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- - Welcome
/ Autumn
Basilisk Isle is in the season of Autumn. Farmers and Orchards owners are in the height of business and the animals are starting to wind down for Winter.
/ The Story
The Age of Shining has long passed since the Mage has hid and given up the land to Kings and Queens. Now the High King rules over Basilisk Isle and is ignoring the old ways. The land is dying as are his people and the High King cares not. Now we are entering into the 1st Year of the Fatal Century.
Now everyone is waiting for the legend to come true. Will the rightful High King sit on his throne and will the Age of Renewed Shining come?
Seleane Gray Administrator Lunar Queen[M:85] member is offline
The Moon Goddess
Joined: Jun 2008 Gender: Female Posts: 155 Location: The Dark Side of the Moon Karma: 2
Proper/Inproper Races « Thread Started on Jul 25, 2008, 9:42pm »
Proper Races
Thanks, Dalen, for helping me this. I could have never finished this without the help.
Human - Much like yourself and mine, the Humans on the Isle work hard to stay alive and live happy under the rule of the High King. They can use the Life Lines for magic with extensive training for they must open themselves up to the world where others don't need much help. The can be any of the Guild types and some Humans are slaves or are captives used for cruel treatments.
Fairy - Fairies are generally described as human in appearance and having magical powers. A few of their powers are the ability to fly--from their wings--cast spells, and influence or foresee the future and sometimes the past. Their sizes vary from small, lithe, and winged to tall, radiant, angelic beings with the wings of butterflies, dragonflies, moths, or leaves to short, wizened, ugly creatures. However they grow no taller than an eleven or twelve year old child. Their looks start on one side of the spectrum (light) and going to the other (dark). While this race is Proper it can also fall under Improper. Most of the Fairies on Basilisk Isle work for the Court of the Kings and Queens.
Elf - They are most commonly known as beings who are often pictured as youthful-seeming men and women of great beauty living in forests and underground places and caves, or in wells and springs. They have been portrayed to be long-lived or immortal and as beings of magical powers. Elves can also control one of the thirteen elements. They are beyond beauty and hold themselves to higher standards than most other races on Basilisk Isle. They are lithe and quick, mostly known to be amazing Archers or Rangers, a few have become Priestesses or Guardians (see Caste Titles). Only a few have known to become a Seer. They can only use Earth, Metal, and Spirit as Elements
Dragon - While there are many real and full sized Dragons, there are also humanoids. The Elemental is the oldest Dragon clan there is. The tribe is scattered out to make Element Tribes but each has a connection with the other. There are 13 tribes in this clan, each tribes represents the 13 elements. *The Northern Dragon lives in Amethyst Kingdom. These are the small familiar type dragons that befriend and connect with one of the Mage Guild (see Guilds for further information). *The Southern Dragon is the medium cousin in the family. This type of Dragon loves the heat of the Amber Kingdom and most of their coloring helps them blind into the amber colored surroundings. *The Eastern Dragon lives the Jade Kingdom and usually is depicted like water. This Dragon is flowing and graceful, they have a temper but when befriended they are loyal to the death. This is the Dragon that gives an egg to a Rider or their own friendship. This and the Elemental Dragons. *The Western Dragon resides in the Coral Kingdom and helps out the commoners since this race is gentle and caring. One Dragon bonds itself to a family and as long as that family name lives then so does the Dragon. *The Elemental Dragon lives all over the Isle. Each Dragon give one egg to the Riders to help out with their purpose as the founding race asked them to. Many can have a temper and be mean as they can be good and strong.
