Aug 29, 2018 7:06 am
The Rudhir
What you need to know:
The Red Bloods are humans gifted with great physical strength. They draw favor from the Heroic Lion Spirit, an amalgam of all those human destroyers, warmongers, and strongmen who came before. As a result, they suffer mentally, to compensate for the increase in power.
All six of the Purebleeds have a "predominant type" which is very strong in their primary Virtue, and weak in others, not only their main weakness but other stats as well. They also have a "more neutral" version that is more on the level. If you desire, there is also a child version with altered stats.
Predominant Rudhir: Leon 6, Eyrie 4, Grand 4, Enlight 3, Nemesis 3, Daimon 5
Neutral Rudhir: Leon 5, Eyrie 5, Grand 4, Enlight 3, Nemesis 4, Daimon 5
Adolescent Rudhir: Leon 4, Eyrie 5, Grand 3, Enlight 2, Nemesis 3, Daimon 4
Lore:
Predators will avoid killing the Rudhir unless necessary, but may test them to prove the human's loyalty to the Lion Spirit. They tend to be formidable athletes, performing combatants, and soldiers. The most common place in Trimachae to find them is the Continent of Mountains, including such places as Enyon and Thenos. The more neutral personalities (typically the women in more traditional Rudhir societies, since they are less inclined to rampant destruction) have to keep a close eye on the dominant personality and especially the super-strong Bright-Blood variant (not available for play atm). Child rearing in Rudhir cultures is closer to training a very intelligent, potentially dangerous pet. Long hair is commonly seen as a symbol of power, with no gender norms. Not all men have it on top of their head, choosing instead to have a glorious beard. Bearded women are still rare, but not so much as in non-Rudhir cultures.
In ancient times, Rudhir cultures saw the rise of "Mother Earth" figures who were strong enough to fend off male raiders. The bigger and stronger the woman, the more noble her status. They also produced raiding tribes of men who turned their proclivity for destruction to their advantage. The ancient Rudhir only answered to a source of greater power; anyone weaker could not survive their onslaught. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Earth Mother cults became infiltrated by Demons, losing their bright red blood and becoming Cambions. Very few matriarchal Rudhir clans remain today.
The Zeel
What you need to know:
The Yellow Bloods are humans gifted with great physical speed. They draw favor from the Heroic Wing Spirit, an amalgam of all those human duelists, archers, dancers, and bloody nobles who came before. As a result, they suffer mentally, to compensate for the increase in power.
Predominant Zeel: Leon 4, Eyrie 6, Grand 3, Enlight 4, Nemesis 3, Daimon 5
Neutral Zeel: Leon 4, Eyrie 5, Grand 4, Enlight 4, Nemesis 3, Daimon 6
Adolescent Zeel: Leon 3, Eyrie 5, Grand 3, Enlight 3, Nemesis 2, Daimon 5
Lore:
Birds and other flying creatures will avoid killing the Zeel unless necessary, but may test them to prove the human's loyalty to the Wing Spirit. They tend to be gifted runners and acrobats. The most common place in Trimachae to find them is the Continent of Peace, specifically Cerbesia. The more neutral personalities are favored in legislation and law enforcement, because they are less prone to violence than the average population; they do the "ugly" work that the more skillful find beneath them. Women are no more or less prone to the dominant traits than men. Child rearing in Zeel cultures can be tedious, as they lack the mental faculties to do anything without specific instructions and frequent updates. They must be taught through rote recitation until they can develop problem-solving abilities. While the majority of the population are not Fury-type heroes with special powers, it has become expected that the Zeel have powerful sight and hearing. Likewise, they prefer edged or pointed weapons of a high quality over something capable of raw destructive force.
In ancient times, Zeel cultures saw the rise of Noble Mistresses, dominant female roles who had many skills the surrounding men did not, leading by example through prowess in and out of combat. They sought out mates who could prove themselves in ways other than a show of brawn. They also produced raiding tribes of marauders whose swiftness and lethal efficacy left many bodies. The ancient Zeel were not impressed by power, only by a competent ruler who could outshine the rest. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Noble Mistress cults became infiltrated by Blackwings, losing their yellow blood and becoming Nephilim. Very few matriarchal Zeel clans remain today.
