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Kkutwar The Prince of Foolish Relevations from A Place Beneath both Good & Evil Since: Feb, 2013 Relationship Status: What is this thing you call love?
The Prince of Foolish Relevations
#1: Mar 25th 2013 at 5:47:50 PM

Note, this is vastly incomplete, under reconstruction and very long. Opinions and suggestions are welcome. [I also figured this was the best spot to put the thing]

The (incomplete) world manual:

In the beginning, there was naught but land and sea. For his arrival in this world, he looked upon it disappointed. "There is no life, but myself. This land is bleak, dry, empty, void and lifeless." So, he gazed from the empty sky to the barren land. "Thus, let there be life!" Upon his command to the empty, lifeless new universe it obeyed. For lush green fields, majestic trees, and flora he was familiar with came to be. Still, this was hardly anything. For this new universe, there was only the planet that which its master was residing within the bleak voids of infinite nothing. For there was no light in the sky, there were no stars, nor any celestial bodies. There was no true sky, and above all there was no life. His look was full of disappoint and despair. He glanced over his world, taking note of its small islands in a dried up sea. Thus he called out "Let the land be one, and the ocean mighty!" Thus it was so, bending to his will. The sight of it was beautiful, the crystalline water shining and the land mighty. Still, this was not often. The only light was from his presence as this universe's king, and he did not want to be depended on forever. With a crack of thunder as he snaps his fingers, he calls "This world requires light, so let it be!" Thus it was so, the sun forming a mighty distance from this chuck of rock. The darkness should not be removed, he thought, so he commanded "The light shall be day and the dark shall be night!" Thus it was so, the planet's rotation beginning. A smile grew on his face before booming with lightning "The stillness shall be the wind, and the wind shall carry the heat and cold!" Thus it obeyed, the wind being created along with ice and fire. This still was not a complete world. So, his benign smile strong called out with heavenly command "Upon this barren land shall be the beasts, partner to the flesh and bone of humanity." And so, the universe obeyed this command faithfully as it has for its master. Thus, the creatures of wit and strength were created along with the beings of flesh and bone. This world is not yet finished, he thought, staring to the void known as the sky. Thus, the first sign of native life gazed in wonder at the distant creation of the stars, the planets, and its future. For he gazed at his children, they gazed in wonder at this terrifying yet benevolent being. The first of humanity bowed to him, thus causing him to respond "I am no God, and am not to be treated as such. I am simply the Alpha and Creator. The only things I demand of you is to make the right choice, sons and daughters. I am benevolent and seek no destruction, no glory, no praise, demand no kindness if I have not earned it. I give this world to you, so treat it gently. Since I am free of will, it is only fair if you are as well. Now go, enjoy this world and your lives! Build upon this place your utopia, and let your civilization grow young masters of this earth." Thus it was, the children of humanity and beasts have set off to create their world. Thus so, all was right.

Kingdom of Warriors: The first kingdom, they are raised from birth as warriors and have a love for battle. Many of them will work as mercenaries in their lives, and more peaceful ones are valued construction workers or simple movers. All in all, they are people who are associated with strength, combat and weapons. The kingdom is located to the upper right of the Paladin Kingdom, and their kingdom is heavily fortified. Including this, their kingdom is one of the most wealthy due to their personal own gem mine that was discovered after a brutal battle between two twin sisters from the Paladin Kingdom royalty. Their defining trait is love of battle, fighting, and anything that can be classified as a weapon. They do not reach dangerous levels with this, but if given a choice between being a knight or an inventor they will pick the knight... Unless they have wonderful plans for new weapons and armors, then they'll choose both options if applicable. Despite being a race of warriors, unnecessary murder is frowned upon while justifiable revenge such as killed parents is accepted as long as it doesn't go too far. So attempting to kill the royal family will either have you rejected even if successful, or claiming the title if proving yourself psychotic and tough enough to be king or queen. To this date the royal family is all descended from one line, with a budding princess and temporary queen ready to claim the throne if the king is killed. For information on their code please refer to the Legend and Lore section.

Animalius Kingdom: The second kingdom, they are connected to the animals of the world and their powers relate to animals. They help to tame wild animals, and to understand their motives to help them. Relatively peaceful, they are actually one of the most aggressive and violent Kingdoms for their disrespect of Beast-Types and Animal Half-Bloods. Despite this the normal Animalius are actually the minority, with most of the pure bloods being Royalty, Nobles or those who live in the Upper Area. Devoted to their ways, there are various clans within this Kingdom composing of specific Beast-Types or Half-Bloods. The Animalius Kingdom is located to the upper left of the Paladin kingdom, and their kingdom is the major authority behind the beasts. Located close by a forest, they have a 'dangerous' Animalius-Descended Cerberus locked away who is the illegal bastard child of the former Queen. The Animalius Kingdom is known for interspecies relationships due to the myriad of highly sentient beasts reasonable enough on a human level, which truly annoys the Council of Elders. Doesn't exactly help they can become nearly anything and understand all speech of animals. Despite their status royal half-breeds are looked down upon with scorn, for being of a dirtied bloodline and of bestial origins. Being a Royal Half-Breed is akin to saying "Kill me and or lock away the corpse!"

Nature Kingdom: The third kingdom, they are connected to nature and their powers relate to plants. They do not treat kindly those who cause mass destruction of nature without attempting to repair it, though are the most peaceful of the kingdoms. The Nature Kingdom is located to the lower left of the Paladin Kingdom, and have a close relationship with the Animalius due to the fact many of their beasts reside in Naturian property. The buildings of the kingdom are made from trees and the like, and the surrounding walls are made of thorns. Underneath the palace of the kingdom resides a deep underground network growing with plant-life, and the entrance is heavily guarded to keep people from going in. The royal line of the Nature Kingdom almost seems able to commune with plant life, and is even more connected in bond to nature than the rest. Furthermore they appear to harbor a natural fear of fire, even to the point they fear the Lavaian Kingdom.

Kingdom of Dawn: The fourth kingdom, they are in-between light and darkness with their powers being that of light and darkness. They are the most morally varied of all the Kingdoms, and their usage of Light/Dark Magic tends to reflect their morality. The kingdom is located to the lower right of the Paladin Kingdom, and guards set up offensive and defensive constructs to protect the kingdom. The kingdom is located next to the further parts of the mountains, and the kingdom is currently ruled by the recently crowned twin daughters of the former king. The Dawn Kingdom was under the tyrannical rule of King Light Eclipse for twenty-two years, and control was given from the proper king to his nieces' even after the unknown murder of King Light. It is an acknowledged rumor that the castle hosts a room containing a massive gateway into another plane though whether its real or not won't be disclosed. An interesting fact to note is that supposedly when the whole population favors Darkness and indulge in crime that chaos is upon the world.

The Paladin Kingdom: The result of the first and fourth kingdom having children together. They tend to be heroic, chivalrous, and good-nature people. This kingdom has since been its own since the start, having gained support from their parents the then-current King of Warriors and Queen of Dawn. The Paladin Kingdom floats in the sky at the center of the grouping of the first four kingdoms, having been the raised ruins of an old sub-kingdom of the Masters. This kingdom is protected mainly by the floating part, but they do have fortified walls. The citizens of the kingdom have devices to teleport them between the ground and the kingdom, which they have discovered from lost technology the Masters left behind. The kingdom is currently ruled by the recently crowned king, taking place after his father was brutally murdered by his wife. The Paladin Kingdom, despite being the center of the first five, have been mistreated for their dirtied blood and the Hydro Kingdom has a personal grudge against them.

Frostian Kingdom: The sixth kingdom, masters of the ice and coldness with their powers relating to the element of ice. They are explorers by nature, due to being so close to the Frozen Mountains and the scattered ruins along its icy make-up. Note, rumor has it that people have been frozen in time here and when we say rumor we mean its not uncommon to find along the Mountains. Despite these ruins and frozen people, none have found the body of a Master. The Frostian Kingdom, due to being so close to the Frozen Mountains often have few tourists or non-Frostians come there. Thus they both enjoy it when tourists come and function on their own rules. The entirety of the kingdom is built around the mountains, and the kingdom's buildings are made from never melting ice. The Frostian Royalty command the Frozen Mountains, which themselves have a series of networks, tunnels and secret rooms within them. Despite their element they are on friendly terms with the Lavaian Kingdom.

Lavaian Kingdom: The seventh kingdom, and the twin brother of the Frostian Kingdom. By nature Lavaians are possibly more violent and warrior-like than the Warrior Kingdom. They are arrogant and hot-headed, though honorable and respectful in their own way. The Lavaian Kingdom makes their home close by a volcano, which mysteriously never spews lava. The kingdom is continuously very warm, causing visitors to stay briefly or use magic to survive. Thus they get few tourists, though are more tough and mean-spirited compared to the Frostians when tourists do arrive. Rumor has it there is a secret chamber inside the volcano, and that the volcano itself is artificial to hide something. Interesting to note, about three hundred years ago one of the amazons was "punished" for legitimately loving the Lavaian King. Thus the Lavaian Kingdom is the strongest kingdom in numbers and a vast number of the populace are related to the king and the amazon from three hundred years ago. Specific rules were put into place so that no Immortal royal would forever rule the kingdom.

Terra Kingdom: The eighth kingdom, they are masters of the earth and they're also fine warriors. The Terra Kingdom resides in a mountainous region, and the kingdom is built from a mountain. The kingdom is easily defended with its guards' reshaping the land. The Terra Kingdom is home to the Stone Dragons, mighty beasts made from living stone. The Terra Kingdom hate unwanted intrusions, so guards are positioned to seal off entrances for travelers until they're deemed worthy. Despite this they are rather loving and friendly regarding their fellow people. Perhaps too loving as a very sad fact about the Terra Kingdom is that their king, Tetra, is prone to adultery and has several illegitimate children.

Aerovu Kingdom: The ninth kingdom, they are masters of the air and clouds with their powers revolving around the sky. They do not enjoy being bounded, and are claustrophobic. Their people love to run and fly, thus the Aerovu kingdom is in charge of the annual Dragon Flight event. The Aerovu people stay out of the event to be fair, and the winner will receive a different prize every time. The Aerovu has in fact used this as a way to wed off royals, as speed is something their people value. In all, the Aerovu take things very seriously while still trying to keep it lighthearted. The kingdom is built onto a cliff, and the area the kingdom is in is rather windy. The members of the kingdom manipulate the wind not to bother them, and beneath the cliff is a vast lake. Whirlpools and whirlwinds will spontaneously happen sometimes down at the lake, and rumor has it there's something down there.

Techiak Kingdom: The tenth kingdom, they are capable of controlling lightning. They completely dominate the media, technological and for that matter most fields of business. Thus, this is where more of the technological jobs, businesses, and functions are held. They are quite different compared to most kingdoms, though most of the populace acts on its own law than decreed by the royals. The Techiak Kingdom is more advanced than the other kingdoms, and they have a man-made technology-filled valley leading to the kingdom. The Techiak Kingdom has developed artificial life, and is currently working on developing mass produced artificial abilities for purely organic creations. One of the kingdom's main attractions is the adorable singing gynoids. The young ruling prince will occasionally invite one of the kingdom's citizens over to help with a new project. The Techiak Kingdom is known for secret dealings and hidden projects, with varying degrees of amorality.


Information of The World:

Currency: Despite being a unified civilization to a degree, each Kingdom issues out their own special currency along with a universal one. The universal currency, Ain (Cents) and Kidarin (Bills) is the equal to 1.5 the normal value of U.S monetary value. The universal currency is lesser than the currency exclusive to each Kingdom, so exclusive currency is twice the amount compared to the universal currency. Typically trying to use Lavaian money in the Warrior Kingdom or visa versa would be ignored. Businesses run by, say, a Lavaian in the Warrior Kingdom or visa versa are likely to except the currency from their native Kingdom. Due to the commodity of gems and minerals compared to Earth, they have lesser value here but enough will outdo the lowered price.

Inner Beast: The Inner Beast is a special power that all kingdoms share, which are based on some form of creature. The Inner Beast is first activated when the subject is in a major life-threatening situation, and it will do so in an attempt to give the subject a better chance. The entire mechanics behind Inner Beasts is little understood, as there's no proper beginning to trace it to. Despite this, it is known the amount of powers from an Inner Beast varies. Similar types of Beasts will have similar or shared powers, such as a Fire Dragon Inner Beast and an Ice Dragon Inner Beast will both have flight abilities along with elemental-based magic control. Some Inner Beasts are more useful than others, but all of them have their own advantages the subject may not have. Upon activation, the subject will be engulfed in a bright light with armor themed from their beast materializing on their bodies. The armor will disappear of its own accord after a while, but once activating the first time the Inner Beast can be called upon whenever. Subjects who already posses a power their Beast Armor grants them will have the power doubled the normal level, boosting the normal level of effectiveness. It is rumored, but not entirely sure if the Inner Beasts or some of them have their own minds once activated. Though not confirming the rumor as a whole, those with more eldritch Inner Beast show mental altercations when it is active.

Hidden Skills: Lucky subjects in this world will be born with a special power, which can vary from near-useless to nigh unstoppable. Research projects done shows that royalty are more likely to develop Hidden Skills than others, with cross-kingdom hybrids prone as well. The reason why is unknown, as there's no notable difference in royalty or hybrids' DNA. Regardless a variety of Hidden Skills have been discovered over the years, and the Dream Walker Skill is one of the most common. Another commonly known Hidden Skill is simply the Abomination Skill, which is actually a grouping of different abilities that best fit as abominable. The Techiak Kingdom is currently trying to develop artificial versions of Hidden Skills to be included in their creations, and may the Lords help us all if they succeed. Genetic samples have been collected and studied from a few Skilled individuals, though besides learning the gene and understanding the similarity in genetic code between Skills the Hidden Skill gene appears to active for no reason. Interesting, similarly Skilled individuals, should they carry a pure bloodline for generations, start to lose excess abilities as the Skills become more pronounced and warped. Despite the fact Hidden Skills can be passed down to children and manifest more often in children parented by Skilled many of them have no bloodline that has a Skilled ancestor, and children born of Skilled can easily develop none of their own.

Hybrids: Nearly every race is capable of having hybridized results, and the child will mainly have all the abilities from both parents. Hybrids will only display the full abilities of the races in their blood as long as they have an even amount. Once the balance of genetics is leaning to one side, the other abilities will start to weaken. After a while, the weakening genetics will be unable to grant any abilities from that race. It is theoretically possible for a child containing all abilities of every race if there is an equal percent of their DNA devoted to each. In practice anything exceeding ten races tend to be violently insane, while those exceeding twenty races don't even form or become ungodly abominations. After a while of generations of same Hybrid types the results will begin merging and removing genetic samples at random that they become recognized as their own race or 'Kingdom' The reason for this is unknown, but is presumed to be a biological limit made for the express purpose of preventing godly lifeforms.

Souls: The nature and functions of souls here is rather strange. For one, altering the soul affects the body and potentially their abilities. Despite this souls aren't created or assigned to a body until after its made, and one can live without a soul. Though, existing without a soul makes one distant and their physical body collapses into nothing upon death. On the other hand, once a creature has been given a soul it will always need a soul to live. Most forms of undead don't properly bond with souls, and souls can't be exchanged between living bodies. Trying to swap souls results in maniac insanity and other issues, such as reports of an unholy creature wanting to claim the soul. Depending on the type of undead different souls for a body can range from little effect to what happens when swapping the souls of living bodies. It is presumed altering the physical body affects the soul, and the soul needs to be in-sync with the body to maintain its life. If the soul loses connection with the body, it will die shorty afterwards. Though, if a soul manages to still in-sync even when it has passed its "expiration" date either naturally or by outside aid both body and soul begin to decay until they become a Reaver. By this point soul and body are irrecoverable, meaning they have to be destroyed. Souls can still be saved before they become Reavers, though the further the progress the harder it will be.