Phoenix - Phoenixes are a proud and ancient race. Legends speak that the first ones were born when the first fire released sparks into the empty world. And legend may hold grains of truth, Phoenixes are widely reputed to be hugely wise, and, if you can find the right one, know almost everything about anything from any time. This is much harder in reality to do though, for Phoenixes, although not unfriendly, rather enjoy living in the extremes of nature. They may roost in dank mountain caves, or within the very center of volcanoes. The however there are much mellower ones who prefer to live within communities of other sentient beings, acting as a Wiseman (or woman) but never accepting positions of power. In their natural state, Phoenixes appear as giant orange-to golden falcons with flaming wingtips. Phoenian culture is closely guarded from outsiders, with many secret rites that are rumored to be integral to keeping the people alive. One ritual is not guarded very closely at all however. Should a human or other sentient being forge a strong friendship with a Phoenix, they can choose to give to the Phoenix a part of their essence in exchange for a part of theirs. A Phoenix who has the essence of a non-phoenix is able to draw it forth at will, and replicate it on their own. When this happens, they slowly take the form of the being in sort of a hybrid state. Physically, their height and build is the same as the being who’s essence they share, but that is mostly the end of the resemblance. Hybrid Phoenixes have skin the color of their feathers, vestigial wings are one with their arms, their hair is the color of fire, and their face is one all their own. The transformation is fully controllable by the Phoenix, and can be done for as long and as many times as they wish. A being who has partaken in this ritual is not able to transform as the Phoenix can, however, they find that their life spans are extended greatly. Also, they develop an amazing aptitude for the channeling of fire magic, as long as exponentially increased physical abilities. The only outward sign that one has partaken in such a ritual is a black marking of a flame upon their body, and sometimes an inner light to their eyes. A Phoenix can only perform this ritual once in their lifetime, and as such , they take the utmost care in choosing who to do it with. Sadly, the promise of power is too great for some, and they attempt to capture and force the Phoenix to do it with them. These attempts almost always fail, and end in death for those who try. However once, a powerful but evil mage named Evard managed to gain hold of the Phoenix’s mind with his dark tendrils of magic, and forced the Phoenix to perform the ritual. He succeed, but it caused the death of the poor Phoenix, and since then the Phoenixes have been exceedingly wary of all who wish to perform the ritual. But this has not stopped some younger Phoenixes, and to date no one has succeeded as Evard did.
Unicorn - Many see a Unicorn but few have seen the Spiral-horned Unicorn. Most Unicorns’ horns are bladed and they are usually white because most Unicorns’ use the element Spirit or Healing which they know Water, Ice, and Spirit. Few take on a slight hint of the element they use like for example, if the Unicorn used Earth the beast’s coat and mane would be tinged green. Many hunter have tried to catch a Unicorn for their own enjoyment and the power a Unicorn possesses.
Pegasus - Thought to be the “herd leader” for the Unicorns, Pegasus is the only one that has wings but no horn. This “horse” can speak almost all languages on the Isle just like the Unicorns. Many think that a Pegasus has powers but he is only shrouded in mystery and glamour.
Griffin - Inhabiting the vast plains of the Amber Kingdom, a massive race of beings known as Griffins rule the earth and skies of the natural land. These majestic creatures are like no others, but can roughly be described as possessing the body resembling one of a lion, but having feathers of a cream to brown color, and large taloned feet. Enormous wings extend from it’s back, that fold up when not in use, and the face is dominated by an enormous beak, from behind which baleful golden eyes acutely observe everything within its view. Normally these creatures are contented to live out their lives hunting and raising their young, however they possess a singular talent that makes many mortals seek them out. Proper etiquette must be observed when seeking an audience with a Gryphon, failure to do so can invoke the creature’s anger, and with a single swipe of their talons, they can send a grown man’s head flying over twenty feet. Upon receiving an audience, negotiations may begin. Although the risk is great, should one secure a Gryphon’s consent to become the guardian of an item, place, or person, the object in question will undoubtedly be securer within the Gryphon’s protection than with any other force on the planet. For once a gryphon has formed a pact, it cannot break it until the agreed time has elapsed, conditions met, or the maker of the pact breaks their end of the bargain. In addition to compete devotion to protection, the Gryphon also is granted many powers once the pact is made. Foremost is the ability to shape shift. The Gryphon is able to switch freely between three alternate forms, chosen by the Gryphon during the making of the pact. Second is powerful sorcery over the elements of earth and air. Even Griffins who have not made a pact possess magic to some degree, but with a pact, the power increases tenfold. Third, the Gryphon is given highly enhanced senses and strength depending on the form it is in, and an innate ability to know exactly to know where, and what condition their charge is in. All of these gifts fade after the pact is over. But should it be broken by the other, the gifts remain until the forsworn has been killed. It should also be noted, that even though in their natural forms Griffins seem to be mere animals. They in no way are comparable. Griffins are capable of speech, and are acutely sensitive to body language, making lying to them a monumental feat.
