Post by Rhaken Aden on Feb 24, 2009 0:11:31 GMT -6
All throughout the world of Evalise, in places where magic runs wild (or has its own sick little sense of humor), there are creatures of a strange nature. Bearing the characteristics of both beast and man, these beings are sentient, anthropomorphic versions of their animal selves. Though many choose to name their races as they see fit, the people of Evalise at large have taken to calling these beings Beastkin.
There are many species of beastkin, some common, some rare, some best left unknown for the sake of one's sanity (Wormkin, anyone?). Each of these races is generally named as the chosen name of the animal they 'evolved' from, with the suffix -kin. Common examples are Wolfkin, Foxkin, Serpentkin, and so on.
Each of these kin have their own cultures, their own religious beliefs, and their story for the origin of their species. Many races of Beastkin have chosen a unique name for their kind as well. Interestingly, all Beastkin females are capable of generating fertile descendents from humans, but human women cannot carry half-beasts.
Below are a few examples of Beastkin races and their cultures. There are many others, these are just examples.
Wolfkin (Hrodulfr)
Typically found throughout the wilderness in Evalise, these large Kin are essentially sentient, bipedal wolves with human-ish hands. They all have wolf heads and tails, with the rest of their body resembling a cross between man and wolf and covered in fur. They are larger than the average human, with the very tallest of Wolves reaching seven and a half feet of height when standing upright.
Wolfkin are built tough, with narrow chests and powerful backs. While they prefer to walk on their hind legs, they have been known to run on all fours when faster locomotion is needed. They have the strength to make large bounds, up to thirty feet in some instances. They have the same powerful jaws as the animal they come from, capable of destroying bones with their vicious bites. That being said, they follow a fully carnivorous hunter's diet of whatever-the-hell-they-can-catch-and-rip-apart.
Wolfkin live in territorial packs of up to twenty individuals. Packs typically consist of an alpha male and female and their offspring, though many cases of mixed families have been recorded. The younger wolves are fully submissive to their pack leaders, with rebellions being extremely rare. As a general rule within Wolfkin society, wolves are to leave and seek a different pack one year after reaching adulthood.
The Wolfkin are primitive from a technological standpoint. Metalworks are limited to unsophisticated weapons of war. Farming implements are unheard of. Architecture is limited to makeshift huts and dens. Magic is reserved for the pack Shaman, the only wolf in each brood capable of casting spells. The position of Shaman is seen as nothing but a necessary evil, and Shamen are more often than not the "runt of the litter".
Due to their territorial nature, Wolfkin packs are constantly at each other's throats, often quite literally. Each and every Wolf is taught the ideal of honor in battle from a tender age. Wolfkin believe in facing their opponents as equals, no matter what the risk. As their litany goes:
"If the prey is unarmed, we fight unarmed. If the prey bears a weapon, we fight with weapons. If the prey carries armor, we will carry armor. If the prey fights with magic, we will call them cowards and tear out their throats."
Given their wide geographical distribution and pack mentality, few groups of wolves are in any sort of agreement on the origin of their Kin. One common belief, however, seems to be a tale of a great God who mated with the mightiest she-wolf in the land, thus creating their race.
An interesting thing about Wolfkin are their methods of communication. While fully capable of speech, their main form of communication lies in facial expressions and body language, with howls being used when face-to-face conversation is implausible. A Wolf's body language is complex enough that it can be used to represent an entire language, yet universal enough for all Wolves to understand one another. Due to the nature of this language, it is impossible for a Wolfkin to lie unless they speak words, and even then, honesty is valued greatly.
Jackalkin (Saab)
Native to the more hospitable regions of the Karathos Desert, the Jackalkin have the heads, tails and hind legs of jackals and the arms of men. They have a decidedly canine torso, and their whole bodies are covered in short fur, ranging from yellow to golden to brown in color. Their slender bodies are built for agility and speed, though many pack quite a punch as well. They are about as tall as humans, and tend to be lighter to facilitate swift locomotion.
While there are a few small settlements spread throughout the desert, most Jackals live in Ankhteb, the City of Tombs. While not large or populous enough to constitute a true city, Ankhteb is large enough to supply the entire Jackal population. At the center of the city is an oasis, source of life-giving water. Around the oasis live the great Priests of the Veil, rulers of Jackal society. At the outer edge of the city, to the west, lie the Tombs of the Ancestors, which the Jackals are sworn to maintain and protect.