Guardian Dragons: The main ten kingdoms along with the Hydro kingdom are guarded by a mighty dragon relating to the kingdom. The Guardian Dragon won't protect the kingdom from every little thing that happens, though they will act when serious trouble has started. Unfortunately, their concept of "Serious Trouble" means anything that can destroy the entire world most of the time. The origin of the Guardian Dragons is unknown, though it is rumored that they came from the Master Kingdom. Each Guardian Dragon possesses the powers of its kingdom, and it is stronger than the citizens it protects. The dragons are immortal, rapidly regenerate, and they are located high above their kingdom in their own little domains. The blood of the Guardian Dragons have special properties, as anyone consuming it will have effects ranging anywhere from a simple healing to being granted all the powers of the Guardian depending on how much is consumed. The dragons were rumored to have been the original kings and queens of the kingdoms, with shape-shifting abilities to take on our form. It is also rumored the dragons named the kingdoms after themselves, changing their own names afterwards.

The first Guardian Dragon, of the Warrior Kingdom is female and named Saber. Her body is covered in armor from head-to-toe, with literal blade wings and blade extensions on her tail. The second Guardian Dragon, of the Animalius Kingdom is male and named Beast. His body is actually furry, with feathery wings and a tail composed of multiple tentacles. The third Guardian Dragon, of the Nature Kingdom is female and named Iris. Her body actually appears to be covered in red rose petals, and has a flowery crown on her head. The fourth Guardian Dragon, of the Dawn Kingdom is male and named Shadow. His body is half composed of light, and the other half composed of darkness. The fifth Guardian Dragon, of the Frostian Kingdom is female and named Shiver. Her scales are a icy blue color, her eyes are pure icy blue of color, and she's lightly covered in frost. The sixth Guardian Dragon, of the Lavaian Kingdom is male and named Magma. His entire body appears to be made of volcanic rock, with fiery and lava veins over his body. The seventh Guardian Dragon, of the Terra Kingdom is female and named Obsidian. Her body is layered with flexible stone, and stone blades are attached to her wings and tail. The eighth Guardian Dragon, of the Aerovu Kingdom is male and named Aero. His entire body has a light gentle breeze around him, and his various parts of his body are colored grey. The ninth Guardian Dragon, of the Techiak Kingdom is female and named Astra. Her body courses with low level electricity that doesn't cause harm, and she appears to be an organic/technological hybrid being with her mechanical wings and tail. The tenth Guardian Dragon, of the Hydro Kingdom is male and named River. His body always drips with water, and he has an aqua blue body color. The eleventh Guardian Dragon, of the Paladin Kingdom is female and named Silver. She actually seems to be younger than the rest, and even speculated to be Saber and Shadow's daughter as she possesses both the full Warrior and Dawn Kingdoms powers enhanced. Her entire body is colored twilight, and she wears armor composed of twilight over her body.

Beast Clans: The Beast Clans are organized groups of Beast-Types that breed within the same clan, and thus rarely is a child of a different type born to them. The Beast Clans are basically the leading body of the Animalius' underworld, and most of them have little respect for the royalty or desire for social status in the "squeakily clean lies". Though none of their leaders are fools to engage open war on the "No-Tails", but they hold deep hatred of the Canine House for betraying their fellow kind to become the Royals' lapdogs. Each House is made of smaller clans, and are all composed of the same animal-type. Each clan in a House has an assigned purpose, such as the Tiger Clan being assassins or the Dove Clan being skilled magic. From viewing what the main body of a House does, one can figure out a theme the rest of the House follows. Every clan within the Feline Clan deal with murder and death, while the Canine House are all enforcers and protectors. The Avian House suffered the mysterious lost of their entire Dove Clan, and some members of their house accuses the royalty for being involved due to King having an almost soulless Dove-Type wife as his queen. Though, despite everything the Clans are relatively close-knit. In the least they don't interfere with each other about collecting new members into their groups.

Beast-Types: The Beast-Types are the rare results of Animalius children. The child will be born with some form of animal features as their default form, and are born naturally with additional abilities. Though suffering from lack of finesse in other forms, Beast-Types have far greater power in the type they were born as. The more beastly their default form is, the stronger and weaker their overall shape-shifting is. The majority of them only have minor features such as ears, while the rarer types of the Beast-Types will develop larger features such as wings and a tail. Even rarer entire body parts may be animal-like, and by this point they're incapable of using their shape-shifting for anything else but what their animal is. It is extremely rare for them to be born with multiple different animal features, and these have stabler shape-shifting overall though are scorned by both the Beast-Type and Animalius community. Sadly enough, the majority of Animalius' population are Beast-Types and the rest are prejudiced against them for their most likely "beastly" bloodline. What should be noted that whatever random factor decides someone is born with a Skill seems to affect the Animalius' shape-shifting, which has promoted study between the genetic code at work between the two. Finally, various tests of late have revealed that Beast-Types seem to crop up from family lines that have an animal ancestor somewhere down the line. Humorously, and puzzling, this ancestor isn't the standard for every child and even within the same family of Newbloods they can be different types.

Dimensional Portals: Our world is connected to another, but the two are normally closed off from each other. There are points around the world that contain one of these portals to the other realm, and require special instructions to open. The only people who truly known of the portals are the active Royalty, and one suspicious jantior. The other world is somewhat like our own, with more technology spread across the land. Unfortunately the functions of our universes' laws are moderately different, as humans are rarely able to survive genetic experiments and the powers of our people don't work as normally there. Further complicating things time moves differently between our worlds. One second there is two here and vise versa, with our aging processes adapted to our own universe. So humans age twice as fast here, while beings from our universe age half as slow there. There are some Skilled individuals that can travel between worlds at will, and the Techiak kingdom have developed a machine that opens up portals across realities. These forces have been controlled and monitored in their use so no one from the other side ends up in our world by mistake, chance, or curiosity.

Racial Traits: Our race is similar to the humans on the other side of the portals, though there are various differences. We live up to two hundred years, and stop physically aging anywhere between twenty and twenty-five. Our hair and eye colors vary wildly, such that two parents with black hair can have a child with light purple hair. The women only have a three month pregnancy term, and our kind is generally much healthier. Puberty happens at the age of eleven, and our kind is legally adults at the age of sixteen. Unlike humans, our skin color only alternates between light-skin like the human "British" that look like us and a light-brown for Lavaian members. Our biology is weird. Though our kind don't normally develop physical or mental altercation during development, when it does its either because of an Hidden Skill or something went horribly wrong. This by no means implies unborn children or their mothers are immune to harm, as from an attack King Siegfried's grandmother died giving birth to the last king who suffered from malformation of his right arm's muscles. Though it should be stated, due to the rapid development our women need to intake far more food to maintain the child. Thus it becomes an ingrained obsessive behavior even when not pregnant, and children who don't get often nutrition during development are sickly. Along with our abilities, humans are inferior to us though are oddly able to reproduce with our race.

Hydro Kingdom: The original tenth kingdom until the Warrior/Dawn Kingdom-spawn took over. The Hydro Kingdom is actually located underwater in a lake, neighbor to the Techiak Kingdom. The Hydro Kingdom's abilities are that of Aquatic Adaption, Water-Based Enhancements and Water Magic. Another reason for the collapse of the Hydro Kingdom was a severe population drop, which has fallen behind the other main kingdoms in the years since. The Hydro Kingdom also suffered the loss of the then-current king and queen with only their five year old daughter left. The Hydro Kingdom has lost its previous level of influence because of this, being treated as a second-class Kingdom by the rest while still being above the minor kingdoms. The Guardian Dragon River has become a lot more protective of his kingdom since this event, and viciously lashes out at major outside offenders so many do not bother the Hydro Kingdom. The kingdom has been ruled by a single queen since the event, the former five year old princess who is now the immortal queen of the Hydro Kingdom.

Kingdom School: The meeting place of all young members of the Kingdoms, they come here to learn new things about the world and are taught about Inner Beasts and the Master Kingdom here. Though completely optional, many aspiring alchemists come here to browse the impressive collection of alchemy books and detailed racial information. There are supposedly hidden secrets involving the school, such as a dangerous labyrinth room containing man-eating super lions. The school is supposedly built on the ruins of a former land, and during a still unknown event involving the raw evil of Demon Lord Zachiel the building started towards the Master Kingdom ruins. There's actually a concealed pathway in the Principal's office that leads into these supposed ruins, though for why its even there is a mystery as its off-limits to others.

Master Armor Sets: Legendary suits of ten enchanted suits of armor given the abilities of the original ten kingdoms. Each suit contains the full ability of one of these kingdoms, and anyone wearing them is either granted these abilities or their powers doubled. The origin of these sets of armor is unknown, nor the whereabouts of most of them. The Warrior Master Armor set is actually in the possession of the king of the Warrior Kingdom, which was reportedly located and retrieved from some ancient ruins of Master Kingdom design.

The Master's King: A famous and ancient sword as old as the Master Kingdom. The blade contains all the abilities of the original ten kingdoms, which it grants to its wielder to use. The blade has not been seen in a very long time besides an ancient hero using its power to unite the first four kingdoms during the Age of Hatred. The blade's appearance has been lost to memory, and nobody remembers what it looks like. The blade is presumed to be indestructible, and supposedly sentient with its own voice. The only knowledge of the blade's location is legends and rumors.

Amazons: The Amazons are a group of Immortal Skilled women from across the lands and history that have banded together in their own land. There were originally only three "Amazons" to start, half-sisters that once were formerly Warrior Kingdom princesses. The three were fed up at never being allowed to fight, and finally deciding enough was enough when their father set up arranged marriages with crown prince of the other Kingdoms without their knowledge or consent. The three sisters literally had to fight their way out of the palace to get away, and the King set after his army and bounty hunters to bring about his daughters safely. The three girls, Princesses Luella, Sky, and Volt ran through multiple kingdoms before finally stopping at the Techiak Kingdom. The three princesses hid for a while, and Volt sent messages to her cousins at the palace to try and get the Kingdom's protection for them. They eventually responded that they couldn't house the sisters forever, but would be willingly to protect them if they became their own group. Volt sent messages back and forth with her cousins until it was revealed there was a barren desert to the east past the kingdom and claimed Kingdom land. Volt managed to secure a steady income of building materials for them and fifty workers to help them set up a fully functioning mini-Kingdom out there. The three princesses left a week earlier, before their hunters arrived in the land. The workers and Volt went underway on developing the palace and surrounding land for the Amazons' home. They finished in roughly sixteen hours, and the princesses set the workers back home. Their hunters eventually arrived in the Techiak Kingdom, and were unsure of the girls' location once done there. The former princesses and current Amazon High Queens spent sixteen years of their ageless, deathless lives providing for themselves and occasionally make cloned daughters of them to keep them company. Once these sixteen years were past, the Amazon land had roughly twenty-four individuals there. The queens raised their daughters to regard men as simply a fun little option, and trained them in combat. The Amazons eventually lent out their services to the Kingdoms as hired warriors, and from there the High Queens have grown more distant from their servents. The Amazons, on this same day, declared that any man who could defeat them in combat would win the defeated Amazon as his wife for the rest of his life. Why they did this is often said to because they're immortal, it'll mean little to them. From here the Amazons slowly became more misandry, growing from mildly annoyed sellswords to psychotic behavior that they're quickly becoming threats overall. The women started locating other young girls with the Immortal Skill to recruit into their ranks, and were rather successful. Over the many years, the Amazon Queens managed to recruit at least one pure-kingdom child from each of the ten original kingdoms. It is considered by many Warriors to be a fun sport fighting Amazons, as to the core both Amazons and the Warrior Kingdom love violence. Sadly, in part of fueling their misandry Amazons have had kidnapping attempts on their younger children. They're understandably deeply angered, though the only idiots that try are either rightfully justified, idiot slave traders, or idiots that do it because they can. The few times the kidnapping is successful, it becomes a top goal to locate and retrieve the child. The Amazons' current numbers are in the hundred-fifties, as they decide not to artificially create very many children. The Amazons at most create five young girls every ten years, sometime more or less. An Amazon child is branded with a naturally made small blue wing tattoo on their right hands during development.

Meeting of The Kingdoms: A far off palace built as neutral ground for the kingdoms, the royalty come here every few months to speak with each other. The kings and queens normally speak with each other, with the princes and princesses in another room. The princes and princesses generally stay in the massive room, though sometimes end up exploring the place. The meeting is strictly for royalty only, and anyone else trespassing will be dealt with.

The Golden Knights: A group of warrior adventurers/guardians of the ten kingdoms and Hydro Kingdom, the knights actually don't have golden armor. They are known as elite warriors who can be counted on to help with major problems and multiple if not all of them possess Hidden Skills. Not anybody can become a Golden Knight, and there are only eleven of them for each of the eleven main kingdoms. The Golden Knights' former leader was a mysterious man supposedly of the Warrior Kingdom named Bruce Richardson. He has since disappeared, and former prince of the Dawn Kingdom Shadow is the leader. The members of the Golden Knights are Isabella Morningstar (Warrior Kingdom, female), William Sparrow (Animalius Kingdom, male), Lilly Marigold (Nature Kingdom, female), Shadow Eclipse (Dawn Kingdom, male), Catherine "Aphrodite" Frost (Frostian Kingdom, female), Blaze "Firestorm" Inferno (Lavaian Kingdom, male), Alice Diamond (Terra Kingdom, female), Jacob Tornado (Aerovu Kingdom, male), Lori Neo (Techiak Kingdom, female), Hydro Williams (Hydro Kingdom, male), and Rapunzel Dusk (Paladin Kingdom, female).

The Master Kingdom: The legendary kingdom, the supposed origin kingdom of our kind. The fall of the Masters is unknown, but some speculate that one or more members of the kingdom split up the rest into ten separate halves. The massive kingdom appears to be in ruins, with the deeper sections closed off with advanced technological walls. The design of the Master Kingdom has been compared to the design of other ruins, suggesting more to the mighty kingdom. The Masters are assumed to possess all the powers of the original ten kingdoms, but no samples of their DNA has been found and the conclusion based off the only female ten-way Kingdom hybrid of the original ten. The said girl is kept locked up and dosed into semi-consciousness to prevent her going on a rampage or accidentally destroying things with upset emotions. The design and build of the Master Kingdom and other ruins suggest them to be at least five thousand years old. The Master Kingdom is known for their ability to separate things and people into multiple parts with natural use unlike the Techiak devices. It is presumably unknown if a Master could of merged the parts back together at will with this ability, or be required to use advanced technology to restore them.


Bestiary:

Angels: The Angels, they are mostly benevolent beings making sure to keep the balance of the world if things go too far. They generally do not involve themselves in mortal conflicts, and several are commanders or enforcers of certain things. For one thing, the Archangel Ezekiel makes sure people actually die and that mortality is in effect so that overpopulation doesn't destroy us all. They are not purely morally set in good but curious a "fallen" angel doesn't lose or have its abilities altered. Also of note is that they are not commanded by a higher divine being, which would place them as the highest order of divine command. Since they follow no higher authority, they have deemed themselves as the Divine Law even if they rarely enforce their laws. Their creation or arrival is currently a mystery, as the only ones that bother answering state "Father would be angry at us...". Regardless, all Angels possess to some degree shape-shifting abilities, enhanced regenerative properties, immortality, and flight.