Pixie - At a quick glance Pixies seem to be almost invisible motes of air and light. This is mainly because only a quick glance will barely catch a glimpse of these sprightly creatures as they nimbly flit through the air. Pixies are an odd race, axiom says that they were first created by a mad mage who wanted to make a sentient lantern out of merely air and light. Some may say that he succeeded, for Pixies are immensely gifted with magic from those two domains. But others disagree, saying that no mortal man can create such a vibrant, stunning, and amazing creature such as the pixie. Although the ones who hold this viewpoint are mainly the Pixie race themselves. Pixies are notoriously vain. But whatever the truth may be, it does not change the fact that Pixies are an extraordinary race. Although they are humanoid in shape, Pixies stand only about two inches high, and have skin of colors ranging from rose to powder blue depending on where they live. Due to their small size, Pixies have found it more convenient to live in small communities within towns of ‘the bigger folk’ than in a forest where they may be hunted or eaten by larger beasts. Although there are still some Pixies who prefer the tradition of living within forest hollows. But when in a town, Pixies generally find ways to help out the local inhabitants whether it’s delivering messages or cleaning. But due to the Pixie’s mischievous nature, when they clean, it may end up dirtier than before. Pixies are usually unemployed.
Nymph - Creatures of spirit. Using the manipulation of water, they are able to completely conceal themselves from view, and have the ability to master Spirit, the neutral element. They are, however, sensitive to the use of the element Earth. Nymphs were the frequent target of satyrs. Nymphs live in mountains and groves, by springs and rivers, and in valleys and cool grottoes. The land nymphs are as followed: Alseids -- This type is the nymph of glens and groves. They adore scaring travelers. Auloniads -- This type is the nymph of pastures, mostly mountain pastures or vales. Leimakids -- This type is the nymph of meadows. Napaeae -- This type is the nymph of mountain valleys, glens, and grottoes. Oreads -- This type is the nymph of mountains, valleys, and ravines. The wood nymphs are as followed: Dryads (see Dryad for more) The water nymphs are as followed: Naiads --This type is the nymph of fountains, wells, springs, streams, and brooks. Crinaeae --This type is the nymph of fountains. Eleionomae -- This type is the nymph of marshes and marshy environments. They also misled travelers with their illusions. The illusions constituted images of a traveler's loved ones. These nymphs also lured young, virgin boys and seduced them with their beauty. Hyades -- This type is the nymph of rain. Limnades -- This type is the nymph of lakes but mostly freshwater lakes. Pegaeae --This type is the nymph of springs. Potameides -- This type is the nymph of rivers. Corycian Nymphs (Corycian Cave) --This type is the nymph of sacred ponds, lakes, or rivers that sit by Temples, Altars, or Life Lines(magic lines). Oceanids --This type is the nymph of salty waters. The other nymphs are as followed: Nephelae -- This type is the nymph of clouds.
Dwarf - A race as old as the mountains where they make their homes, Dwarves are famed all across the land for their skills with the earth. Although dwarves only stand about as high as an adult human’s stomach, these self proclaimed ‘people of stone’ suffer nothing from it. Dwarves are a short and stocky people, but are also mostly muscle. Even a non-military dwarf can easily hack through a human’s legs with just one swing. However, as powerful as dwarves may be militarily, their race lacks any aptitude for natural magic. It is possible for them to learn to tap into the Life Lines, but it is more difficult for them than other races. But even without this advantage, Dwarves have been able to craft amazing cities and monuments that would seem impossible to others out of stone. Stone is truly part of Dwarves, all share the common ability to sense weakness and other characteristics of any stone, and as such they make excellent miners. It is said that Dwarves make excellent blacksmiths, and while that may be true most dwarves don’t decide to follow that career. Instead they craft their implements or weapons out of materials ranging from obsidian to diamond.