The Sini
What you need to know:
The Blue Bloods are humans gifted with great personality and persuasive force. They draw favor from the Heroic Hooded Spirit, an amalgam of all those human charlatans, diplomats, and courtesans who came before. As a result, they suffer physically, to compensate for the increase in power.
Predominant Sini: Leon 4, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, Daimon 6
Neutral Sini: Leon 4, Eyrie 4, Grand 4, Enlight 4, Nemesis 4, Daimon 5
Adolescent Sini: Leon 3, Eyrie 4, Grand 3, Enlight 3, Nemesis 3, Daimon 4
Lore:
Eldritch signs like cats, frogs, and spiders tend to linger near the Sini, to the point that some even take one on as a familiar spirit, though magical maladies do not tend to be frequent problem haunting the Sini. They tend to gather the attention and respect of those around them. The most common place in Trimachae to find them is Banbatol, the great Empire of man. The more neutral personalities have to care for their pretty yet sickly "betters," because neutrality means having an average bill of health, while the dominant type don't last as long. Women are no more or less prone to the dominant traits than men. Child rearing in Sini cultures is very rough, because of their persuasive temperament and propensity for sickness. The wealthy prefer to have one child, while the poor exhibit even shorter lifespans due to the stress of raising large families. While the majority of the population are not Aesthete-type heroes with special powers, it has become natural to take everything a Sini says with a grain of salt, and no good Sini trusts their senses.
In ancient times, Sini cultures saw the rise of Muses, divine beauties who inspired men and women alike with song, music, and elaborate pageantry. Men were rejected if they were boorish and ugly. They also produced traveling carnivals and shysters whose authority was based in their shrewd manipulation of other men. Sini cultures of both kinds acknowledged their short lifespan, and adjusted to this by breeding like rabbits. If the Sini were not eradicated in a given area, the whole region would be overrun in a few decades or less. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Cults of the Muse became infiltrated by Elves, losing their blue blood and becoming Fair Demures. Very few matriarchal Sini clans remain today.
The Porph
What you need to know:
The Black-Blooded humans gifted with great concrete understanding and skill with learning. They draw favor from the Heroic Sun Spirit, an amalgam of all those human scholars and justiciars who came before. As a result, they suffer physically, to compensate for the increase in power.
Predominant Porph: Leon 3, Eyrie 3, Grand 4, Enlight 6, Nemesis 4, Daimon 5
Neutral Porph: Leon 3, Eyrie 4, Grand 4, Enlight 5, Nemesis 5, Daimon 5
Adolescent Porph: Leon 2, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, and Daimon 4
Lore:
Their most intelligent peers in the animal kingdom, like great apes, dogs, and dolphins, will only kill them if necessary, but may test them to prove their loyalty to the Sun Spirit. They are often well-learned and articulate. The most common place in Trimachae to find them is Heramar, the lost city sequestered far away on the Forge Continent. The more neutral personalities (typically the men, who tend to be more in favor of rampant destruction or feats of strength) have a much heavier workload, though they lack an understanding of the advanced sciences and philosophies made available to the dominant variety. Child rearing in Porph cultures is basically giving a home to an adult recovering from a degenerative disease; they get better every day, and there is little to teach them, but they start out a mature intelligence with a very weak body. Magic and psychic powers are very common among the Porph.
In ancient times, Porph cultures saw the rise of pragmatists who would discard or even kill mates to cover their tracks, and raise children in secrecy. They taught their children and fellow women to conceal their presence at all costs, leading lives of practical logic and survivalism. Any battle that could be avoided did not have to happen. They also produced hoarders of intellectual wealth whose authority was based in knowing more than anyone else, and controlling the supply of knowledge in their realm. Male rulers were scholars in every imaginable field, though their servants knew only what they were permitted. No power or skill in the world could displace them from their prey; only by matching wits and beating them at their own game, could anyone hope to live independent of their tyranny. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. The Porph survival cells were discovered by Pixi, and this most often meant the decline of that clan as black-bloods, and the rise of a new group of Wild Demures. Very few matriarchal Porph clans remain today.