Angel (Also termed "Fluffy cloud heaven angel")- Lesser angels, and generally considered the weakest type. They are subservient to the Angel Lord Uriel but still the rest of the lords are their lieges with Ramiel hilariously or violently failing a direct motherly bond based on one's point of view. Their standard unique ability is emotion-based abilities, and highly empathetic creatures. They are the kindest and most peaceful level of the angel order, given that Innocence Echoes function almost the same mentally. They're quite energetic and more likely to involve themselves in conflicts of mortals. Though, they are also naive and don't grasp or handle well biological purposes. It doesn't help that by default they appear as young children with white feathery wings. They, like the Imps, if explained the purpose of certain functions is basically mind-rape. They'll flee from the area, too irrational and horrified to draw a rune back to the Angelic Palace. Why the concept of bodily waste scares them so will never be understood. In the end of things, Angel Lord Uriel has them live a sheltered live in the palace to avoid them being scarred from interacting with mortals.

Archangel (Also termed "The Seven Angel Lords [and Ladies]")- The Seven Angel Lords named Michael, Gabriel, Raphael, Uriel, Ariel, Ezekiel, and Ramiel. The Archangel Michael is the leader of the lords, whose name means (admittedly in a pointless question) "Who is like unto God?" He is still not one to trifle with, for he is renown for his amazing rage and desire for revenge. The Angel Lord Michael commands the element of fire as well as wielding the sword "Sacred Flame" which burns away with a holy white flame that literally shears peoples' souls out of existence. His directly unique abilities are inhuman strength, amazing endurance, and impossible speed. He as well is the direct commander of the Seraphim, and is valued by Diligence.

The second in command, Gabriel, is a pacifist who doesn't fight battles himself. He manages the affairs of the Angels when required, and is the messenger. Despite this Gabriel is the mastermind behind Michael's brawns and his stamina along with willpower is unbreakable. He is valued by Humility, but can be quite the game player. Angel Lord Gabriel commands the element of wind as well as the horn "Eternal Truth". The Eternal Truth allows him to broadcast his words anywhere, and force all to speak the truth. His directly unique abilities are Precognition, inhuman stamina, and Clairvoyance. The Cherubim are servants of Gabriel, who will obey any commands given by him.

Angel Lord Raphael is a healer and he dislikes the unnecessary murder of life. Raphael is valued by Patience, and is the most peaceful of the Archangels. He has a notable disagreement of Ramiel's bloodlust, and tends to avoid her when not required. He is the commander of the Merfolk except for the Cecaelia, with the women being faithful to his outlook on life. Raphael helps Ezekiel guide the souls of the deceased to their rest, and those he's sympathetic of will be given life once again. He commands the element of water along with the "Life Elixir", a flask of eternal water that even a single drop can cure the incurable. His directly unique powers are healing, aquatic adaption, and empathy.

The Angel Lord Uriel is treated like the youngest of the group though they appear to be about the same age. Uriel is the prince of the angels, with the lesser Angels having a stronger bond with him than the others. Uriel is closest to his fellow Angel Lords Michael and Ezekiel. He is close to Michael because of their unrelenting pursuit of fulfilling justice, and Ezekiel because of their desire to help others. He is somewhat afraid of Ramiel and has remained celibate, mumbling occasionally about someone getting him. Light is his to command, and is valued by Temperance. He wields the weapon called "Divine Light", which is a halberd. Uriel is the Angel of Presence, and his directly unique powers are flash stepping, localized manipulation of gravitation forces, and omnipresence to a degree.

The Angel Lord Ariel is the most benevolent and maternal of the angels, essentially having imprinted herself on the Ophaniam whom she commands. Despite the fact she is the most benevolent of the angel lords and how she seems to act she is not valued by Chastity, drawing confusion from those who didn't know beforehand. The Angel Lord Ramiel personally has issues with this behavior of her sister Ariel. She wields the weapon known as “Benign Beast”, a Tekagi-Shuko like weapon. These allow her to summon forth wild animals from all over the world. Angel Lord Ariel is valued by Kindness, and nature her domain. Ariel is well known for mediating issues and solving problems, in stark contrast with her sister Ramiel who prefers to attack things. Ariel herself does not approve of her sister’s actions, but treats her exactly like she treats others. She has claimed Angel Lord Gabriel as her “husband” due to their similar nature which he barely acknowledges and is frankly confused whenever the subject is brought up. Angel Lord Ariel’s directly unique abilities is the command of animals, understanding of all languages, and walking on water.

The Angel Lord Ezekiel is the guider of the dead, known more commonly as the Angel of Death and the Grim Reaper. The Angel Lord Ezekiel is in charge to make sure those who were or are supposed to be dead are brought to rest before far worse terror befalls him. Those who become ghosts or immortal when closed from the final rest, denied the chance of having everything they have ever wanted. Despite this, nearly all fear him and what waits after death to the point they actively avoid being anywhere near his harbingers. Thus, Ezekiel has employed the service of ghosts to ease people’s lives, alert of someone’s death, and generally helping those who he deems need so. Ezekiel, unlike some of his servants, will not play a game to let one continue living. Angel Lord Ezekiel swore it off after a victorious tie in a game of Chess with Techiak King Dilbert Genome after five hundred years he was supposed to die. Angel Lord Ezekiel, though he is the reaper of souls, will allow Raphael to revive those he wishes. Ezekiel is tightly bonded with his brothers Raphael and Uriel, the first for being his polar opposite and the second because of their desire in the end to help others. Ezekiel himself has strong feelings for his Harbinger of Death, who is The Angel Lord Ramiel. Ezekiel has realized the fact Uriel cares naught about Ramiel romantically, and that she is futilely spending her time to force him by acting like a violent jealous girl. Ezekiel wields the weapon known as Reaper Seeker, a scythe that can create an infinite number of copies and control them. Ezekiel is valued by Charity, and is master of darkness. His directly unique powers are soul-seeing, necromancy and life draining.

The Angel Lord Ramiel is also known as the Harbinger of Death, one part due to her bloodlust and one part her job in aiding Ezekiel. Literally only known for her insane desire to murder things, Archangel Raphael has concluded its mostly because she's repressing her desire to sex Uriel. It doesn't help her version of asking for a date equals "Love me OR I'LL KILL YOU!" She has little understanding on social interaction, and always acts as if nobody knows of her obsessive behavior regarding Uriel. Her violent behavior increases over the years as Uriel rejects her, and why she's obsessed with him is unknown to anyone but herself. Somehow, despite all common sense, she is the Angel Lord valued by Chastity. Though in all honesty only those that personally know her understand she doesn't murder everyone that annoys her or bothers Uriel all the time. Though enjoying murder, this is done in the name of greater good. When not sleeping in her weapon filled chamber of the Angel's palace, she travels the world looking for wrongs to right and people to fight. Her special item is the ax known as Heavenly Force, which grows in strength the longer its movement is uninterrupted. Mistress of electricity, her directly unique abilities are sensing powers, becoming stronger the angrier she is, and phasing through solid matter.

Cherubim (Also termed "Living Ones")- The Cherubim, guardians of their angel masters and imparted with their demands. They as a whole serve no specific Angel Lord, with some working for each of them. The defining attribute of Chreubim is their shape-shifting abilities, and they have all one known default form.

Seraphim (Also termed "Fiery Ones")- The Seraphim, bringer of law and justice. They have imprinted the most from Master Michael, and are known for their skill in fire magic. The default form of a Seraphim is a massive dragon-serpent hybrid with six wings large enough to wrap around their bodies, which is decorated in slit-like eyes that constantly look about trying to find something. Their wings and tail are constantly are fire, and instead of teeth they have flaming swords in their mouths along with spiked tongues. Seraphims are known to fly over kingdoms randomly, and their eyes seem able to catch the most minor of things. They are rather violent and extreme in their methods, sometimes having to be reigned in by Archangel Michael so they don't cause unwarranted chaos.

Ophaniam (Also termed, obviously, "Wheels")- The Ophaniam, bringer of peace and love. They have imprinted the most from Mistress Ariel, and are known for their fierce loyalty and protection.

Animal-Skin: These beings are "animals" who maintain their form through animal-skins of their type. They are naturally born this way, with being able to pull off their animal-skin to reveal a humanoid form. The levels of their capabilities range in extremes from all the powers of a human in human form and the abilities of their animal form when the skin is on. The majority of Animal-Skins are women, but the few males are very obviously not normal animals. One thing, the male Animal-Skins are much larger in size than female Animal-Skins. Another, male Animal-Skins tend to have special abilities at their disposal that female Animal-Skins do not have. Additionally, magic is easier for male Animal-Skins to command than females. We're not entirely sure about it all, but the male Animal-Skins are supposed to be the protectors of the female Animal-Skins. Mind you, not that the female Animal-Skins are completely helpless. They're capable of slinging around magic and limited teleportation regardless of their form. Though, they are dependent on their skins to assume their animal forms. If one of their skins are destroyed, they are bound to servitude of that who destroyed their animal-skin. They can protest against their "master", hate them, and think negatively of them but can't resist their command. We consider this a horrid crime, as we do not really approve of slavery. If their master is killed, the bound Animal-Skin is free from the contract but still unable to assume their animal-form. The off-product of an Animal-Skin and non would result in an almost werebeast child, capable of shifting at will between their two forms. The child in question would take after what gender their Animal-Skin parent is, so a male child with a female mother would have a more normal animal form while a female child with a male father will take on his more super bestial form. Additionally what abilities they inherit depend on their Animal-Skin parent's gender, so a male child with his mother this would be sporting teleportation while a female child with her father would be tearing up space-time and the function of reality to an extent.

Lycan- Lycans, those who shift between the form of man and wolf. Their native land tends to be the forests, where they can blend in with the wolves. Male Lycans are about the size of dire wolves, and natural metal-like spikes tear out of their skin. They are known for the ability to command nature and generate metal spikes from their bodies to launch at targets.

Selkie- Selkies, who who wear the skin of seals. They habitually live near and in the sea, and are allies with the Hydro Kingdom. Male Selkies are mainly massive, though some have long fangs and spiked tails. They're able to command water, and freeze moisture.

Animated Armor: Living armor given the power of movement in various different ways. It can be caused by ghosts or boundless beings possessing suits of armor, who may potentially be bound to the armor. The armor could gain sentience from one too many demons being sealed within, which is generally considered a bad idea regardless of the fun it'll be. The armor could be modified with an artificial personality and self-movement. The armor itself could be given life by certain Hidden Skills. Animated Armor which came to be tend to be able to reform and control itself, so blowing off an arm would allow the shards to be stabbed into people telekinetically. Most Animated Armors are capable of shape-shifting their complete body using the mass they have, and can absorb more mass into their body. This has lead way to the birth of the Armor Titans, which get close to godly strength level. For the safety of everything it has been advised that these self-commanding armors should not be close to metal. In addition, anything enchanted they absorb will have its abilities at its complete command. These armors can as well split their mass and command all separate parts, being fully capable of making entire armies.

Armor Titans- Sentient armor given their mind by magic, they are nigh unstoppable shape-shifters and slight reality-warpers. They are rare to find in all accordance, with the few known captive of the Techiak Kingdom. Armor Titans are typically massive in size, though can condense their mass. Aside from being able to create entire puppet legions from their bodies, their abilities are vastly difference from each other. Due to the semi-rare nature of magic artifacts made of metal, almost all Armor Titans possess no additional magical abilities. This trait of these was in fact an accident discovered by the Techiak Kingdom. Why a transformation ray was anywhere near one is best not asked.

Ghost Armor- Armor which is possessed by ghosts, depending on what type and abilities they have may be unusable. There are various breeds of the Ghost Armor depending on the type of ghost that is bound to it. Though in general evil and/or dangerous ghosts are the main victims that are signed away into armor as their abilities become limited. This was once a considered tactic for slave traders, but due to the sentient and mobile nature of Ghost Armors it soon became too much trouble.

Demon Armor- Demons who were sealed away into armor, their power has been weakened and mutated because of this. The basic form of them is a crimson-black and bestial-appearance. They can shatter their armor body at will, and in general have complete control of their armor body. They can generate massive amounts of heat from their body, and open portals across their body from which they summon shadowy hands called Devil Reach. Demon Armor work in the service of Ezekiel to redeem themselves, and to be proven worthy of being released.

The 'Anti-Spiral' Behemoth: The name "Anti-Spiral" Behemoth has been assigned to this abomination because it appears like the Anti-Spiral with a Behemoth body. The creature itself is a shape-shifter and destructively powerful, having done things that to an uninformed person sounds mythical. A somewhat bizarre fact of him is that he considers the Paladin Royalty his worthy foes, despite being weaker than him. This fact stems years ago where the Youngest Prince had banished it to beyond. The creature literally appeared out of nowhere one day, and was highly insane and even more violent during the first few months. From what has slowly been learned it grows in power and insanity when it consumes souls. The Possessor Demons both are afraid and worship this monstrosity, which may imply this creature was once a lowly parasite.

Animus: The Animus were once a pet-project and elite race in service of Archangel Ezekiel. The original ones were created from the deceased souls of wicked beings, with minor elements of their past life seeping through. This is where the pet project part comes in: An artificial race made from pre-existing souls, Ezekiel managed to make many follow the same design. Possessing white blood, silver hair, fangs and no body hair these are the basics. Their eyes have a grey outside, black cross-shaped iris, and a white pupil. Along their arms, legs and back are white lines that seem to be tattoo like. The Animus' whole creation was focused around souls: They could see and interact with them, along with devour souls. The more souls they devoured, the more power they had and the more uses they could use the soul energies to power. As former creations and servants of Ezekiel, they are normally good people. They have an unfixed lifespan, though the basic is one hundred years. Their aging, puberty, and culture are somewhat similar. Though, Animus have a gestation period of six months, during which the mother feeds souls to them to develop them. Thus, the biology and mentality of an Animus is decided entirely by their mother. Regarding half-breeds, they will just develop randomly if their mother isn't the Animus where as the Animus mother is able to alter her child's biology. So if the Father is a Terran she could give birth to a half-Aerovu instead, or outright give them abilities that don't exist in a single Kingdom.

Alraune: The Alraune are a somewhat complicated system of nature and flesh. Sentient trees known as Ligna Deus are scattered about but small in numbers. Wherever the trees take root magic is very powerful there, thus being the forging site of many magical items. The trees are non-mobile and can't speak, though capable of moving their body as they wish. The Ligna Deus will strike a deal with and use people. They become mobile hosts and a connection of the Ligna Deus' mind, being their avatar for speaking with others. This is also the Ligna Deus main way of propagation, and how Alraune are made. From the eternal bond and deal in return for immortality these servants lay down the seeds of young Ligna Deus and occasionally a half-plant child or Alraune is born instead. Though the Ligna Deus are a personification of good magic, rotten seeds taken from a Ligna Deus eats away at the servants flesh and blood. When they are born, the Alraune are a personification of the carriers' sins and vices.

Alp: Mischievous beings, they are fond of causing mischief anywhere they can. Though they cause chaotic problems where they go, they are not purposely malevolent beings. Alp are simply interested in causing pranks where they go, and put more thought into their actions than their impulsive friends the Imps. They are also the inverse to a degree of the Imps’ childishness, much more mature than them and most twelve year olds. Thus they attract less hate from the population and easily to befriend them. The default of one of these beings is that of young children of both genders, accompanied by very nice hats on their heads called Tarnkappe. The hats they wear host the majority of their powers, thus some people have made cracks about stealing their hats rendering them powerless. The origin of the creation of the first Tarnkappe is unknown, with any replicas proving useless. Though, the mysterious hats of uttermost mysteriousness are mysteriously made when a new Alp is born. Though the Tarnkappe is the immortal companion of the Alps, they are not the sole wielders of its power. Those who even wears a Tarnkappe gets to use the innate power of it that Alps are known for, such as shape-shifting. The hat allows invisibility and the command of dreams, in addition to a degree of gravitational defiance. The Alp themselves have two characteristic marks that reveal who or what they are. The first is that the Tarnkappe will always be on their head, and the second is their right “evil eye”. Those wearing a Tarnkappe but does not have the eye is right away noticed as a non-Alp. Now, to further elaborate on their evil eye. The eye in question will always be their right eye, which will be blood red with a star-shaped grey iris accompanied by a black cross-like pupil. The eye itself allows them to inflict illness on living beings, and allows the manipulation of probability to a degree. The Alp themselves are immortal beings, along with being worldly travelers with no set location.