Mermaid - Long hunted by Sailors and treasure-seekers, Mermaids are some of the most elusive creatures in all the sea. Most people have heard of mermaids, but few have ever actually seen them. But even so, common knowledge says that they are beautiful creatures with the upper body of a human, and instead of legs have an enormous and iridescent fin. It is also said that Mermaids cannot walk onto land, that should they try they will wither and die, eventually crumbling into dust. This is actually just a rumor falsely spread by the mermaids themselves, in hope that it would deter attempts to capture them. In reality, Mermaids (or Mermen for that matter) are able to walk on land, when they do so their fins turn into legs, and they are nearly indistinguishable from very beautiful humans. Very rarely will Mermaids do this though, for being on land presents inherent risks for them. Mermaids must be immersed in water at the very lest two times every day otherwise they will die. But even in spite of these risks, Mermaids occasionally visit seaside villages in times of trouble. For even though their lives have been threatened by humans countless times, they care deeply for all life. If they do visit, Mermaids appear in long robes woven out of materials they have in the sea to hide their appearance. If they come across anyone who has fallen ill, they will do their best to take care of them, giving them water and small healings. Mermaids are powerfully gifted with the elements of water, ice, and spirit. But as they respect all life, they will only use these powers for self-defense, or for helping others.
Centaur - Hailing from deep within the Jade forests, Centaurs are one of the most renowned races across Basilisk Isle. Curiously these people, resembling a horse with the torso of a human protruding from the neck area, are not an aggressive or secluded people. They do live within forests away from others, but only because that is where they feel drawn to, similar to the way humans tend to settle around rivers. Gifted with powerful sorceries of both earth and metal, many choose to settle within mining communities to further their gifts with either magic or crafting. However, Centaurs always will make at least one trip to their homeland a year, and always return of they are expecting child, so that it can be raised within the land of its forefathers. Centaurs are normally peaceful and easygoing folk, but should their anger be roused they make some of the most fearsome warriors. Because of their physical attributes, Centaurs are able to perform in ‘mounted’ combat to rival that of even the best Knights. However unlike humans, their arms are quite a bit weaker, and must be trained for years to surpass the strength of humans.
Faun - Fauns are place-spirits of untamed woodland. They are earth creatures and thus thrive with the spring and wane with the fall. They help protect the forests and all that inhabit it will their pan flutes thus putting evil doers to sleep for decades if the Faun is angry enough to do it, usually it is for only a few weeks at max.
Angel - Also known as Devas, Angels are spiritual beings that usually are found in worship altars or religious temples. Many are considered Seers but ask an Angel what he/she can do and you will get one collective answer: “I’m a messenger of the spirits and a guard of the astral plane.” Thus Angels really don’t fall anywhere specific on the Elemental List or in any specific element of itself. However, they are powerful entities and even though they feel and have a aura that tells someone they are benign these beings don’t always have to be. They have as many emotions as any other race and can grow dark with the darker emotions as well as being a light, carefree soul with the lighter emotions.
Kitsune - A Kitsune, or Fox Spirit, is a spiritual animal and can be found around sacred things like rivers, mountains, places that held a powerful magic or a being that was kindly to them or of great spiritual strength. They are also intelligent beings and as possessing magical abilities that increase with their age and wisdom. Foremost among these is the ability to assume human form. While Kitsunes employing this ability to trick others and still others portray them as faithful guardians, friends, lovers, and wives or husbands. Another way to tell how wise and powerful, and how much you shouldn’t mess with them, is count how many tails a Kitsune has. The more tails--as many as nine in all--the more older they are, more wiser, and more powerful.
Neko - Liken to the Kitsune a Neko may have only two tails if old enough, kept as a pet for a certain number of years, or even have let the tail grow rather long. They also have gifts like that to a Kitsune as well. They can also be girls with the traits of the Neko--ears, tail, teeth, claws, and powers.
Undine - They are usually found in forest pools and waterfalls. They have beautiful voices, which are sometimes heard over the sound of water. According to some legends, undines cannot get a soul unless they marry a human man. Undines are also referred to as the wraiths of water. Even so, they aren’t feared as other wraiths.