What you need to know:
The Red Bloods are humans gifted with great physical strength. They draw favor from the Heroic Lion Spirit, an amalgam of all those human destroyers, warmongers, and strongmen who came before. As a result, they suffer mentally, to compensate for the increase in power.
All six of the Purebleeds have a "predominant type" which is very strong in their primary Virtue, and weak in others, not only their main weakness but other stats as well. They also have a "more neutral" version that is more on the level. If you desire, there is also a child version with altered stats.
Predominant Rudhir: Leon 6, Eyrie 4, Grand 4, Enlight 3, Nemesis 3, Daimon 5
Neutral Rudhir: Leon 5, Eyrie 5, Grand 4, Enlight 3, Nemesis 4, Daimon 5
Adolescent Rudhir: Leon 4, Eyrie 5, Grand 3, Enlight 2, Nemesis 3, Daimon 4
Lore:
Predators will avoid killing the Rudhir unless necessary, but may test them to prove the human's loyalty to the Lion Spirit. They tend to be formidable athletes, performing combatants, and soldiers. The most common place in Trimachae to find them is the Continent of Mountains, including such places as Enyon and Thenos. The more neutral personalities (typically the women in more traditional Rudhir societies, since they are less inclined to rampant destruction) have to keep a close eye on the dominant personality and especially the super-strong Bright-Blood variant (not available for play atm). Child rearing in Rudhir cultures is closer to training a very intelligent, potentially dangerous pet. Long hair is commonly seen as a symbol of power, with no gender norms. Not all men have it on top of their head, choosing instead to have a glorious beard. Bearded women are still rare, but not so much as in non-Rudhir cultures.
In ancient times, Rudhir cultures saw the rise of "Mother Earth" figures who were strong enough to fend off male raiders. The bigger and stronger the woman, the more noble her status. They also produced raiding tribes of men who turned their proclivity for destruction to their advantage. The ancient Rudhir only answered to a source of greater power; anyone weaker could not survive their onslaught. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Earth Mother cults became infiltrated by Demons, losing their bright red blood and becoming Cambions. Very few matriarchal Rudhir clans remain today.
The Zeel
What you need to know:
The Yellow Bloods are humans gifted with great physical speed. They draw favor from the Heroic Wing Spirit, an amalgam of all those human duelists, archers, dancers, and bloody nobles who came before. As a result, they suffer mentally, to compensate for the increase in power.
Predominant Zeel: Leon 4, Eyrie 6, Grand 3, Enlight 4, Nemesis 3, Daimon 5
Neutral Zeel: Leon 4, Eyrie 5, Grand 4, Enlight 4, Nemesis 3, Daimon 6
Adolescent Zeel: Leon 3, Eyrie 5, Grand 3, Enlight 3, Nemesis 2, Daimon 5
Lore:
Birds and other flying creatures will avoid killing the Zeel unless necessary, but may test them to prove the human's loyalty to the Wing Spirit. They tend to be gifted runners and acrobats. The most common place in Trimachae to find them is the Continent of Peace, specifically Cerbesia. The more neutral personalities are favored in legislation and law enforcement, because they are less prone to violence than the average population; they do the "ugly" work that the more skillful find beneath them. Women are no more or less prone to the dominant traits than men. Child rearing in Zeel cultures can be tedious, as they lack the mental faculties to do anything without specific instructions and frequent updates. They must be taught through rote recitation until they can develop problem-solving abilities. While the majority of the population are not Fury-type heroes with special powers, it has become expected that the Zeel have powerful sight and hearing. Likewise, they prefer edged or pointed weapons of a high quality over something capable of raw destructive force.
In ancient times, Zeel cultures saw the rise of Noble Mistresses, dominant female roles who had many skills the surrounding men did not, leading by example through prowess in and out of combat. They sought out mates who could prove themselves in ways other than a show of brawn. They also produced raiding tribes of marauders whose swiftness and lethal efficacy left many bodies. The ancient Zeel were not impressed by power, only by a competent ruler who could outshine the rest. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Noble Mistress cults became infiltrated by Blackwings, losing their yellow blood and becoming Nephilim. Very few matriarchal Zeel clans remain today.