Basilisks: Horrible creatures in appearance and proposed personality, they are actuality have wished for friends instead. Basilisks are typically born by chicken eggs being laid on by a Chimera, whose warped body and twisted magic distort the developing embryo into a lizard/avian abomination. Basilisks are incapable of making eye-contact with others without turning them into stone, and due to their somewhat simplistic mind are poorly able to express this fact to an Animalius with their mind being hard to read. Removing or damaging the eyes destroys this ability of theirs, but they wish to be able to look another in the eyes and doing so obviously renders them blind. Thus it is a cruel act indeed to inflict upon them, leaving them unable to see what they have wanted. Though they wish for friends without turning them into stone, they themselves don’t want their form warped into something else. To inflict humanity on a Basilisk results in them being tormented trying to adjust and fit in with the new form, leaving them more often than not violently lashing out.

Behemoths: Behemoths are hulking monsters, known for their strength, surprising gentleness, and low intelligence. Taking the form of fifty-foot tall rhino-like dogs, their tails end in spikes and various things of bone pierce their bodies. Capable of taking enough damage to exhaust an entire weapons lab and remain unharmed no one wants to provoke them. Despite this the hide of dead behemoths are harvested for developing weapons and armors due to its outstanding durability. It is feared what would happen if one were to cross-breed a Behemoth with a Levitation, and was actually an experiment of the Techiak Kingdom. The results were rather disappointing, while being insanely strong, tough and heavy they weren't able to move at all.

Centaurs: Graceful archers of the forest, they have long been allies of the kingdoms. There is not much recorded history of theirs, but the original Nymph Dryad has a faint recollection of them. Over the course of time the Centaurs have broken down their connections with the Lavaian and Frostian Kingdoms, stating distaste in the hazardous lands their live in devoid of many plant life. Their ties are stronger with the Animalius, Nature, Warrior, Dawn, and Techiak kingdoms for various reasons. The Nature kingdom helps protects their homelands, and the Animalius for ensuring the safety along with peaceful behavior of the animals. They train with the Warrior kingdom in combat, not an uncommon site for young Centaurs to walk about the kingdom or Centaurs themselves teaching combat. They are good friends with the Dawn and Techiak kingdoms for their capabilities at protecting along with manipulating plant life. In addition to their cause of friendship with the Techiak kingdom clones are created of the Centaurs due to only twenty percent of born Centaurs being of their breed. The other eighty percent are the result of an unborn Centaur child being possessed by both a Demon and a form of Ghost in development. These resulting offspring draw out only negative reactions from forest animals, along with being impure and altered to not correctly be termed a Centaur. It has been stated by the Centaurs themselves this is the result of an ancient curse, with the curse itself also extending to how about another five percent of their population of fertile women become vampires. In essence the Centaur race is a bad luck magnet leading to their own demise. Further adding to the curse any unborn centaur possessed by only a female Demon and Reaper will in essence be all girls, with any actual 'males' eventually genderbented into true girls. The reverse applies, with possession by only a male Demon and Reaper resulting in essence only boys with any 'girls' being straight lesbians having their female reproductive organs damaged into infertility so as not to be mothers. The outcome of this is that very few to none of them accept their standard gender roles, with 'boys' being girls and mothers while 'girls' become fathers. It is oddly curious to note that any male warped girl in this don't become men themselves while female warped boys become actual girls, but it has been suggested since female homosexual reproduction has been completed unlike male that the 'girls' don't really care about being male. That, and they are shape-shifters.

Nightmares- The result of a unborn centaur getting possessed by a female Demon and Reaper, in addition warping the child into either a very feminine girl or very feminine boy with female personality to the point of being transsexuals. Their fur is a reddish black color, with a lovable penchant for wearing shadowy cloaks and deadly weapons. Nightmares specialize in manipulation of dreams and possession, with a greater perchance of using their shape-shifting than Terror Stallions. Nightmares are shy and friendly by nature, though crippling shy that its difficult for them to speak with people they don't know. Once they know someone they become very sociable, and affectionately love those who adopt them after being abandoned by their parents.

Terror Stallion- The result of a unborn centaur getting possessed by a male Demon and Reaper, in addition warping the child into either a very masculine boy with loving yelling shouts of "I AM A MAN!" or tomboyish girls easily confused for boys who showcase extreme disgust in heterosexual reproduction whose only mindset registers girls as a viable partner. Terror Stallions fur and even lower body have a somewhat skeletal appearance, their fur being black and bone white in color. They specialize in fiery destruction, and using their shape-shifting to its fullest advantage to scare all they are fighting or angry with.

Cerberus: The Cerberus, guardian beasts of forsaken treasure and the ultimate guard hound. They are creatures possessing three heads, each with a separate mind yet shared consciousness. Their brute strength is of legends, and once assigned a goal incapable of being stopped. They are guardians, made to protect and serve those of importance. No form is free from their assumption, capable of any form to further ensure the completion of their mission. The Cerberus can split into three separate copies, capable to puppeteer all three bodies to its will. Cerberuses without a goal or purpose wander loose, acting on their whims as to what to do. Cerberuses, because of this, have been known as a heroic boon as in their nature they are guardians. Though just as common they cause chaos and mayhem because of their actions, aiding the vile villain or in the case of the Animalius Kingdom invalid heirs to the throne. The lifespan of a Cerberus is unknown, but are ancient creatures tending to be found in ruins. Additionally, the actual number of Cerberuses is unknown given their ability to assume any form.

Cubi: Beautiful young women... Who'll rip out your souls. No, wait... Sorry, got that mixed up. The "Cubi" as they are called, appear to be a singular race of only women. They have a small problem with properly controlling their hormones... At least we hope that is what it is. Regardless, they can't really stand around men for more than an hour before their semblance of control slips hard. Fret not though, as they'll just grab you with tentacles and make out with you. No time for air though, so you might die from lack of fresh air. For some odd reason, victims report feeling emptier and the Cubi really do chip away at souls for most of their reproduction. The origin of the Cubi is unknown, and when asked about it two different members will give out two different origins. Some would suggest they were created by the Master Kingdom for increased birthrate of their populace, thus attributing their uncontrollable hormones to that. Others would suggest they were formally men and women cursed into this existence as female sex demons, never being able to feel fulfilled. While some other Cubi would suggest they're mentally crippled Succubi dragged into this world to have once been servant of humanity. Of course, those are just three of the most repeated stories given with some others being Animalius females who have become stronger than their fellow kin or birds changed into superpowered women to do whatever they want. We honestly can't tell what is true, as the Cubi scares anyone with lie detection with nightmares or destroy the machines. That and they are masters of lying... Also the poker face. The abilities attributed to Cubi are nigh-limitless shape-shifting, dream manipulation, dream walking, and teleportation along with a subtle charm influencing men's behavior.

Demons: Demons, who are very strangely and contradictory to their name not always evil. This has been chalked up to them being named Demons due to their resemblances to demons in fiction. The only truly, pure evil subgroup of these beings are the Possessor Demons. They actually seem to be on at least tolerant terms with the Angels, suggesting something more and deeper to them both. Very strangely, the Arch-Demons names' all can be warped to form an angelic version of their name. Oddly, their names have meanings that don't seem to actually involve them. The Demons all possess to some degree shape-shifting abilities, enhanced regenerative properties, immortality, and flight.

Imps- Minor 'demons', the Imps are quite childish beings who like playing jokes on people. They aren't actually very malicious beings, yet sometimes don't properly understand the difference between "joking" and "die, why won't you die!?" Because of this many people don't like Imps, regardless of the fact they just want some friends. Their trademarked additional appearance is that of a four foot tail with a pointed-like tip along with a pair of two wings. The Imps and Alps regard each other as "friends" due to their similar nature along with love for potentially life-threatening jokes. They have been known to unwittingly take items of power or strong attachment from their "victims" as they don't take much time trying to learn about their new "friend." In general they don't have a good grasp of human concepts, and would be utterly confused about where children come from for one thing. Explaining such to them, like the Angels, would be the severe mental scarring. Assuming they didn't just scream horrified and run away halfway through. Unlike the Angels, who try to forget it, the Imps try to avoid thinking about it but their mind keeps dwelling on it. After a while Imps come to the conclusion they should test this out, which ends about as well as one would think. The Imps are "subservient" to the Demon Lords of Wrath and Pride, hilariously enough. Wrath and Pride look upon them as their "children", with the Imps looking upon them as their parents. Their "mother", Wrath, is fiercely protective of her children to the point she'll tear apart cities trying to find just one of "her" children. The Imps themselves enjoy liable use and spamming of teleportation, though believe wild teleports is fun. The Imps are one of few that Wrath and Pride would never inflict their trademark behaviors against, honestly stating the care they have for them.

Possessor Demon- Like their name says they are demons. They are rather oddly the only one of the group to be openly malicious beings, but then again very many opinions chalk this up to them being titled demons for their mere appearance or to scare people. Regardless, their view of fun is leading people on in fake personalities before ultimately either killing or possessing them. Though, unlike the rest of demonkind or even angelkind they are the only ones who 'grant' powers in people. Those they attack and do not kill develop degrees of their 'demonic' powers as noted in Golden Knight Aphrodite. If clawed across the face the affected eye is change to a red/grey coloration. They are the only ones capable of possessing people, and are in turn the only ones that can be bound to objects. Additionally they are the only ones in the entire group to be able to truly become incorporeal instead of simply phasing out of sync with items. Their trademarked element is the command of fire itself. They are also skilled in extrasensory sight via glowing shadow eyes, and workers of darkness. Though, even these demons among demons have some standards. Sure giant amorphous blobs made of shadow and consumed souls isn't one of them, but cults of them trying to take over the world isn't fun. They don't want to kill all their own subjects after all.

Elite Demon- The breed of demon likely to be found as the Lords' bodyguards. Elite Demons take their job as their masters' bodyguard seriously, and are liable to attack anyone insulting the seven Demon Lords. For each Demon Lord there is an Elite Demon accustomed to them. The Arch-Demon of Greed, for one, has Elite Demons that are likewise playful beings.

Arch-Demon (Also termed "The Seven Demon Lords [and Ladies]")- The Arch-Demons follow a somewhat loose system of ranking, with the Arch-Demons Rem of Wrath, Raze of Greed, and Zach of Pride the "leaders" of them. Rem, or Remliel appears to be the leader of them all. She knows quite a few things she isn't letting on, and wields the element of ice. Rem is the demon of Wrath, and wields the charkem Frost's Anger. She is known for her cold nature and disregard of others. Zach, or Zachiel is the second-in-command of the Arch-Demons and known for his carefree behavior. Zach is highly possessive of things he considers his, and wields the power of creation. He is the demon of Greed, and wields the sword Hoard's Seeker.

Doppelgangers: Doppelgangers... Quite enigmatic beings as not much are known about them besides wanting to "help" people. They only come to those who have lost someone important to them, such as a child, sibling and whatnot. They are capable of perfectly replicating the loss’s physical appearance and body to a T, all the way down to fingerprints. They as well absorb complete memory and personality of those they shape-shift into, so even if "married" to a male widow for merely ten minutes would already know everything "they" do together. For some reason Doppelgangers prefer to take on female form, but then again Doppelgangers only lend their help to those they actually spot. A Doppelganger, once taking a person's place will not leave until either that person is dead or begins severely abusing them against their will. They may even develop fond attachment to them, even more so if they take on the form of their child to the point of even referring to them as their parent once outside of the form. As a curious other note, Doppelgangers only give birth to pure Doppelgangers if they mimic the form of a pregnant woman. Due to copying every single physical trait, the Doppelganger would spawn a child who themselves completely mimics the unborn child at their state of development. Though, upon or near birth assuming the child wasn't already a girl would shift into a female counterpart of the child they mimic. Once born the child, and thus her mother are easily identified as Doppelgangers due to the daughter being born with a black mark on her forehead which no naturally born Kingdomites possess. That, and the change of the child is noticeable in ultrasounds which can even be caught happening if timed right. Another potential reason, and thus selfish one, that Doppelgangers would mimic the dead of someone would be so that could have a "family" to belong to. Doppelgangers have mentioned they have no sexual interest in other Doppelgangers, stating they are all closely related in one way or another. As well, it appears inherent in Doppelganger behavior to travel the world to locate someone to help. Because of this behavior, it would be suggested this is why Doppelgangers seek out sadden individuals so they themselves are not alone. It is extremely rare to actually have two Doppelgangers living together in a family-like unit, one being the daughter and the other the mother. They have demonstrated that they don't have limits on their shape-shifting capabilities, such being able to create unique forms for cases such as a parent losing a very young child. They can as well completely and perfectly mimic the powers of anyone they shape-shift into. Doppelgangers are capable of flawless performance in those they mimic, completely indistinguishable between the original and themselves. Doppelgangers are not very easy to spot or notice outside of mimicking pregnant women or their first arrival, so those that don't know would suspect nothing. A Doppelganger themselves that become pregnant without in essence hijacking another woman's child would follow more standard child development. The birth of this child would not reveal their nature, due to being only partly a Doppelganger. They do tend towards having girls more than boys, but the tell-tale sigh of a Doppelganger (The black forehead mark) is not on these children. Doppelgangers themselves appear to be immortal and low in true numbers, close to fifty at best. They can survive any punishment imaginable, and require neither food nor drink to live.

Djiin: Djiin, strange beings coming in various types and manners. They are magically talented beings, who roam around at their leisure doing what they wish unless they are bound. Upon being bound Djiin are forced to obey those who summon them forth. They typically don't obey idiotic wishes or those that would violate their own being, such as trying to grant a wish which is not to be granted or doing things they would never do. They come in three favors for the most part, and the waste are those that would try to screw their master over as best as possible. Then there are those who simply just grant the wish to the word, and those taking pity on their master. The more powerful a Djinn the less humanlike they will be, with the strongest being enbodiments of the elements.

Dragons: Ancient creatures of old, dwelling many years before our time. It is suggested that dragons are as old as the Master Kingdom as murals of them can be found in parts of the ruins. The smallest an adult dragon can become is twenty-five feet, which are only the runts. Their wingspans are ninety percent of their entire bodies discounting wings. They are creatures of might, with only the most determined and powerful being able to slay one of them. In addition to their might, none of the standard weaknesses associated with dragons in the human realm apply to them. One of them is not easy to properly harm due to their incredible endurance and regenerative abilities. Their senses reach amazingly high levels, which they use to locate individuals. Dragons, though they are creatures of might they mostly prefer avoiding battles and tend to make themselves hard to find if their avoidance is that high. Their physical abilities are quite astounding and each breed seems to process their own unique abilities. All the naturally recurring dragon breeds are all descended from one mother, the Dragon Queen Eve though is also known as Vesper since someone suggested to her that Eve wasn't cool and mysterious enough. Eve, being the origin of dragons, has their abilities all together. It was decided by her a long time ago that a dragonspawn on or around her same level wasn't such a good idea, given the initial madness of the Dragon Prince Adam who eventually took Gilgamesh as a sub-identity. The Dragon Queen and her son are both immortal, their spawn nigh-immortal or at least long lived. Dragons, unless they are the shape-shifting breed, lay eggs to produce new offspring which will be placed in certain environments to grow.