Siren - These creatures are considered cousins to mermaids. While they have beautiful voice and are considered seductresses, they can also have a few forms. The Siren is the human form that hides most of the Siren’s traits in any other form, a mermaid form--this is where they are considered cousins--that let’s them become akin to mermaids, and a “demon” form but Siren’s call this their full form that is a water serpent in nature but separate from that race totally. Rare few have a form that comes after the mermaid form and before the full form, this is considered the “half-demon” form but by a Siren is called the half form. Few acquire this form by being a sacred being in the race.
Harpy - A Harpy can either be man or woman and each embodies a season and different aspects of that season can be covered by many Harpies, or they can have a persona of a style of weather and just like the seasons this can have a range of Harpies portraying the one style of weather or just one, or they can feel like one of the 13 elements and this however only can have about two Harpies mimicking the same element--the lighter form and the darker one. Even still the Harpies range from the most purest of the race, the Life Harpy and ends with the darkest the Death Harpy that also has the name of the Reaper’s Right Hand. With each Harpy their clothing only helps one to portray the season, weather, or element style they are going for. Their attitude also portrays the picture of their range. (If you need a idea I have the Thunderstorm and the Death Harpy already done for my own purposes. Also if you have a original idea for a Harpy that must be passed by myself then don’t be afraid to pitch it to me. ^^)
Dryad - Like many other races there are different types of Dryads for the many different trees. For example the sub race for ash trees are called Meliei. Dryads, like all nymphs, were supernaturally long-lived and tied to their homes, but some were a step beyond most nymphs. These were the hamadryads who were an integral part of their trees, such that if the tree died, the hamadryad associated with it died as well. For these reasons, dryads and the Greek gods punished any mortals who harmed trees without first propitiating the tree-nymphs. Also the basic name, Dryad, is tied to the oak trees. They are also rather shy so count yourself lucky to even get a glimpse of one. Other types of Dryads are Epimeliad the nymphs of apple trees, and Leuce the nymphs of white poplar trees.
Drake - Built much like a human these creatures are far more. Their bodies are much leaner, and more muscled making them instantly more fierce. Covered in a deep emerald colored skin they seem to blend into forests and plain like chameleons. Their arms are much long, their hands trailing to almost their knees when put at their sides. Their legs are seemingly coated in tissue, their knees bent much in the same way that a dogs rear legs are. They have long things bull-whip like tails that they normally drag on the ground but can move freely. And Finally, bringing their height to a resounding 7'3 on average, is a solemn dinosaurian head. A long slender snout lined with small sewing needle-teeth that lead back to a set of sad looking eyes that seem to sink into their owner's skull.
While they act much like humans, and are almost as intelligent their are completely mute. They have no actual language, however they have a couple of loud barks. They mean basic things such as "come here", "help", "run away" and other basic things that could make a difference in ones life(no real casual things for conversation, though during mating season they do get more vocal.
They can be most classes, and are highly valued as warriors, due to their physical prowess, not many have been known to become mages or other magical classes, though there are a few. and while they can hold these positions, they are also sometimes seen as the creatures that Riders use.
« Last Edit: Aug 12, 2008, 4:17pm by Seleane Gray »
Many of these races can be played, however there are a few that can’t. Those are on the list because what would a kingdom be without a little danger?
Drow - Most Drow, or Dark Elves--the counterparts to the Proper race called Elves-- live in mountains--Moonstone Mountains--and in the shadows of the Four Dividers--Azajo Bluffs, Ib’Tumi Glaciers, Keju Hills. Many try to stay clear of these three of the Four Dividers but when one must pass through/over them, the traveler is weary and watchful. The Drow don’t like uninvited guests and kill any who would harm their society, people, or culture. One thing that is least known about the Dark Elves is that their society is Matriarchal. Drow females are stronger and more powerful than the males. Drow males are treated more as servants than people and are there to do the bidding of the females. The highest-ranking male is still lower than the lowest ranked female. They worship a god called Lloth and thus if one slanders her name, you get the wraith of the full race hammering down on you. So be careful if you see a Dark Elf for it doesn’t bode well for you.