The Sini
What you need to know:
The Blue Bloods are humans gifted with great personality and persuasive force. They draw favor from the Heroic Hooded Spirit, an amalgam of all those human charlatans, diplomats, and courtesans who came before. As a result, they suffer physically, to compensate for the increase in power.
Predominant Sini: Leon 4, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, Daimon 6
Neutral Sini: Leon 4, Eyrie 4, Grand 4, Enlight 4, Nemesis 4, Daimon 5
Adolescent Sini: Leon 3, Eyrie 4, Grand 3, Enlight 3, Nemesis 3, Daimon 4
Lore:
Eldritch signs like cats, frogs, and spiders tend to linger near the Sini, to the point that some even take one on as a familiar spirit, though magical maladies do not tend to be frequent problem haunting the Sini. They tend to gather the attention and respect of those around them. The most common place in Trimachae to find them is Banbatol, the great Empire of man. The more neutral personalities have to care for their pretty yet sickly "betters," because neutrality means having an average bill of health, while the dominant type don't last as long. Women are no more or less prone to the dominant traits than men. Child rearing in Sini cultures is very rough, because of their persuasive temperament and propensity for sickness. The wealthy prefer to have one child, while the poor exhibit even shorter lifespans due to the stress of raising large families. While the majority of the population are not Aesthete-type heroes with special powers, it has become natural to take everything a Sini says with a grain of salt, and no good Sini trusts their senses.
In ancient times, Sini cultures saw the rise of Muses, divine beauties who inspired men and women alike with song, music, and elaborate pageantry. Men were rejected if they were boorish and ugly. They also produced traveling carnivals and shysters whose authority was based in their shrewd manipulation of other men. Sini cultures of both kinds acknowledged their short lifespan, and adjusted to this by breeding like rabbits. If the Sini were not eradicated in a given area, the whole region would be overrun in a few decades or less. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Cults of the Muse became infiltrated by Elves, losing their blue blood and becoming Fair Demures. Very few matriarchal Sini clans remain today.
The Porph
What you need to know:
The Black-Blooded humans gifted with great concrete understanding and skill with learning. They draw favor from the Heroic Sun Spirit, an amalgam of all those human scholars and justiciars who came before. As a result, they suffer physically, to compensate for the increase in power.
Predominant Porph: Leon 3, Eyrie 3, Grand 4, Enlight 6, Nemesis 4, Daimon 5
Neutral Porph: Leon 3, Eyrie 4, Grand 4, Enlight 5, Nemesis 5, Daimon 5
Adolescent Porph: Leon 2, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, and Daimon 4
Lore:
Their most intelligent peers in the animal kingdom, like great apes, dogs, and dolphins, will only kill them if necessary, but may test them to prove their loyalty to the Sun Spirit. They are often well-learned and articulate. The most common place in Trimachae to find them is Heramar, the lost city sequestered far away on the Forge Continent. The more neutral personalities (typically the men, who tend to be more in favor of rampant destruction or feats of strength) have a much heavier workload, though they lack an understanding of the advanced sciences and philosophies made available to the dominant variety. Child rearing in Porph cultures is basically giving a home to an adult recovering from a degenerative disease; they get better every day, and there is little to teach them, but they start out a mature intelligence with a very weak body. Magic and psychic powers are very common among the Porph.
In ancient times, Porph cultures saw the rise of pragmatists who would discard or even kill mates to cover their tracks, and raise children in secrecy. They taught their children and fellow women to conceal their presence at all costs, leading lives of practical logic and survivalism. Any battle that could be avoided did not have to happen. They also produced hoarders of intellectual wealth whose authority was based in knowing more than anyone else, and controlling the supply of knowledge in their realm. Male rulers were scholars in every imaginable field, though their servants knew only what they were permitted. No power or skill in the world could displace them from their prey; only by matching wits and beating them at their own game, could anyone hope to live independent of their tyranny. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. The Porph survival cells were discovered by Pixi, and this most often meant the decline of that clan as black-bloods, and the rise of a new group of Wild Demures. Very few matriarchal Porph clans remain today.