Dullahan: The horse riders of the Archangel of Death, they like the benign Shinigami seek out those suppose to die to usher them to the next life. Their heads aren't exactly attached to their bodies yet they are not undead beings. They can easily fit their head into place on their body, but tend to carry it around in their arms just to scare people for the fun of it. The Dullahan command horses black as night as their steeds in tracking down their targets, with nothing able to stop them getting their prey except their own master. Though, Dullahan are slightly depraved sexually as those sane enough, dignified, or crazy enough not to run will allow them to play a game to ensure their continued living. The Dullahan, regardless of gender set up roughly the same rules: If the target wins, they are the forced into the service of the Dullahan. If the Dullahan wins, they get to choose what happens before claiming their soul. Thus, the man will be ushered to death after knocking up the female Dullahan while if it is a male Dullahan than the woman is given an additional three months to give birth to his child before she is ushered to death. In the eyes of the Dullahan they win either way and it may potentially just be a better option to die than be their love-slaves. The Dullahan are the knights of death as well, so are quite dangerous foes. Their strength is inhuman, their speed faster than bullets, their endurance amazing, and their healing prevalent. Their skill with the blade is one of masters, with only the best capable of fighting them to a standstill. They command the beasts of the wild, and nowhere is safe for their target. The Dullahan can, admittedly, kind of disturbing, function properly even with their head and body detached. The sight of a Dullahan normally means one of two things: They have come for someone, which will prompt people to run in panic. Two, they have been sent there by their master for a purpose. Dullahan are quite obligated loyal individuals, who will not refuse the commands they have been given by their master or others ranking of their command. They as well hate traitors, and will allow those betrayed by such if still alive to live longer before claiming them. In the end of things, Dullahans have a twisted sense of honor and respect.

Echoes: Creatures generated from various possibilities, but always being tied to a living or at least sentient being. Echoes can be items that were imprinted with strong emotions from someone, taking on the form of the person at the time. They can simply be intense emotions that manifest themselves, becoming unto the world a living personification of an emotion. Echoes as well can be lingering memories of an individual, normally limited to a select portion(s) of the original's memories. Echoes that retain the full memories and potentially even personality of the original are Remnants. Then there are the Echoes that are created by the fractures of a person. The removal of emotions, personality traits, or potentials will create an Echo as well. Techiak prowess can actually create and reform Echoes assuming they were artificially caused in the first place. Echoes tend to have varying abilities, such as mere Memory Echoes having no physical form and thus intangible. On the other hand, Emotion Echoes will at the least have manipulation of their emotion if not outright powers based on the emotion such as Fury granting flame.

Imprint- Items imprinted with the emotions of a person, they assume a nearly-complete solid form of them. The item that is imprinted is their "core" and what keeps them existing, which is generally in their chest. They process any natural abilities of the imprinter, but nearly every human-like function. They cannot feel, they have no taste, no smell, incapable of eating, no true organs nor function, and non-reproducible. The form of the person they take is practically their skin, thus any cloths the imprinter wore are irremovable from the Imprint. As well, Imprints tend to have stronger bursts of emotion(s) based on what the imprinter left on them.

Emotion- They are true, living organic beings in a sense born from one's emotions. They generally take the shape of their "parent", but depending on emotional level, behavior, and type of emotion they could turn out to be vastly different. Lesser Emotion Echoes have simply power over their emotion type, while stronger ones have more and more powers based on their emotion. Emotion Echoes tend to act upon their type, thus a Lonesome Echo does not feel belonging while a Lust Echo has to struggle to keep their behavior under control. Emotion Echoes are capable of reproduction based on what their parent was, and abilities will be inherited in half-breed offspring.

Memory- The sentient memory of a person, which tends to be in an infinite loop of what was going on in the memory section. Their appearance is slightly fuzzy and blurry, with being intangible at all times. Memory Echoes can only sustain fresh memories for a while before restarting their loop and forgetting the memories. These types are generally considered an unfortunate existence due to being unable to truly act for themselves, and even more so for being undying. They are trapped forever in an eternal fate of nothing, and never being allowed the mercy of death.

Remnants- A perfect mental reminders of the original, Remnant Echoes have full access to their "parent's" memories and even personality. They can develop their own memories, and have a perfect copy of their original's appearance. Remnants are capable of a degree of shape-shifting, shifting through "their" memories to take on any form the original had as well as any modification that they can do to their body wouldn't making it beyond recognition. They are capable of complete control of their intangibility, and can easily take a solid form. They possess the original's natural abilities, in addition to being able to possess living creatures at will. Remnants, like the Imprint and Memory Echoes are incapable of natural reproduction. Remnants are capable of manipulating the memories of others as well.

Fractures: Parts of a person removed from the whole, they form into a duplicate of the complete whole but with various things depending on what part they are. If they are, say, the Anger of a person they will constantly be angry no matter what. If they are, say, their emotion of Love, Kindness, memories of their children as infants and the motherly part of their personality the Fracture Echo would pretty much be a very loving and caring mother who can't bring herself to hurt her own children. The complete whole, in turn, loses whatever was split from them. So if their Anger was removed they physically, mentally, and emotionally cannot become angry.

Elementals: Creatures of living elemental force, who were originally created by the Master Kingdom presumably due to some of their age. They command the elements that they are made of, and only those elements. They can absorb the element(s) of their form, thus making said element completely useless in harming them. They have unlimited shape-shifting potential, even capable of biological humanoid form enough to produce organic offspring. Due to their fleshy bodies, they as well have counter-abilities regarding their elements so as not to be harmed by them if failing to revert or absorb it in time. Elementals are on the same mental and emotional level like standard Kingdomites (read, not Techiak) who are treated like standard citizens. Elementals only way of reproduction which results in pure Elementals is the assuming of human form between two Elementals. Any offspring coming from between an Elemental and organic breed results in a Minor Vis, which translates as “Lesser Force”. They do not possess their Elemental parent's shape-shifting abilities and the closest they come to being composed of that element is tattoo-like marks running up and down their arms, back, and legs. Pure Elementals do not have souls, thus if actually killed the original is gone forever as their body dissolves into nothing as if never having existed. They as well have their own realm which they can travel to, which is marked the home of the Elementals' kingdom.

Elf: Elves... Those stuck-up jerks who think they are better than everyone else. Huh? No, I'm talking about fictional elves. Our elves are better. The elves are the result of generations of Fey/Kingdomite crossbreeding or other means, which has produced the following "breeds" of Elves: The High Elf, The Wood Elf, The Dawn Elves, The Frost Elf, The Fire Elves and The Cyber Elves. The High Elves are the products of the Master Kingdom, who were treated initially as a serf race to them before turning against their parents. The Wood, Dawn, Frost, and Fire Elves didn't come around until sometime after the collapse of the Master Kingdom. The Wood Elves are a mix of Animalius and Nature along with Fey to create them. The Dawn Elves are descended of the Dawn Kingdom and tend to be frequent victims of becoming Fractures. Frost and Fire Elves are obvious so we don't need to explain this. The Cyber Elves, on the otherhand, are illegal experiments created in similar vein with the Melle as being slave girls. The Sidhe are still mad about what happened there. The Cyber Elves themselves function in similar hive-mind fashion as the Melle. The Elves in general tend to be immortal and possessing enhanced physical abilities.

High Elf- These are not your typical High Elves as they are to elves that which elves are to humans. Better than you would be, they are quite prolific with magic and amazing physical abilities. They are descended of the Master Kingdom, but are solidity creatures along with beings of habitat. They refuse to obey the commands of the kingdoms as they still look upon them as their "abusive parents." The High Elves tend to be lonesome beings and wanderers, as they avoid large groups along with moving about if they haven't secured land for themselves. High Elves are the only breed of elf that use some of the more reality-bending abilities of their mother race such as phasing through matter. Due to their solidity nature and proclaimed origins from the Master Kingdom, it is frequently desired to learn from them.

Wood Elf- Wood Elves are typically loners and partially nomadic, as their numbers are broken into scattered tribes. They are known for their recurring trait of blonde hair and blue eyes, with most being skilled in some form of weapon. The Wood Elf was created from a line of Animalius/Naturian/Sprite Hybrids, taking the phobia nature and pro-Naturist behaviors of the Animalius/Nature kingdoms to extremes. They view technology as mockery and perversion of the natural world, holding adamant hatred of the Techiak Kingdom.

Cyber Elf- Cybernetic experiments, they are one part Fey, one part artificial tissue and one part machine. Though all known blueprints and devices destroyed they have a number of cybernetics that Technopaths can override enslaving them. Though Technopaths are rare the Cyber Elves cannot produce male offspring, one part lacking the required testosterone and one part nanomachine genetic manipulation. Cyber Elves have remote cybernetic tentacle wires curled up in their back, up to six of them. The main purpose of these is interfacing and overriding machinery. Though, they are strong enough to crush steel if required.

Fae: Creatures of magic and chaotic behavior the Fae are one of the most adorable yet violently powerful races. They themselves seem to border on being magic incarnated, only rarely do the lucid Fae point out this isn't exactly true. The Fae, despite their power, are very easily distracted and easily tricked into servitude if being offered sweets. Their fondness of sweets seems to be genetic, as even the most stoic High Elf can't resist a cookie forever. Though, because of this, being lied about sweets or the destruction of sweets they didn't get to eat results in the Fae going into a berserker rage for revenge. The Fae are master shape-shifters and illusionists, with their natural size amounting to only four feet tall. Because of that many are relatively disturbed if the Fae hasn't shape-shifted to a different height before trying to seduce someone. Though the Fae often acts childlike their level of lust makes one question if they're long-lost relatives of the Arch-Demon Liliel and Angel Lord Ariel. The exact level of their power is unknown, but they have been noted to fly even without wings along with phasing through matter. They also materialize objects straight out of thin air, and the race in general seen to have a crush on the Demon Lord of Greed as their upper brain functions seem to stop working whenever he's around.

Sprites- The Sprites are the pranksters of the Fae, and considered the most dangerous of them all. They tend to like messing with the Warrior Kingdom because of their seriousness and likelihood of attacking them. Because of this Sprites are the most adept at phasing, as they like seeing Warriors pitifully try cutting them down. Despite their prankster nature, one never wants to anger a Sprite. The masters of shape-shifting and phasing, Sprites hate people who manage to harm them or resist their pranks. They will eventually snap, and enter a rage-consuming state all to get revenge on the one person while everything else around is considered a tool for their objective if need be. Thus, not even the slave operation will try exploiting Sprites.

Sidhes- The Sidhe have been considered the most lucid, rational, beautiful and lustful of the Fae kind in general. It is a known fact that one must be prepared if they intend to anger a Sidhe, one part their short-temper and one part their lust for shredding blood. The Sidhe are the self-imposed guardians of the Hydro Kingdom, considering it their duty to protect the already weakened kingdom. Being kind helpful creatures, they are skilled in precise biological shape-shifting and materializing. They hate people that exploit others, and are very serious when it comes to protecting others.

Sylph- The Sylph are the most chaotic, irrational, distracted and girlish of the Fae though they have demonstrated on occasion dangerous levels of intelligence. They have a love for winds and clouds, with being drawn to the Aerovu Kingdom because of this. They have a couple wind-related abilities though not outright controlling wind, they have the power of wind-walking, the ability to slash through and create tornadoes via slashing movements, along with perfect stability in even the worst wind conditions. Just as they're drawn to the Aerovu Kingdom members of the Aerovu Kingdom are drawn to them. While the majority of the kingdom treats them kindly this has resulted in some sylph being kidnapped for the underground slave drive. Rather bizarrely and scarily, the sylphs are easily distracted to the point they don't even realize they're being kidnapped until later which results in panicked screaming. The sylph race in general has come to view the Aerovu Kingdom as their "big strong brother" who’s going to protect them, seemingly ignoring some of the stuff that happens to them because of their airy abilities and the exploitation that has come from their beloved desire of sweets. They have been considered and even called by the rest of the Fae to be the most innocent race of them.

Pixie- The Pixies are the loners of the Fae, who prefer to avoid contact with others. They're scattered about the lands, and they're rarely in groups. Pixies, in a similar vein to Djinn, which do one thing for those who help them out as they dislike having debts.

Fauns: Fauns are hybrid beings of plant and flesh, known typically as the Forest Devils due to attacking and scaring other beings. Having a wolf-like appearance, their bodies are humanoid shaped and curved horns protrude from their heads. The cry of a Faun is strong enough to cause sensory overlord even if they're two miles away, and up close their shriek can render people permanently deaf.

Hydra: Hydras are massive pests who, for each head you cut off two more take its place. This part of them is also their downfall, as their body doesn't adapt to all the new weight being added. So with enough heads a Hydra would be unable to move. Despite this, with each head they have they can spay poisonous gas. They are known to dwell within caves, and are amphibious creatures. Despite their regenerative ability, Hydras can tear off their own heads except the center to get rid of extra heads. Hydra flesh is poisonous to most creatures, but those who can eat them gain temporarily full-body regeneration based on how much they ate. Thus, not only a tactic to lighten themselves but also a self-preservation tactic. In addition to all this, their fangs drip with potent poison which is able to silently kill a creature by internal devouring of their organs.

Homunculi: Those born and created by the very essence of magic itself. They are the children of endless possibilities, the masters of reality itself. They are objects of creation, weapons of power, and tools of destruction. Their existence is contradictory to reality itself, yet they are greater than reality. Homunculi are creations of magic users and Skilled for a purpose. Not many process the Hidden Skill Creation, and standard magic tends to be harder to create the truly powerful magic-born. Homunculus is actually just a term referring to those born of magic, as they are a wildly varying group.

Leviathan: Massive sea-dwelling creatures, their appearance is in short like a hybrid of a whale and alligator. Though to further describe them, their bodies are covered in massive rows of spikes and their tail a mass of giant scaled tentacles.

Nekomata: Ancient, supernatural felines should a common household cat live for more than one hundred years they are blessed with many powers. Nekomatas gain enhanced intellect upon ascension, and become capable of shape-shifting, illusions and necromancy. Because of their whimsical nature and dangerous powers most felines are killed before they can become Nekomatas, with one of the most exceptional cases being a female Nekomata as the Nature King's adviser. Another reason that felines are killed before they become Nekomatas is the Nekomata's Curse. The curse enables a Nekomata to either change a man into an easily embarrassed cat girl or inflict women with raging hormonal problems and a major increase in their sleep hours. The curse can only be undone by the Nekomata who did it, and the fact that most Nekomata never bother to promotes a problem.

Nymphs: Nymphs... They're an all female race, and very beautiful as well. They're divided into five groups, who make their lives in five different types of areas. They didn't exactly have their own racial name to begin with, and the Techiak Kingdom gave them the title of Nymph as well as their subgroups names based on stuff found online the Human internet. Their names were mainly chosen by the way they sound or some degree of relation of their abilities. That and they found a nymph picture by a person called Jacob Studer. Nymphs are in tune with their elements, and control them with ease. Nymphs are generally peaceful and kind beings, but get very violent if their home is being damaged excessively. The origins of the Nymphs are unknown, even to them but the original ones state they awoken from test tubes out in the middle of nowhere. Nymphs are capable of sexual reproduction, but they are incapable of producing male offspring. They can produce with both the male and female genders, along with impregnating other female beings. If a Nymph is managed to be won over, they are very devoted mothers to their children.

Dryads (Nature)- Dryads make their dwelling in wooded forest areas, and tend to dwell around the Nature Kingdom because of this. Their skin is green with a couple flowers literally part of their hair. They are the most hyperactive and loving of the Nymphs, protecting any who get lost in their woods. Dryads will adopt any children abandoned in forests as their own, with them acting very motherly of the child. This is in fact how Dryads often meet their future lovers, either by grooming the child regardless of gender to be their "husband" or one-night stands with those they help. They have also been considered impulsive, with teenage Dryads the most affected. This has resulted in various number of pregnancies rather among the Dryads or other women.