Werewolf - Werewolves are humans with the ability to shape shift into wolves or wolf-like creatures, either purposely, being bitten by another werewolf or after being placed under a curse. They transformed with the appearance of the full moon; however the lighter phases will do as well. The darker ones however diminish strength and their quick reflexes.
Vampire - Vampires are revenants who subsist by feeding on the blood of the living or animals when the Vampire is trying to be good and work with society. The undead, as they are called but many vampires hate being called this, like to cause mischief or deaths in the neighborhoods they inhabited when they were “alive.” They wear elaborate shrouds and noble looking clothing. They can also turn people into Vampires but these creatures are lesser than what they should be and lesser still then what they were so few vampires “bite” a human.
Banshee - Of all the races on Basilisk Isle, there are none more feared than the Banshee. Like many other of the ancient beings, their origins are unknown. But legends and superstition tell a fearful story of an ancient clan of women who challenged death to a contest and bested him. They gained eternal protection from him, but also were cursed to feel his presence whenever it descended upon the mortal realm. And so, they wandered the land, shunned by those who are not safe from Death’s presence, and keening and wailing with woe when he approaches. Wishing to feel his embrace and finally be free of their wretched existence. They flock to those who are about to die, foretelling their demise and wailing to be taken with them. But Death rarely obliges. Mainly this tale is used by mothers trying to teach their naught children a lesson, but Banshees themselves are very much real. Clad in tattered grey cloth that seems centuries old, these specters drift like nightmares across the land, never interacting or acknowledging any corporeal creatures unless they feel death’s presence drawing nigh. When they do, Banshees will drift unseen during the day behind the being, and when they become visible during the night, circle the house or village where they lie, keening and wailing with despair. Although, banshees present no physical threat to living beings, their cries always predict the death of someone, and as such they are feared even more than the most terrible of all beasts.
Orc - Orcs are considered tough and warlike humanoid creatures. Orcs are misshapen humanoids with brutal, warmongering, sadistic, yet cowardly tendencies, although some are a proud warrior with a strong sense of honor. They are physically stronger than humans, and always high in numbers. They often ride wolves or wargs.
Sprite - Sprites are the dark counterparts of fairies and dwarves. They love playing tricks and sometime even killing. They aren’t squeamish around death and love battle zones. They also love scaring little children so they grow up in fear of the world and feel safer behind large and strong walls. Many can hear their laughter at night when they come out to play with the world.
Goblin - These are mischievous, sometimes wicked little fairies that enjoy playing tricks on unsuspecting people. A goblin is an evil, crabby, or mischievous creature often described as a grotesquely disfigured or gnome-like phantom, that may range in height from that of a dwarf to that of a human. They are attributed with various (sometimes conflicting) abilities, temperaments and appearances.
Sea Serpent - Sea monsters or serpents, are sea-dwelling creatures often believed to be of immense size. Marine monsters can take many forms, including sea dragons, sea serpents, or multi-armed beasts; they can be slimy or scaly, often spouting jets of water. Often they are pictured threatening ships.
Wyverns - Wyverns are winged reptilian creatures. The wyvern is regarded as a type of dragon. Depictions often include two legs and two wings. Sometimes there are eagle's claws on the wingtips. The rest of its appearance can vary, such as appearing with a tail spade or with a serpent-like tail.
Basilisk - Is a legendary reptile reputed to be king of serpents and said to have the power of causing death by a single glance. It is called "king" because it is reputed to have on its head a mitre- or crown-shaped crest. Other than this not much is known of the great serpent because whoever has tried to seek it--the whole lot was fools to begin with--never came back. Many think that the great creature lives under the Moonstone Mountain Range and believes that is how all the tunnels came to be.
Chimera - Said to have three heads; lion, goat, and dragon. It’s tail is a snake while its body is part lion and part goat. This is imagined to be a fearful creature indeed but like the “warriors” that tracked down the Basilisk never returned to tell the tale.
Gargoyle - gargoyles are typically depicted as a (generally) winged humanoid race with demonic features: generally horns, a tail, and talons. They are said to be guardians of the building on which they reside. These gargoyles can generally use their wings to fly or glide, and are often depicted as having a rocky hide, or being capable of turning into stone in one way or another.
