand, they now search the world for their own passion.

Baubles, similar to Automatons, are extremely goal oriented and creatively inclined. Though, their form of creativity is often driven with an intrinsic chaotic splash of paint on a canvas.

Baubles seek out personal goals in order to keep them feeling driven. A Bauble without a goal can quickly become melancholic. There have been ones observed that are comfortable doing very little, but for the most part, they love being helpful and having a task in front of them.

Baubles are completely immune to both Law and Whimsy, though the exact reasoning is currently unknown.

Due to the nature of their existence, their understanding of emotions is from a very different perspective. They do not lack the ability to experience emotion, but is alike to how people may point to the same color. Even though they both agree it is blue, they might be seeing vastly different things. They can sympathize, but sometimes there can be a bit of a disconnect to how other races on Castrella process/express these feelings.

An example for characters of this race.

Observational Notes

  • Average Adult Height: 2ft - 3ft
  • Aspect Favor: Water, Ice
  • Common Occupation: Most Creative Jobs that have little Restrictions.

Stages of Life

  • Child: Up to 10 yrs
  • Adolescence: 11-17 yrs
  • Adult: 18-1000 yrs
  • Elderly: Indeterminate
  • Average Life Expectancy: Depends based on wear andtear.

Automatons

From the land of Machina, where the Largest Pocket of Law exists is a large city known as Invenire, a beautiful venue with square like structured homes that are often open to one another and connected in intricate patterns. This is the land of the Automatons, a silent but ever present place with a clear lack of any flora. The land feels almost empty. Despite this, it is where they call home. Brought to life through mysterious circumstances not even they fully understand, they now search the world for their own passion.

Automatons, similar to Baubles, are extremely goal oriented and creatively inclined. Though, their form of creativity is often a controlled and complex mechanism that prides function over form.

Automatons seek out personal goals to help keep them feeling driven. An Automaton without a goal can quickly become melancholic. There have been ones observed that are comfortable doing very little, but for the most part, they love being helpful and having a task in front of them.

Automatons are completely immune to both Law and Whimsy, though the exact reasoning is currently unknown.

Due to the nature of their existence, their understanding of emotions is from a very different perspective. They do not lack the ability to experience emotion, but is alike to how people may point to the same color. Even though they both agree it is blue, they might be seeing vastly different things. They can sympathize, but sometimes there can be a bit of a disconnect to how other races on Castrella process/express these feelings.

An example for characters of this race.

Observational Notes

  • Average Adult Height: 5ft - 6ft
  • Aspect Favor: Earth, Fire
  • Common Occupation: Most creative jobs that have some aspect of organization or meticulousness.

Stages of Life

  • Child: Up to 10 yrs
  • Adolescence: 11-17 yrs
  • Adult: 18-1000 yrs
  • Elderly: Indeterminate
  • Average Life Expectancy: Depends based on wear and tear.

Fae

Beings of pure aether that ail from the country of Dizajni, Fae are interesting, as they come in many different shapes and sizes. From Satyr to Selkie, Fae are entities built of pure Aether. They are capable of making pacts, but often have a bit of a trickster side to them.

Fae tend to love rules and games. While a Fae may not play fair, in their mind, apart of the game is finding loopholes.

Not all Fae are destructive, though, many use their abilities and quick wit to benefit others as well. Enthralling others with their constant antics. They can be temperamental though, and you may quickly lose their favor as fast as you've gained it.

Along with being made entirely of Aether, Fae have one more aspect about them, as they are the only ones about to enter Dizajni on their own. They may invite others in, but Dizajni is a safe haven for the Fae.

An example for characters of this race.

Observational Notes

  • Average Adult Height: Wildly Mixed
  • Aspect Favor: Light, Dark
  • Common Occupation: Swindlers, Street Magicians, Creatives of any Kind

Stages of Life

  • Child: Up to 7 yrs
  • Adolescence: 8-17 yrs
  • Adult: 18-500 yrs
  • Elderly: 500-10000 yrs
  • Average Life Expectancy: Depends based on the Fae

Cupids

Beings of pure aether that are the descendants of Angels and Mortals, Cupids are beings built for creating Pacts. Visually notable with an Extra Mouth somewhere on their body, along with a mix of Wings, Halos, Eyes, and Tail. Before they make pacts, this extra mouth is stitched closed and hinders their Aether-sensing abilities until removed.