Lampad (Fire)- Lampads claim their home into blazing hot and volcanic areas, which logically mean around the Lavaian kingdom. Their skin is a blazing reddish color with cracks from what appear to be broken volcanic rock covering their body. They are the most violent and trigger happy of the Nymphs, looking for excuses to attack living things. Their incredible violent nature has led to some being requested to join armies, military work, and bodyguards. Predictably the Lampad tend to accept this if their bloodlust is high, and others go straight for mercenary work. Some words of advice, the Lampad only become aroused by violence either of their own or others. Really, you can stab one through the chest and she would scream out for more. Anything that would cause even minor problems like scrapes would start getting them to giggle, and cutting their wrists amounts more to masturbation than suicidal issues. Due to this they are both rather easy to take care of in battle and highly dangerous, with the highest amount of provoking leading to them attempting rape regardless of gender. Sex really is violence to them and any poor sap ending up as their "husband" will be routinely abused.

Nepelai (Sky)- Nepelai admittedly don't have set locations as they are the only wandering member of the Nymphs, but tend to locate themselves around the Aerovu Kingdom. They have a grayish skin color with flecks of white along with feathers growing behind their ears. They are rather silly and airy compared to the rest, thinking sex amounts to kissing the person they like. They make their home in the clouds, landing there like a cuckoo bird. How Nepelai even manage having children is a mystery to all.

Oread (Earth)- Oread claim their homes in rocky terrain and mountains, so are found near the Terra Kingdom.

Undines (Water)- Undines claim their home near bodies of water, and are found mainly around the Hydro Kingdom and the vast sea past it.

Melle: Melle being Latin for honey, as they were engineered and bred to essentially be a race of bee-like girls. The subjects taken to create this "race" were Animalius women with Hive-Minded and telepathic Hidden Skills. Some of their more distinctive features, their antennae and six insect-like wings were bio-engineered into the developing fetuses. They were as well only bred via science to produce only female offspring. The Melle were built in a structure of twenty-five separated into five groups: The Queen, The Hornets, The Laborers, The Gatherers, and The Builders. There is only one active Queen at a time with only one Princess (Her heir) as well. The Princess is autonomous of her mother, though her reproduction organs do not actually develop until she's sixteen years old. The Hornets are the warriors of the race, with the Laborers, Gatherers, and Builders doing lesser but still important jobs. The Melle were bio-engineered by one of the only few Techiakians to have obtain artificial ability design to have Semi-Immortality. They are as well standard to have accelerated healing factors, natural flight, and a telepathic/hive-mind connection to one another. They were as well, um, designed to naturally produce "honey". For your sanity its best not described. Anyways, the Melle were designed with the thought patterns of "Reproduce and Build" which their creator probably intended to abuse for his profits. The activation of the first Melle Queen, Rosa, didn't exactly go as he planned as she was much more in control of her behavior and mental processes. Their creator was injured by her before fleeing off, and said Melle Queen ended up pointing him out to the authority. He was arrested to be punished for his extreme violation of human right, and Rosa was allowed to awaken her sisters. Rosa is actually still active to this day, any of her Princesses splitting off to form their own hive. The Melle are quite peaceful beings, with their Queens benign. They openly trade with the other kingdoms, as their population numbers tend to increase quickly. They as well make quite a bit of money selling the honey they make.

Queen- The Melle Queen tend to be either simply the Hive-Queen of her Melle tribe or outright the Queen-Mother of her tribe. The Queen Melle are capable of self-impregnation, giving birth to a Princess, Hornet, Laborer, Gatherer, or Builder as she chooses. The Queen is telepathically linked to all of her tribe except Princesses/future Queen heirs. Though, The Queen does give off a mental suppression of her Princess daughter so as to avoid her taking her turf subconsciously. The Queen, due to being capable of having any of the other Melle types as her biological daughters, has all their powers combined. The Queen generally allows her subjects a semblance of free will but can easily overtake them if she wants. She as well has outright telepathic abilities connecting her to every member of her tribe. Though, an interesting fact, while a Queen can suppress her Princess daughter she has no telepathic link to any of her daughter's spawn. It is seen as a very bad thing by the Melle if a Princess/Proto-Queen has full unrestricted command of her telepathic abilities. The Queen actually doesn't attribute much to the population growth as she mainly just commands her tribe and beat people up trying to harm them.

Princess- A Melle Princess is always the daughter of a Melle Queen who will either inherit her mother's tribe or be the progenitor of her own. The Princess' reproductive organs are suppressed by her mother, and it grows weaker each year until she turns sixteen. Princesses are still highly unlikely to get pregnant between the ages of thirteen and fifteen, only about ten percent at best. Though if one does get pregnant the child born will automatically be a new Princess/Proto-Queen. The Princess herself could have unrestricted command of her telepathic abilities if her mother stopped or is dead, which also means they would "develop" quicker. The Princess, due to being a Proto-Queen, has all the abilities of the other Melle types. They tend to be carefree individuals and a minor degree of lovable sex maniacs until they reach proper Queen status.

Hornet- The Melle Hornet, who serve the purpose of being her queen's soldiers. Hornets are strictly noted to have no real care for production themselves, and are rarely if ever mothers. Due to being designed as soldiers, the Melle Hornet has various superhuman physical abilities among which is endurance and speed. They, in addition, literally have as one of their powers instant expertise regarding weapons. They tend to guard their tribe's homes, and aid along with protect the Melle Laborers. Hornets will fight to the death for that and those they need to protect, but will never take their own lives even if it would result in protecting those they need to. They have also been known, if captured for slaves, to rather violently damage themselves to prevent being made into baby factories. Assuming, of course, they can't easily deal with their kidnapper or "master" and flee. Also of note, though they don't care about being mothers are rather violently protective of any child they have regardless of her conception origin or if she's born yet. This doesn't mean they love the father in the slightest, and probably killed him already if the girl is born of rape.

Laborer- The Melle Laborer, who serve the purpose of increasing her tribe's population numbers. The Laborer can give birth to another Laborer, a Hornet, a Gatherer, or a Builder. The Melle of this type are actually rather enthusiastic about having children it gets to creepy and disturbing levels. They reproduce very quickly actually which borders on Genesis levels. They also have some of the characteristic side-powers of the Genesis skill, namely accelerated mental development, sexual organ development, and amazing ease at childbirth. They don't properly understand the concept behind rape which amounts to more disturbing levels to their placement in the hierarchy.

Gatherer- The Melle Gatherer, who serves the purpose of being diplomats, market buyers, and scavengers of items needed for the expansion of their tribe. Gatherers are strictly noted to view sex as a distraction from their objective as their Queen's royal shop buyer, though resort to it if the person holding back the required items wants sex in exchange. In all, they view it as a simple means to an end whether that be getting required materials or having literally nothing better to do. If they actually do have children or get pregnant they view it as a simple business and very often dumps the resulting child on a Laborer to take care of instead. Due to being designed to collect items, the Melle Gatherer has a low-grade influence field to make diplomacy and cheaper prices easier, superhuman strength to lift heavy items, superhuman speed to move between locations quicker, encyclopedic memory to recall every command given by their Queen and a treasure-hunting sense of sorts to pinpoint locations containing the items they need. Gatherers, like their sisters the Hornets, are violent murderers to any kidnapper of theirs and are the second highest cause of murdered rapists.

Builder- The Melle Builder, who serve the purpose of creating and expanding their tribe's domain. Unlike the stance by Hornets and Gatherers that children are unwanted with being loved at best, nor the Laborers with their freakish fetish for pregnancy the Builders take a more standard view of children. The Melle Builder type honestly don't care if they have kids or not, but any little girls they have are treated with affection along with being mommy's little helper. The Melle Builder will spend most of her time building and collecting material for her tribe's domain. They are actually the most sociable of all Melle types, as Gatherers only care about getting required materials.

Merfolk: Humanoid creatures that mainly live in the vast ocean and some know what lies beyond the edge of the entire land. Merfolk come in various types, both mortality and abilities.

Mer- Beings with the upper body of a human woman and a dolphin-like lower body, the Mer are instinctively creatures of the sea. They are normally peaceful maidens of the sea, being instinctively drove to the Hydro Kingdom. Mer, once on land or not very wet will involuntary shape-shift their lower body into humanoid legs. Mer are capable of sensing malice in people's hearts, and their song draws the dark-hearted to them. This is the only time they lose their peaceful nature, as it is instinct of the Mer to attack the dark-hearted. Though, they are not fools and will not take on enemies when the odds are against them.

Merrow- Beings with the upper body of a human woman and a scaly fish-like lower body, the Merrow are creatures of both land and sea. The hats they wear, in similar vein to the Alps, provides their ability to survive underwater and their fast swimming speeds. Without their hats, a Merrow involuntarily gains a lower human half and easily drown at sea. Despite this their hats can only be taken off by others, so nothing expect hands belonging to someone living can knock it off their heads. When a Merrow allows one to have their hat, it means that they have placed the highest order of trust in them.

Sea Bishop- A faithful race of mer devoted to the angels

Minotaur: The minotaurs, a race of half-bovine humanoids. They come in four types, two for each gender. Three of the four have horns and relatively human-like, while two are extremes in behavior with the others relatively normal. Three of them are fighters while the last is more of a medic. Divided into groups, there are the those who favor peace and those who favor combat. The Bull-Kin are the males with extremely violent behavior, and their appearance is a bull/human fusion. They are known for their immense strength, and are the go-to warriors of their people. The Maidens are females with overly friendly and submissive personalities, who have little horns protruding from their head and a long tail. The milk they produce has a calming effect, which has been harvested for peaceful crowd control and anti-enemy weapons. The Ladettes, warrior females are violent and easily prone to anger. Their horns are longer than the Maidens, but shorter than the males and they too have a tail.

Mummies: Unlike what Mummies are thought of in the human realm, they aren't really undead... Nor are they decaying corpses here. They're a magical race to a degree, and they appear seemingly to be human. A Mummy would typically have their bodies covered in bandages for two purposes: One, as clothing and two so that they can control them like combat tentacles. Their skin is also photosensitive and rather soft, so the bandages are also protection as rigid clothing hurts them. They are naturally capable of generating white bandage-like material from their bodies which they have complete control over. They are a Nigh-Immortal race who possesses an accelerated healing factor along with superhuman endurance. They are eternally youthful in their early twenties and the current oldest Mummy is one thousand, two hundred and eighteen years old. In addition they as well have superhuman strength and a relatively short pregnancy term very close in time to us. They also have the ability to turn inorganic matter into sand as well as sand manipulating abilities. Mummies typically only live in small groups of three spread out from each other, and the third would be the child of the other two. They won't have any more children until the current one has grown up and left. Though, some Mummies have made their home in the Animalius and Terra kingdom as regular citizens. Their hair and eye color tend to wildly vary just like us, which may suggest a shoot-off from some point.

Ogre: Massive beings, a full-grown Ogre can be at least fifteen feet if they're not twenty-two feet instead. Though being massive creatures, they are surprisingly gentle and friendly beings. To match their size Ogres are incredibly strong and durable beings, along with having some magical powers. Ogres can also convert energy from food they eat into faster healing, heightened strength and various other physical effects.

Orc: Bestial behaving creatures who act more like a pack of wolves than humanoids. The Orcs work in a hierarchy system of sorts, ranging based on skin color, bestial appearance, and intelligence. The lowest ranking group of Orcs is the green skinned, who have the most bestial appearance and least intelligence. Their legs bend inward like a bird, ending in sharp talons with a long five foot scythe-like tail. Their hands are adorned with sharp claws, and they have massive fangs in their mouths. In addition they have unnatural bone rotation, and are essentially chained beasts obeying the Orc hierarchy system. The green Orcs are pretty much slaves to their "superior" brothers, even to the point of being 'pets'. It does not exactly help their intelligence level borders somewhere around a dog. On the other end of the scale is the highest ranking group of Orcs who are brown skinned, have a five-foot scythe-like tail and generally humanoid body build. They are the leaders and highest class of the Orcs, who decide their systems.

Gargoyles: Animated statues given life and flesh, their form is that of whatever they were. Gargoyles are a wide group, though their creation is limited to select few. One of the abilities of Gargoyles is their power to switch between stone and flesh at will. The personalities, and thus behavior, of Gargoyles tend to reflect what they are. So a Gargoyle made from a Cubi statue may act similar to a Cubi, while generic statues such as humanoids will have various personalities.

Ghosts: Those souls and mind of the dead still lingering in the world. Their emotions can warp their mind and souls depending on how strong such an emotion is held. The only two cases of this are the Magisters and Reapers, prideful superiority and hatred respectively. The Banshee is an arguable case, as they seem to haunt those who had family recently killed. Granted banshees have been seen in Ezekiel's company, with them as one of the many commanded forces regarding death. Some "Ghosts" actually aren't dead, which promoted creating a separate page for them from the Undead. The Vivius, for instance, have various ghostly traits yet never died in the first place. The Wisps themselves don't communicate much, but appear as floating spheres of light.

Banshee- The classification of the Banshee is actually a point of debate though they do vanish they aren't very intangible. The cry of a Banshee warns family of impeding death or relatives who have recently died. Banshees are nomadic by nature, though due to their ability to sense when one will die they are known for comforting the lives of the lonely. They have, at a level, the ability to sense all sentient life within the world which allows them to know when someone has died or came back to life. An interesting note, Banshees will visit the families of the recently revived and simply hover around giving a kind smile. Aside from their abilities to sense life and death, they are semi-skilled shape-shifters, phase through objects at will and generate varying levels of sound.

Magisters (Titled "Master" by the way)- Magisters are powerful ghosts, and those born from souls who longed for power.

Reapers (AKA, the "make you think we're bedsheets" jerks)- Reapers are ghosts born from the souls of people that went mad from undeath, and they are known to attack the living.

Vivius (Means living)- Actually incorporeal beings, the Vivius are sometimes mistaken to be the ghosts of the deceased.

Wisps- Ghosts that are typically seen as floating orbs of light, they are known for causing bad luck.

Golems: Lesser elementals, or the result of broken focus while trying to create an Elemental. Golems are far less intelligent than an Elemental, even being much weaker. That is assuming they weren’t created on purpose. Golems that are created on purpose can be customized to a degree, with what they lack in elemental control they make up in general strength and destructive power. Golems still aren’t very smart, but are capable of autonomous behavior. The will of a Golem can be easily denominated by someone using the same element, and thus bound to the service of a master. Though they may lack intelligence Golems are loyal beings, and will not stop in a goal until it is finished or they are destroyed. They take everything they are told at literal-value, though capable of some loosing of the objective. The goals they are given by a master must be clearly defined if they want a hundred percent chance the golem will completely it properly.

Gremlins(?): Mysterious individuals, only two have been recorded in recent history both of which are female. The Gremlins show the ability of semi-flight, able to hover over the ground and limitedly defy gravity. They have a compulsion to tinker with machinery, and this often involves breaking things in their process to learn.

Gnome: A technological race that works with the Techiak kingdom, they are small in size and look like young human children at first glance. Despite this they're hardy beings, and subject to genetic engineering when it comes to children. In fact female Gnomes completely disappear anywhere from one to nine months before returning. From there new Gnomes will appear over time, though besides genetic engineering children they show almost no interest in their race as a whole. Some presume they were an old project of some Techiakians, though others doubt it due to not being perverse enough.

Lizardfolk: A race of semi-lizard humanoids, they are mostly a wandering group. Found all across the lands, Lizardfolk can be found within the Warrior Kingdom as they are fighters by heart.