Jackal society is run by the Priests of the Veil, powerful and experienced mage-priests. Below them are the Guardians of the Veil, an order of warriors with limited priestly authority. Below them are the commoners of the City of Tombs, who tend to the oasis, hunt for food, and generally keep the place running like it should.
Due to scarcity, metalworks are rather primitive for their time. Most weapons are made of copper or bronze, though typically blessed to keep them from breaking against more modern weapons. The more common weapons are Khopesh swords and Was sceptres or staffs. Buildings in Ankhteb are all made of sandstone, and designed to be both functional and appealing to the eye. Mathematics and writing are already in use, and magic is reserved for those who receive priestly training.
Jackalkin believe that they were created by a great dead God to guard the veil of death. It is their duty to ensure that the dead are prepared for the afterlife (and stay there) by any means necessary. Embalming and mummification of corpses is almost an art form to them. Priests and Warriors of the Veil always have the fur on their heads painted black to symbolize death, the sacred barrier between this world and the next. Given their sacred duty, all Priests and Warriors are trained to combat the undead in all forms, from simple skeleton thralls to mighty vampires. These beings are viewed as abominations against the natural order and the will of the God of Death.
Jackals are known for their natural talent for deceit. Thanks to their nigh-undecypherable facial expressions, excellent memory and self-control, they can tell a convincing lie and give next to no outward signs of speaking falsely.
Falconkin
This migratory Kin resembles feathered, aerodynamic humans with light frames and the head and wings of a falcon. They have taloned feet, falcon tails, and low-density bones to allow for rapid flight. This also makes them more fragile in combat, but their excellent maneuverability can make up for that. Falconkin have excellent eyesight, and are capable of achieving speeds of 200 mph during a hunting dive, or stoop, making them among the fastest creatures in the world. However, a dive at this speed also limits their ability to react to changes in the trajectory of their prey.
Unlike many species of migratory Birdkin, Falcons do not live in flocks. Their social unit is basically their family: male, female and chicks. Falcons are known to migrate to the icy Frostcrag Mountains during the summer to procriate and raise their young, and to spend the winter in Freylea. Both the male and the female take equal responsability in raising their young, from feeding to teaching, until the youths reach adulthood and depart to start life on their own.
Falconkin care not for technology: as long as they know enough to live their lives, they care for nothing but freedom and the well-being of their family. Some do take up certain crafts as hobbies, but things like weapons are either stolen or bought at human settlements. Simple weapons such as spears are favored. Falconkin are all capable of using simple magic without much training, and Falcon magic is deeply attuned to the seasons. During winter, they can use ice and snow magic. Fire favors them during the summer. Autumn grants them power over wind. Spring does not give them magic, but it strengthens them in different ways. Falcons are stronger and faster during the spring.
Very few Falconkin care too much about their origins. They live for the here and now, so why bother with theorizing the past? Of course, there are those that let curiosity overtake them and spend plenty of time thinking about such things. These thinkers tend to lose the will to migrate, but remain the same otherwise.
Salamanderkin
These peculiar beings inhabit the forests of Freylea. They appear as humanoids with the heads, tails and colors of salamanders. Their skin is slick, and usually red, orange or yellow, more often than not with black spots or streaks. The more magically-inclined Salamanders are almost fully black. They are as physically apt as the average human being, except for their superb flexibility and natural stealth. They are a bit more fragile than humans as well. Salamanders are cold-blooded, hence vulnerable to cold, and are naturally capable of radiating heat and spitting fire and poison.
Salamanders are typically loners. Their shy nature gives them the impulse to hide throughout most of the day, and they only come out at night or when it rains. Due to their peaceful and primitive nature, many Salamanderkin have been captured and forced into slavery. They aren't normally rebellious, but when they do stand up for themselves, they become extremely determined fighters.
Magic among Salamanders is a complicated thing. They can all radiate heat and breathe fire and poison. The kind of poison varies with the person. In terms of actual spells, the ones who pursue an academic interest in magic (without being enslaved) more often than not develop superb skills at creating and manipulating fire, but not much else. Black Salamanders, however, are known to be decent mages of all kinds.