Zombie - A zombie is a reanimated corpse mostly used by wizards, witches, and demons to do the person’s dirty work. zombies are hypothetical persons who lack full consciousness but have the biology or behavior of a normal human being.
Leviathan - This is considered the “king” of sea serpents and the great hunt of all for this creature is made of the sea itself. Roaming where it wills and destroying what it wills. Even the great gods that was thought to once rule the land had to forsake this beast since it was like a wayward child that neither listened or cared and could surely not be punished.
Ghost - A ghost is said to be the apparition of a deceased person, frequently similar in appearance to that person, and usually encountered in places she or he frequented, or in association with the person's former belongings. The word "ghost" may also refer to the spirit or soul of a deceased person, or to any spirit or demon. Ghosts are often associated with hauntings. Few though are Earth Genies and survive around the magical Life Lines on Basilisk Isle.
Sphinx - Sphinxes are often described as a recumbent lion with a human head. These creatures love riddles and usually won’t let you pass a bridge, pass or path without the right answer. Sphinxes are also holders of portals and mysteries, they guard them and will never tell a soul. As legend has it the Mage has a pet Sphinx or one guards the entry into the holding place(home) of the Mage.
Gorgon - a vicious female monster with sharp fangs who was a protective deity from early religious concepts. Her power was so strong that one attempting to look upon her would be turned to stone. Many can change what they look like but if you catch one unawares you will find that they have a head of snakes and are semi-immortal themselves. Many dress elaborately so they can “look” beautiful but in reality this only causes them to look even worse and far more horrifying.
Troll - A Troll is a devious, more human-like folk of the wilderness, living underground in hills, caves or mounds. A Troll is often in the form of an aboriginal race, endowed with oversized ears and noses. Most Trolls like to hang around altars or sacred places playing tricks on the people that go there. Though if one ignores the Troll, it will either leave them alone or start asking questions.
Ogre - In folklore and fairy tales Ogres are creatures of very malignant disposition, who live on human flesh. They are larger and broader than a man but somewhat shorter than a giant. is a large, cruel and hideous humanoid monster. Ogres have a large head, abundant hair and beard, a voracious appetite, and a strong body.
Hobgoblin - Hobgoblins are a menacing, larger and stronger form of goblins. hobgoblins are distant relative of the Goblins and are fairly benevolent compared to their more malicious counterparts. Hobgoblins are intelligent enough to at least communicate as well as adopt some make-shift clothing. They are also notable for being able to bestow the ability see other magical creatures unto ordinary humans.
Gremlin - Little, mischievous spirits of tools and machinery. They are responsible for the little mishaps when working with tools, such as the sudden diversion of a hammer towards your thumb when you are driving a nail. They blunt sharp objects such as saws and chisels, misplace tools, etc. Originally they were friendly towards mankind, and helped them with many inventions. But when those engineers and mechanics claimed all the credit of these inventions for themselves, this insult soured the gremlin attitude towards mankind.
Imp - Imps are sometimes described as fond of music, and capable of being charmed into making a promise to aid, and "do good" in that manner through music—though there is always likely to be some mischievous trick to be attached to the barter. Imps were the common name given to familiar spirits that served witches in the middle ages. Imps were usually kept inside artifacts such as gemstone pieces or vials and summoned for service by magic.
Outcasts
Changeling - The offspring of a fairy, troll, elf or other legendary creature that has been secretly left in the place of a human child. The apparent changeling could also be a stock, an enchanted piece of wood that would soon appear to grow sick and die. But that is all legend however. A Changeling is considered one that can change. There are few of them and thus are considered “not of the norm” and as such are outcasts. Their cousins the Halflings are far more numbered then them and so the Changelings are always jealous of their higher standing cousins…even though they are outcasts as well. A Changeling is usually one that came from the founding race and has a small amount of their power left. They can change their appearance or even if they are part Halfling can change between races to look like the full counterparts.
Halfling - Most are small, with two bloodlines rushing through their veins. They are wickedly nimble and agile. They are skilled with throwing weapons like daggers and stars. They also have the heightened senses of the two races that make them up. They do go into battle if need be but they love the arts of any kind - paint, metal, writing, singing, playing an instrument.