Salamander- A native dwelling sub-species in Lavaian land, they are a warrior-like race that commands fire. Rumored to be hybrids of the Lavaian and Lizardfolk, Salamanders dwell among the Lavaian populace as normal citizens.

Harpies: The harpies are the daughters of the Archangel Ariel and the Roc King. Unlike what humans consider the name Harpy, the ones here are quite benign young ladies. They are friendly beings, and completely clueless on the concepts of "puberty, sex, and pregnancy". In fact, the sound of a screaming woman giving birth causes them to faint. Their chests are always flat, and trying to explain sexual concepts will just get an oblivious answer from them. Like their mother the Harpies are friends of all living things, though they are still fierce warriors and hate crime.

Pegasus: Winged horses known for their heroic nature, they can soar at amazing speeds. They are honorable creatures, and known to come in various types. Pegasi are disgusted at the antics of their Unicorn siblings, which promotes some to trick them instead.

Phoenix: Creatures of eternal death and rebirth, the Phoenix is a well respected icon of the Lavaian Kingdom. Each time a Phoenix dies, they burst into flames and from their ashes an egg is formed. It is said the tears of a Phoenix can, if enough are gathered, revive the recently dead. Another interesting ability of a Phoenix is their power to burst into ash at will and reform elsewhere.

Roc: Massive eagles, the Rocs have mastery of earth and have limited shape-shifting powers. Their wings are so massive they can stir up whirlwinds by flapping them, and should an egg drop it will smash a crater into the ground.

Shinigami: Once-mortals who were granted power by the Archangel Ezekiel, they work behind the scenes gathering lost souls and fighting soul eating monsters, malicious ghosts, and other threats.

Seekers- The Seekers are Shinigami whose main objective is hunting, binding, and slaying threats to the living and dead. They wield amazing ability, given modified replicas of the Angel and Demon Lords weapons that they best resonate with. These replicas are a major source of their abilities, though their abilities from life still exist in altered form. In addition to all this, these replicas are encoded with the Seeker's original personality and Inner Beast which along with the raw power of the replica decide what their Soul Eruption will be. When a Seeker fuses with their Replica, it unlocks their mortal life Personality and Inner Beast which intermingles with the powers of the Replica. The end result is a highly-variable super-form. The act of fusion is done by ramming their own Replica through their body, which is the downfall of any weapon-stealer who attack them with their Replica.

Guiders- The Guiders are Shinigami whose main objective is to guide the deceased souls to the afterlife, and aid the ghosts in obtaining a better life. They are not at all adapted to combat, and their abilities have a different mutation than Seekers. Guiders can assume an animal form based off their Inner Beast, and occasionally work with Dullahans. Though not being combat-adapted, each Guider carries five vials on their person. These are called Soul Break, for two reasons. The first, their normal form is ripped apart as their soul generates a body derived from their Inner Beast and mortal abilities. The second being that each time it is used, their soul grows more fragile. The safety limit is five, and once using a sixth one Guiders are doomed to non-existence. Their resulting form will be unstable, gradually falling apart, and their mind will be consumed by bloodlust. If they haven't broken down in the Soul Break, they will immediately once returning to normal. There has been rare cases when one survives a sixth usage, but they will be beyond repair and completely insane.

Monsters- The Monsters are rogue Shinigami who grew delusions of power, and are wanted dead by Ezekiel. They are either Seekers who ingested a Soul Break vial along with Soul Eruption, or a Guider who performed Soul Eruption along with Soul Break. Either way their form, powers and sanity are permanently altered.

Sirens: The sister race to the Harpies, born of the Demon Lord of Lust and the Roc King.

Spirits: Mysterious creatures they are, not very much information is known of them. The spirits apparently have an interconnected world between worlds and are creatures that can freely travel cross dimensions, reality, time, and space. They appear to have animal-like traits outside of their world, and what one told us they sometimes end up as full-blown chibi-animals based on the universe. They don't appear to have much control over their change in appearance, but certain triggers will transform them into outright monsters with no cuteness factor. They as well tend to have some level of elemental power and some additional abilities from what they told us. One of the three then told us they're merely agents, which seems to imply they get even more powerful. The Spirits refused to tell us more about themselves besides the fact they have human appearance in their homeworld. The Spirits Derek Fang and Drake Castle did mention Spirits are supposed to be protectors in certain cases such as near-extinction of all sentient life on a planet. Our attempts to reach their world has so far failed, which has been simply dubbed "The Spirit World" until more information can be obtained. They do not seem to age though, as Spirit Drake made a passing claim about being over a thousand years old and yet looking twenty years old.

Trolls: Clever, intelligent humanoids they are a technological race. The average height of Trolls is seven feet, and their skin is somewhat bluish. Horns are mounted on their horns, and they have somewhat of an obsession with overdoing things. Trolls are compulsive and focused on collecting things, so trying to rob or swindle them will be a bad thing to do.

Kitsune: Elusive tricksters, Kitsunes are known for their shape-shifting and illusion abilities. Their power is noted by the number of tails they have, and those with seven-to-nine tails are skilled magic users. The color of a Kitsune's fur represents the type of magical abilities they'll develop, so those with reddish fur have pyrokinetic abilities while those with green fur control nature.

Undead: Creatures of death, rebirth, and reanimation. The Undead come in a variety of flavors, ranging from the simply revived wrong to nothing relating to who they once were. The Ghouls, for instant, are relatively normal except for their giddy sexual turn-on by blood and somewhat violent sexual behavior. The Skeleton, are the other hand, has relatively little to no information of their past life and have an intense desire for their bodies to be coated in flesh once more. It has been made a rather large point not to resort to this brand of resurrection unless you're purposely trying to give someone these abilities. The common result of this are the Skeletons, as all they simply need is their flesh and all organs regenerated along with memories from before being uploaded. The end result of this is "standard" Kingdomites with bone-related powers surpassing what the Warrior Kingdom already has.

Ghouls- Ghouls are revived dead that came back somewhat wrong. Prone to sudden bleeding, their bodies tend to be coated in their dried blood. Despite this their bodies heal quicker and regenerates blood faster. They have an odd obsession with blood, and attack people not out of malice but to see their blood.

Skeleton- What you get when reanimating the bones of the dead. They will at best have vague and few recollected memories of their "former" life, such as lingering emotions pointing them to people to attack or those to leave unharmed. Due to being walking bone they aren't at all hard to "destroy", but immortality makes them impossible to die. In their starting stage they simply have reconstructive abilities and follow impulses to obtain flesh, as they feel incomplete to the point of forceful murder just to have an eyeball in an eye socket. Though, due to this they are actually the least dangerous of the Undead due to the capabilities of the Techiak kingdom. Upon obtaining flesh their lust for organic tissue stops, and don't really care if they have been "made" male or female. At this point it should be mentioned the Techiak kingdom is missing a few screws loose. Due to their relatively simple nature and not exactly having much in their life the Skeleton will stay with their fixer for a length of time to gain a grasp of humanity. On the other hand, the Skeletons who do not properly obtain flesh grow more and more malevolent but also more intelligent. They will start raiding corpses of dangerous and powerful beasts, eventually resulting in what has been termed the "Zombie Chimera" which starts to border on insanity and fear-inducing abominations after a while. If they reach this point the simple solution of "grow cloned flesh and neatly tie it altogether" will not be easily considered. Whatever semblance of a soul they have blackens, viewing themselves as tortured monsters who want all others to feel their pain. In addition the magic used to create them has probably infected them at this point, allowing them to create and generate as much bone as they want along with control of bone. To this end Skeletons of this degree will tend to receive bodies of dragons and other gigantic fearsome beasts to quell their rage.

Shade- Shades are creatures of darkness, whose mortal soul was fused with the magical energies of said darkness. Shades retain the memories of their mortal lives, and become amorphous creatures of inky darkness. Shades can absorb darkness to add to their mass, and are able to freely change their form from the mass they have. In their default state Shades are like a gaseous being, and they are difficult to harm. Though, the major weakness of Shades is elemental light.

Zombie- Quasi-dead but mostly alive beings who lack their sense of taste, touch, and smell along with multiple defunct organs. Modeled after the studies of the Flesh Golems magic sustains the revived life of a "Zombie" and what continues the rest of their organ functions. Despite being called zombies they more or less look perfectly normal, and the magic sustaining them gives them an enhanced healing process. Though, due to being created from a second-hand process done from guesswork many Zombies feel as if their very soul is incomplete. Normally okay with these missing pieces, revisiting the place "they" died fills them with unspeakable horror as only they can see the unholy monster trying to claim their shattered soul. On the other hand, revisiting their "birth" site completely paralyzes their minds as all they can process there is being revived and meeting their creator. Zombies created from mix-n-match parts are mentally unstable and deader than normal Zombies, often plagued by the mocking vision of the soul eaters who don't consider them worthy to consume.

Unicorn: Unicorns are a breed of magical horses who are drawn to virgins, but highly violent to those who aren't when in their horse form. Unicorns are known for various tactics among both gender. Female unicorns make use of their magic to claim human form so they can find a man's heart, with the act of sex legally binding his soul as her own. Male unicorns fake injury to win pity from female humanoids, and once their target is unwary their seal the contact while their mistress sleeps. The contact, or soul possession, of Unicorns marks someone as legally theirs while infusing them with parts of their magical energy.

Winged Unicorn- Hybrids of the Pegasus and Unicorn, they are good-nature beings like the Pegasus yet drawn to virgins like the Unicorn. They're known for honestly trying to win their target's affection, as it goes against their code of honor to trick people.

Vampire: Denizens of the night, and lovers of great bounds the Vampire is one should keep an eye on. They actually come in two types, one being the result of Necromantic Skilled and the other a naturally recurring "species". Both types are known for their near-immortality and blood drinking, so can be easily confused with the other.

Werebeasts: Seemingly humanoid creatures, under special conditions they become more bestial creatures. Some such conditions are blood, the moon, or even hormones. Sometimes the triggers are emotions, like anger or sorrow. There are various known types of Werebeasts, each with their own trigger. Despite their trigger, they can assume any form between human and their animal form at will. Though the difference between the trigger and normal is this: When Triggered, they are vastly stronger and monstrous versions of their normal selves. Their normal selves are focused mainly on speed, and are vastly weaker than when triggered. Another trait of Werebeasts are them leaving their young when born with the correct animal they turn into. Thus, many Werebeasts are raised by their respective animal who they have a special connection to.

Werepyre: The nightmarish offspring of both a Werewolf and Vampire, they are best left alone. Containing an insatiable bloodlust Werepyres have been known to kill wildly upon the smell of blood.

Werewolf: The result of a past engineering project of human subjects to create a race of bio-weapons. Due to human biology and physics not being attuned to this universe quite a number of early subjects suffered horrible deaths. The final group of twelve consisted of gene-spliced female humans out of the fifty-six humans collected of both genders. Werewolves derive some of their abilities from the Kingdoms, Hidden Skills, and other races. Being reduced to only twelve females the heads of the bio-weapon project assigned multiple abilities to make childbirth simpler and dying harder for them. This worked far too well, as they're now a pest race among the populace. Besides that Werewolves were given Warrior's strength, speed, resistance, and reflexes, the ability to commune with beasts and assume any form between human and wolf, heightened speed and stamina, resistance to heat and cold, enhanced healing and dodging abilities. On the side of Hidden Skills they were given Genesis trademark stretchy reproductive system, toughened bone structure, nigh-immortality and beast mastery. In addition they were given the evil eye of Alps and draconic senses. Werewolves, being inherently designed as a breeding and bio-weapon race have great difficulty trying to function in civilization that they either act as packs in the wild or submissive soldiers for their Kingdom. As a biological design Werewolves naturally have a "minor" lapse on their hormonal control and deranged behavior every two months that their "creators" placed to force them to breed as soon and as much as possible. From the original twelve and future subjects Werewolves are quickly becoming a problem due to their organized pack systems and inability to render any sterile, further due to the resulting daughters inheriting any abilities their father has.


Society:

Artificial Life: Artificial life, ranging from organics, robotic and simply intelligence. This is a large part of the Techiak Kingdom, and considered a normal part of their life. It is so far extremely difficult to make artificial abilities, and those who can refuse to share their secrets. Hidden Skills can be replicated from genetic code that contain them, though the resulting beings tend to be both physically and mentally unstable the more abilities they're given. Due to the process of artificial life, some parts of the slave-trade instead deal only with their own biological creations. Thus, they avoid the legal punishment for kidnapping.

Cloning: Cloning, unlike in the human realm, is allowed here for various reasons. One, the helpful purpose of restoring or preserving dying out races and two... Techiak kingdom members would still do it anyways. The additional purposes of cloning tend to be preventing budding psychotic monsters from becoming full monsters, along with replacing damaged body tissue. This has often been used to create replacement goldfish for dead family members if a Doppelganger hasn't already come to you, and just as often bargaining tools to prevent full-scale war by cloned copies of princesses to violent kings/princes. That and some just can't help resist the idea of having your own female battle maid clone when you're a guy.

Criminal Punishment: Criminal Punishment is generally just dealt to those going too far, such as killing people for no apparent reason or such. It’s mainly rather low, as they get put into dungeons or cells. Some literally have their homes made like unto prisons, such as Tina Bladerunner. As well, there is no bail since if they got arrested then they should have their punishment filled. The only reasons someone would be allowed out early is if they are proven not guilty or are really required for help with something. Though, some higher cases of criminal activity will result in karmic punishment instead of simple imprisonment. More information can not be stated to the public about the extreme results of these criminal activities. Though nobody is killed in our pursuit of retribution, as that would make us murderers so therefore must be killed as well.

Genetic Altercation/Engineering: Genetic Altercation and Engineering is employed by the Techiak Kingdom for various purposes, one of which being the custom designing of life. Though, this has been abused by the slave-traders to engineer submissive and co-dependent slaves.

Gender Bending: Gender bending, like in anime, is a relatively simple possess if using the proper items. In a world where magic is innate, physics is different, and mad engineers everywhere this is only natural to come up eventually. The application of gender bending has actually been put to beneficial social use than simply a tool for wacky hijinks, as a device that allows simple and pretty easy gender changes for ones with issues. Serious cases of this are only done on those who actually want so, and thus we get potentially rude statements regarding guys about male-to-female benders about them being wusses to not accept what they were. Though it has it social beneficial elements it has been applied to immoral goals, such as making a pair of same-sex newborn twins with one the other gender or forcing the child of a family into a perceived role against their will. Though it sounds like a fun concept, simple and completely effective gender bending is an easily exploited tool that can destroy one’s life forever. On the bright side, it is very easily reversible and doesn't even require the same one involved.

Gender Equality: Both the male and female genders are treated as equally as can be. Any gender discrimination would probably be low-scale and thus irrelevant. The female gender is actually treated better due to them producing offspring, so are allowed paid leaves when pregnant and anywhere between six to nine months in addition so as to take care of their newborn child or children. Nannies are as well supplied to families where both parents work and wouldn't be home often.

Slaves: Owning, managing, or buying slaves is not acceptable in our realm and this stops exactly no one from doing it anyways. The slave drive is part of the corrupt underground of our world, and anyone working in the trade are arrested upon identification Some are actually quite good at hiding and psychologically messing with their slaves, as Golden Knight Alice Diamond grew up as a slave girl for the first twelve years of her life. Many like Alice have hazy memories of their past and don't try to resist until they're already freed. Slaves are liberated upon being found, with the pair allowed together if the relationship between the two is healthy. For someone titled Demon Lord of Greed he is completely appalled by this, reciting something about "He would never have done that!" Again, strangely for someone named "Demon Lord of Greed" he'll lash out at slave owners and most certainly would kill them if abusing young girls. Even Liliel finds the concept of slavery appalling, which is almost hypocritical because she's the Arch-Demon of Lust.