In the short time they have with their hatchlings, Salamanders teach their young the tale of how their race came to be. They believe that they evolved from mundane salamanders after a volcanic eruption engulfed them, slowly transforming them into sentient beings of fire. In some cases, however, the story tells of a meteor landing in a forest, carrying their race with it like a cosmic ferry through the stars.
There are many species of beastkin, some common, some rare, some best left unknown for the sake of one's sanity (Wormkin, anyone?). Each of these races is generally named as the chosen name of the animal they 'evolved' from, with the suffix -kin. Common examples are Wolfkin, Foxkin, Serpentkin, and so on.
Each of these kin have their own cultures, their own religious beliefs, and their story for the origin of their species. Many races of Beastkin have chosen a unique name for their kind as well. Interestingly, all Beastkin females are capable of generating fertile descendents from humans, but human women cannot carry half-beasts.
Below are a few examples of Beastkin races and their cultures. There are many others, these are just examples.
Wolfkin (Hrodulfr)
Typically found throughout the wilderness in Evalise, these large Kin are essentially sentient, bipedal wolves with human-ish hands. They all have wolf heads and tails, with the rest of their body resembling a cross between man and wolf and covered in fur. They are larger than the average human, with the very tallest of Wolves reaching seven and a half feet of height when standing upright.
Wolfkin are built tough, with narrow chests and powerful backs. While they prefer to walk on their hind legs, they have been known to run on all fours when faster locomotion is needed. They have the strength to make large bounds, up to thirty feet in some instances. They have the same powerful jaws as the animal they come from, capable of destroying bones with their vicious bites. That being said, they follow a fully carnivorous hunter's diet of whatever-the-hell-they-can-catch-and-rip-apart.
Wolfkin live in territorial packs of up to twenty individuals. Packs typically consist of an alpha male and female and their offspring, though many cases of mixed families have been recorded. The younger wolves are fully submissive to their pack leaders, with rebellions being extremely rare. As a general rule within Wolfkin society, wolves are to leave and seek a different pack one year after reaching adulthood.
The Wolfkin are primitive from a technological standpoint. Metalworks are limited to unsophisticated weapons of war. Farming implements are unheard of. Architecture is limited to makeshift huts and dens. Magic is reserved for the pack Shaman, the only wolf in each brood capable of casting spells. The position of Shaman is seen as nothing but a necessary evil, and Shamen are more often than not the "runt of the litter".
Due to their territorial nature, Wolfkin packs are constantly at each other's throats, often quite literally. Each and every Wolf is taught the ideal of honor in battle from a tender age. Wolfkin believe in facing their opponents as equals, no matter what the risk. As their litany goes:
"If the prey is unarmed, we fight unarmed. If the prey bears a weapon, we fight with weapons. If the prey carries armor, we will carry armor. If the prey fights with magic, we will call them cowards and tear out their throats."
Given their wide geographical distribution and pack mentality, few groups of wolves are in any sort of agreement on the origin of their Kin. One common belief, however, seems to be a tale of a great God who mated with the mightiest she-wolf in the land, thus creating their race.
An interesting thing about Wolfkin are their methods of communication. While fully capable of speech, their main form of communication lies in facial expressions and body language, with howls being used when face-to-face conversation is implausible. A Wolf's body language is complex enough that it can be used to represent an entire language, yet universal enough for all Wolves to understand one another. Due to the nature of this language, it is impossible for a Wolfkin to lie unless they speak words, and even then, honesty is valued greatly.
Jackalkin (Saab)
Native to the more hospitable regions of the Karathos Desert, the Jackalkin have the heads, tails and hind legs of jackals and the arms of men. They have a decidedly canine torso, and their whole bodies are covered in short fur, ranging from yellow to golden to brown in color. Their slender bodies are built for agility and speed, though many pack quite a punch as well. They are about as tall as humans, and tend to be lighter to facilitate swift locomotion.
While there are a few small settlements spread throughout the desert, most Jackals live in Ankhteb, the City of Tombs. While not large or populous enough to constitute a true city, Ankhteb is large enough to supply the entire Jackal population. At the center of the city is an oasis, source of life-giving water. Around the oasis live the great Priests of the Veil, rulers of Jackal society. At the outer edge of the city, to the west, lie the Tombs of the Ancestors, which the Jackals are sworn to maintain and protect.