They are cyclic with Cambions, in that they both strive for order and balance for an individual's aether. The two groups, while seemingly opposite in nature, are friendly to one another and non-hostile. Cupids are seen as passive in their pact-making process.

Cupids are typically known for living in hiding, staying within their realm, but tend to, as a group, want to help mortals with their issues. They seek to create a balance between excessive positive and negative aether through pact-making.

To make pacts, a Cupid must first make a pact with themselves, removing the suture-like stitching that keeps their extra mouth for closed into their own design. After being unstitched, Cupids are much more able to both sense and taste Aether around them and in other beings. Cupids form Emotional Pacts, the pacts they make only break when the individual believe they've gone against its rules.

Using their extra mouth, they can taste Aether and determine those who are in need by commonly mentally visualizing the tasted Aether as a heat map of sorts that shows both negative, and positive masses of Aether. Some Cupids are drawn towards certain Aether types, finding some types to taste bitter or sweet depending on the Cupid's own Aspect. Some may also be allergic to some Aether tastes, but will strive to attain this balance regardless of their biases.

While not usually visible to most individuals, Cupids (from being drawn to mass amounts of unbalances Aether), can make themselves seen to those who make pacts with them. It is often likened to a veil being lifted over ones eyes and mind. Cupids refer to those who cannot view them as "Shrouded", and those who can as "Lightened".

Should a Cupid not make pacts, the individual's wings are then prone to losing feathers and sensing Aether becomes difficult for them.

An example for characters of this race.

Observational Notes

  • Average Adult Height:  ???
  • Aspect Favor: Light, Water
  • Common Occupations: Chefs, Love-Gurus, Mediators

Stages of Life

  • Child: Up to 11yrs
  • Adolescence: 13-17 yrs
  • Adult: 18-400 yrs
  • Elderly: 400+ yrs
  • Average Life Expectancy: ~600 yrs

Cambions

Beings of pure aether who are a combination of Devils and Mortals, Cambions are known for creating Pacts and being as witty as they are tough. Typically looking like different representations of Devils in mythology, the Cambion can come in many shapes and sizes, but most share a similar love of rules. Often they love to have jobs where income moves in and out, never wanting to hoard wealth so as to create a system. Most Cambions have some form of horns, but their physical appearance can widely vary. All have a thin, prehensile tail that varies in length. Visually, they are like tieflings.

They are cyclic with Cupids, in that they both strive for order and balance for individual's aether. The two groups, while seemingly opposite in nature, are friendly to one another and non-hostile. Cambions are seen as active in their pact-making process.

To make pacts, a Cambion must first make a pact with themselves, creating a mask they can wear and an insignia. This insignia is unique to the individual, and is then inscribed onto those entering a pact with the Cambion. Cambions form Literal Pacts, focusing specifically on "What is Written" for them. One can find loopholes within it, but what the letter of the rules say is what matters.

Cambions have a uniquely keen sense of smell which they use to sense an individual's needs for a desired pact, and strive to form them whenever possible. Should a pact be on the verge of failing between the individual and Cambion, the Cambion's pact insignia irritates both parties, signifying a small warning of a non-lethal outcome should it continue to fail. When successfully completing a pact, the Cambion receives something akin to a dopamine rush, urging the Cambion to form more pacts from this positive feeling. It is imperative to the Cambion that these pacts are given a satisfactory outcome.

Should a Cambion not make pacts, their horns become brittle and the individual becomes incredibly lethargic.

An example for characters of this race.

Observational Notes

  • Average Adult Height: ???
  • Aspect Favor: Dark, Fire
  • Common Occupations: Bankers, Craftsmen, High-Social Jobs, Etc.

Stages of Life

  • Child: Up to 11yrs
  • Adolescence: 13-17 yrs
  • Adult: 18-400 yrs
  • Elderly: 400+ yrs
  • Average Life Expectancy: ~600 yrs