Jackal society is run by the Priests of the Veil, powerful and experienced mage-priests. Below them are the Guardians of the Veil, an order of warriors with limited priestly authority. Below them are the commoners of the City of Tombs, who tend to the oasis, hunt for food, and generally keep the place running like it should.
Due to scarcity, metalworks are rather primitive for their time. Most weapons are made of copper or bronze, though typically blessed to keep them from breaking against more modern weapons. The more common weapons are Khopesh swords and Was sceptres or staffs. Buildings in Ankhteb are all made of sandstone, and designed to be both functional and appealing to the eye. Mathematics and writing are already in use, and magic is reserved for those who receive priestly training.
Jackalkin believe that they were created by a great dead God to guard the veil of death. It is their duty to ensure that the dead are prepared for the afterlife (and stay there) by any means necessary. Embalming and mummification of corpses is almost an art form to them. Priests and Warriors of the Veil always have the fur on their heads painted black to symbolize death, the sacred barrier between this world and the next. Given their sacred duty, all Priests and Warriors are trained to combat the undead in all forms, from simple skeleton thralls to mighty vampires. These beings are viewed as abominations against the natural order and the will of the God of Death.
Jackals are known for their natural talent for deceit. Thanks to their nigh-undecypherable facial expressions, excellent memory and self-control, they can tell a convincing lie and give next to no outward signs of speaking falsely.
Falconkin
This migratory Kin resembles feathered, aerodynamic humans with light frames and the head and wings of a falcon. They have taloned feet, falcon tails, and low-density bones to allow for rapid flight. This also makes them more fragile in combat, but their excellent maneuverability can make up for that. Falconkin have excellent eyesight, and are capable of achieving speeds of 200 mph during a hunting dive, or stoop, making them among the fastest creatures in the world. However, a dive at this speed also limits their ability to react to changes in the trajectory of their prey.
Unlike many species of migratory Birdkin, Falcons do not live in flocks. Their social unit is basically their family: male, female and chicks. Falcons are known to migrate to the icy Frostcrag Mountains during the summer to procriate and raise their young, and to spend the winter in Freylea. Both the male and the female take equal responsability in raising their young, from feeding to teaching, until the youths reach adulthood and depart to start life on their own.
Falconkin care not for technology: as long as they know enough to live their lives, they care for nothing but freedom and the well-being of their family. Some do take up certain crafts as hobbies, but things like weapons are either stolen or bought at human settlements. Simple weapons such as spears are favored. Falconkin are all capable of using simple magic without much training, and Falcon magic is deeply attuned to the seasons. During winter, they can use ice and snow magic. Fire favors them during the summer. Autumn grants them power over wind. Spring does not give them magic, but it strengthens them in different ways. Falcons are stronger and faster during the spring.
Very few Falconkin care too much about their origins. They live for the here and now, so why bother with theorizing the past? Of course, there are those that let curiosity overtake them and spend plenty of time thinking about such things. These thinkers tend to lose the will to migrate, but remain the same otherwise.
Salamanderkin
These peculiar beings inhabit the forests of Freylea. They appear as humanoids with the heads, tails and colors of salamanders. Their skin is slick, and usually red, orange or yellow, more often than not with black spots or streaks. The more magically-inclined Salamanders are almost fully black. They are as physically apt as the average human being, except for their superb flexibility and natural stealth. They are a bit more fragile than humans as well. Salamanders are cold-blooded, hence vulnerable to cold, and are naturally capable of radiating heat and spitting fire and poison.
Salamanders are typically loners. Their shy nature gives them the impulse to hide throughout most of the day, and they only come out at night or when it rains. Due to their peaceful and primitive nature, many Salamanderkin have been captured and forced into slavery. They aren't normally rebellious, but when they do stand up for themselves, they become extremely determined fighters.
Magic among Salamanders is a complicated thing. They can all radiate heat and breathe fire and poison. The kind of poison varies with the person. In terms of actual spells, the ones who pursue an academic interest in magic (without being enslaved) more often than not develop superb skills at creating and manipulating fire, but not much else. Black Salamanders, however, are known to be decent mages of all kinds.
In the short time they have with their hatchlings, Salamanders teach their young the tale of how their race came to be. They believe that they evolved from mundane salamanders after a volcanic eruption engulfed them, slowly transforming them into sentient beings of fire. In some cases, however, the story tells of a meteor landing in a forest, carrying their race with it like a cosmic ferry through the stars.