Rulers: Each kingdom is lead by a King and a Queen, with each successive ruler being the oldest child. If a family line should be wiped out, then a contest among the kingdom would take place to decide the new ruling family. Since a free-for-all would result in madness and bloody deaths, the terms for the contest is defeating your foe in a duel and only the strongest or smartest may compete.


Hidden Skills:

A:

Abomination- One of the most wild and powerful Hidden Skill, anyone who has it is a living humanoid abomination. The Abomination skill is more of a grouping than a specific power, as those with the skill have no better name to explain them. Their bodies tend to function differently, and can distort their bodies into shapes that'll kill other people. Some recorded aspects of the skill is the torso tearing open to reveal a second mouth complete with tongue, abnormal generation of flesh and bone, and even spacial abilities.

Absorption- The Absorption Hidden Skill allows one to mimic the abilities of others by skin-contact, and the effect is temporarily. The more abilities emulated the less time they have to retain them overall.

Adaption- The ability to adapt to frequent forms of attack or hazards, their immunity is relative to most often and how many times they have been inflicted by it. Thus, if they have been burned twelve years ago they'll have no immunity but if they were just in a volcano not even lava will harm them. Their adaptions also weaken when they have been afflicted by something else, so even if in the same day they been attacked with fire and poison if they been inflicted by the poison twenty times and the fire only five they'll have no fire immunity.

Alchemy- The ability to merge, fuse, and alter the form of substances. The altering and merging aspects are limited to similar things, so one cannot merge water to flesh nor turn a block of wood into a pool of mercury. The fusion part is nigh-impossible to undo, so it is advised to never use on living creatures.

Alpha Shield: One of the two War Ender Skills, Alpha Shield allows one to generate invincible malleable force-fields. In combination with Omega Blade, violent explosions are generated when an Omega Blade is slammed against an Alpha Shield due to their conflicting natures. In addition to being invincible, these shields are also extremely strong.

Attracted Dream- An almost useless Hidden Skill that drags nearby dreamers into your own dreams. Though, with the aid of dream logic and dream-walkers those with this Skill can effectively torture and exploit people who are trapped in their dreams.

B:

Bottomless Terror: Bottomless Terror is a psychic Hidden Skill meant for causing a nightmare realm that traps the minds of people within. In addition, when they sleep they can travel from dream to dream and corrupt them into terrifying nightmares.

Broken Hope: Broken Hope is a spiritual Hidden Skill allowing one to interface, manipulate and even destroy the souls of living creatures. With each use of this the owner must fight against the opposing soul on varying levels for their objectives, and both bodies become comatose as they will take part in a battle to see whose soul will be destroyed.

C:

Copycat- The Copycat Hidden Skill is one that allows the owner to copy the form and power of other creatures.

Creation- A truly rare Hidden Skill there has only one certified instance of it with few documents of the Master Kingdom Ruins of only one instance and rumors of the former Golden Knight Leader Bruce due to the various mysteries involving him. It is as it says, and shares close ties with Dream-Manipulation and Genesis due to their main part: Creation of one's imagination. What little is known seems to suggest it has emotion-related ties in addition to the verified ability to bring one's drawing to life. It is frequently speculated that the Alp, Doppergangers, and most Mer were created by this ability. No proper limitations are known of what one can give their creation pre-life though they don't rise from the paper until the drawer deems it complete.

D:

Dream-Walker- A Hidden Skill allowing one to walk about the Dream World to their leisure, able to interact with dreams and causing dreamers to become lucid. They are able of small-scale manipulation of the dream environment, and one part that Dream-Manipulation lacks is their dream-teleportations. Dream-Walkers can arrive at various locations by jumping out of people's dreams, though this also means others can get pulled along with them if they're not careful.

Dream-Manipulation- A Hidden Skill known as the superior version of Dream-Walker, it allows the ability to outright alter and manipulate dreams. In addition to this Dream-Manipulators can consume parts of dreams to use as an energy source for various purposes, such as enhanced abilities. Dream-Manipulation is known among both genders, though anyone with this Skill has codeless reproductive material. Literally incapable of natural reproduction, Dream-Manipulators need to consume a living being from a dream if they want to produce a child. Thus, their only way of reproduction is dream-theft and there is no genetic marker for these children.

E:

Emotion-Eater: This Hidden Skill allows one to feast on nearby emotions, and use powers derived from them. Thus, if they feed on fear they become faster and if they feed on sadness they can make it rain.

Elemental Absorption- A Hidden Skill allowing those who process it to safely absorb any form of elemental attack or factor, be it snow or lava. They can disperse at will absorbed elemental energies as an attack, and actually must do so to prevent massive build-up of energies. Those who absorb too much will either violently disperse all they have absorbed leaving their ability temporarily shut down or gain immense might with the absorbed elements while being at the whim of the Elements themselves.

F:

Flare-Strike: Flare-Strike is a Hidden Skill only usable with weapons, as it requires one for its effect. Surrounding the weapons sparks of crackling light form, and when hitting something an explosion of flame goes off that's strong enough to blind people temporarily. Those with Flare-Strike are capable of seeing through this blinding light so they're not harmed by their own attack.

G:

Gender-Bender: A relatively minor Hidden Skill, it allows the owner to switch between male and female genders with everything inbetween as well as a genderless state.

Genesis- A Hidden Skill exclusive to women only that, depending on how it is viewed, is either an awesome blessing or horrific curse. Those souls that are born with the skill all have major traits that identify them as such: They are born already at sexual maturity, their mental development and maturity works much quicker, they can literally stretch all systems of their productivity as much as need be, appear undying and known for immortality. Those who have Genesis can literally create whatever they can imagine, but the resulting offspring are always manually birthed from them. To deal with such, they have far shorter pregnancies consisting of one week so they can should they wish get onto the next creation. They, if not at first, will develop to the point where they're actually bored with the concept of pregnancy. If left unchecked those who have the skill will eventually degenerate into what the Melle Laborers are. It is pure terror knowing a psychotic immortal woman that births city-eating monsters because she loves doing so. Though, an important aspect of Genesis is that no matter how inhuman like the resulting child is it has genetic markers saying who its mother is.

H:

Hair Manipulation: The Hair Manipulation Hidden Skill allows one to generate hair from their body, control its very movements, and psychically cut it off.

Hive-Mind: The Hive-Mind Hidden Skill is a joint ability only for twins or higher, and it typically allows them to sync their minds together.

Hormonal Manipulation: The Hidden Skill allowing one to manipulate the hormones of others, it has been classified as one of the most powerful Life Manipulating skills. Thus, for those who discover they have this power it is for the safety of all I do not say more.

I:

Imaginary Constructs: Imaginary Constructs is the Hidden Skill to generate semi-real objects and creatures, which are all controlled by one's focus on the objects. The only limitations of this ability is one's focus and imagination.

J:

Jeering Joke: Jeering Joke is a Hidden Skill that allows one to convert verbal insults into physical attacks. The longer the insult the more powerful the attack will be, and it's strength varies on how much it personally affects someone. Thus, calling a battle-hardened warrior a wimpy girl would accomplish nothing while saying the same to a pitifully struggling rookie would break several bones.

K:

Killer Intent: The Killer Intent Hidden Skill allows one to shut down their upper brain functions and focus entirely on rage. When in this mode their physical abilities are heightened five times their normal, and radiate an aura that can paralyze lesser beings.

L:

Lucky Kitty: The Lucky Kitty Hidden Skill gives one a supernatural luck, irradiating from them. Its focused mainly on preventing injury, though probability will always be in their favor. Given their amazing luck, people can gain a temporarily enhanced luck depending on how long they've been around the user. Thus, those who been with them for years will have uncanny luck lasting for half of that time while someone that just brushed against them would only have a couple of seconds.

M:

Magnetism:

N:

Necromancy: Necromancy is a dark Hidden Skill, one that has some ties to Creation. Those with this ability are able to revive the dead, and can pervert their souls and flesh to change the powers that they have. All one needs to revive the dead is a single strand of hair, and from there can remake the entire body if they so wish.

O:

Omega Blade: One of the two War Ender skills, Omega Blade allows it owner to slice through nearly everything. Generating a glowing aura of blades from their bodies, the Omega Blade can be summoned anywhere on the body. Furthermore, it can be shaped into a physical weapon with an adjustable shape and size.

P:

Phantom: This Hidden Skill allows one to phase through matter itself, and they are granted with an uncanny ability to hold their breath.

Q:

Queen's Edge: A female exclusive skill that grants a host of minor abilities, they hold the ability of short-range teleportation (twice fold if of Dawn liege), enhanced strength, speed, durability, and utilizing part of their soul as a sword. Though, they also have the ability to dull men's senses and at a cost of temporarily time as an infertile presume the form of the legendary Interminatis Diabolus or Endless Devil. Taking on a monstrous form in direct relation to how up time they'll spend infertile (Thus, if one hour they assume the form for one minute while one day equals one hour and so on), they become an amorphous mass of flesh that's constantly shifting to the owner's needs and danger. Finally, they can tear off this flesh and shape it into numerous forms though if it is a creature it'll lack a soul.

R:

Rage Boost: Rage Boost is a Hidden Skill that allows one to convert rage, anger and hate into physical power. They can feed off of others, but the bonus is lesser than when they convert their own. As a side-effect of the process, people tend to become less angry and hateful.

Rewind: Rewind is a temporal Hidden Skill that allows one to reverse the flow of time and actions.

S:

Shadow-Step: The Shadow-Step Hidden Skill is the ability to teleport through darkness, and by being in areas of darkness one can rapidly move about. They are as well virtually invisible in darkness.

Sonic Devastation: Sonic Devastation is a Hidden Skill combining upper-tier speed with explosions, its a limited ability as its purpose is mainly for causing destruction. Sonic Devastation allows the user to move at extreme speeds in an exact line, and able to make acute turns. Once they stop explosions ripple throughout the path they took, and if they make a closed area the explosions ripple inwards from the edges.

T:

U:

Universal Collapse: Universal Collapse is an upper-tier Hidden Skill, allowing one to collapse an area or object into another dimension. There is typically no way to return these things under their own power without first collapsing themselves as well. The dimension they're connected to is completely random, so its unadvised to do so.

V:

Vixen's Nine Tails: More of a curse than a Skill, the Vixen's Nine Tails traps the victim in the body of a kitsune and while displaying some abilities have little skill in shape-shifting. In addition, they can grant a person any nine wishes and can do as they please with the instructions for the wish.

W:

World Closer: World Closer is an upper-tier Hidden Skill, as it allows one to close off a thirty-foot radius from the rest of the world. Within this area the user can freely manipulate and rewrite reality for thirty minutes straight. Exceeding that is when the changes they make start breaking down, and should they fall unconscious after forty-five minutes everything would be undone. Though, the subject can't alter themselves or any beyond themselves though it is generally considered futile trying to fight them.

X:

Y:

Z:

Zero Degree: The Zero Degree is a Hidden Skill that nullifies the effects of other Hidden Skills from being used on the target, and only one subject has been recorded thus far to possess it. Zero Degree also applies a limited degree of immunity to elemental attacks, and Minor Kingdoms are relatively ineffective against Zero Degree due to most of them being derived from bred Hidden Skills.


Minor Kingdoms:

The Time Kingdom: The Time Kingdom was derived from those with temporal and spacial type Hidden Skills. Their own abilities is the capability to manipulate the speed of time, teleport to known places and temporally stop objects. The Time Kingdom has the duty of slowing down the process of time during the kingdom meetings, so that only minutes pass inside while hours have gone by in the outside.

The Mimic Kingdom: The Mimic Kingdom is derived from those with mimicry type Hidden Skills. Their abilities are the mimicry of others' form, copying knowledge by reading the history of items, and copying powers from physical contact. Despite being a Minor Kingdom, they are valued for their mimicry abilities and are often hired as spies. Another note about them is the ability to continuously copy powers, which has led to some grafting the flesh of others or forging items out of them to better their effectiveness.


Legend and Lore:

Warrior's Guide: The official rulebook of the Warrior Code, detailing and explaining various accepted along with unacceptable behavior. The code may be ignored in certain cases but never rewritten to something else. Such an act is treason and mockery to the deep code of the Warrior's history.

-The Law of Battle: If one is to battle an unarmed, weaker, or simply nonviolent person the demands of that battle is mercy and avoidance of injury. Those who pick on the weak are weak of heart, with due justice being handed to them. Official duels require fair play and honor, as those who use cheap tactics outside of war is considered a coward.

-The Heart of a Hero: A warrior must know what is right and what is wrong. One must refrain from unlawfully killing their fellow man and indulging in crimes. No knight would kidnap a princess, no warrior would slay a sleeping dragon, and above all there is no such thing as perversion, lust and rape among Warriors.

Ancient Artifacts: Items long since lost, gone, destroyed or considered legend. There are countless items that have gained infamy over the years, but the major ones are the Ten Gems of God. Said to manifest his separated evil, they grant amazing power at a terrible cost. The last race known to possess one, the Animus, were brought to extinction one part of the existing fear of them and one part the acts of a single rogue. All other nine were taken into custody of the Angel Lords, while the Sapphire Soul has yet to be found. Many of these artifacts were brought about by dark origins, as evil methods seem to produce more powerful items.


Locations:


Kingdom of Warriors:

Equipment options: Greatsword, Heavy Armor, Claw-Tipped Gauntlet. Can have free choice of anything relating to the kingdom.

Skills: Super Strength (Their strength is stronger than most other kingdoms, about five hundred percent normal. Due to their superior strength, they also have faster speed and a higher jumping height. They are also harder to knock down, can withstand more damage, and has better reflexes), Blade Growth (They are capable of rapidly growing blade-like bone from their body which they can shape to a degree, and can also detach and fire the bone)

Magic: Sword Manipulation (They can summon at a time sixteen number of varying types of swords, and then take telekinetic control of them. The swords do not have to materialize next to the caster, but they can't appear already inside something)

Animalius Kingdom:

Equipment options: Summoning Horn (Simple, it summons animals to you), Claw Glove (A glove that has four mounted nine inch steel blades over the hand), Scale Armor (Armor created from scales). Can have free choice of anything relating to the kingdom.

Skills: Animal-Speak (You can talk to any kind of creature), Inhuman Speed (You're capable of moving quickly and are only rivaled by the Dawn and Paladin kingdoms. Your reflexes are also better, and aside have better stamina)

Magic: Shape-Shifting (You are capable of becoming any animal of either gender, fully or partly)

Nature Kingdom:

Equipment options: Whip (This is a whip... not much else to say beside being a cruel lashing weapon), Vine Armor (An armor made of dense vines, is highly flammable to fire), Barked Shield (A shield made from harden bark; Keep away from fires). Can be free choice of anything relating to the kingdom.

Skills: Camouflage (You can blend into your surroundings, making it impossible for people to see you), Plant Shape-Shifting (You can make your body mimic various types of plants)

Magic: Nature Control (Nature is at your command, and you can generate all sorts of plant life... that should be enough explaining)

Kingdom of Dawn:

Equipment options: Light Sword (A quick moving sword that can deal in fast sword strikes, and is composed of light. The blade can be reshaped by light users), Twilight Gauntlet (Fires varying levels of pulses consisting of light or darkness), Shadow Blade (A pitch black shape-shifting sword that reforms when broken). Can be anything related to the kingdom.

Skills: Blinding Speed (You are capable of moving at high speeds, and you move at such speeds that people will have difficulty seeing you. They as well have better reflexes to avoid running into objects, and increased stamina to run for extended periods), Short-Range Teleportation (You can teleport anywhere in a fifty-feet radius minus materializing in the ground of course. You can teleport spam, but would take a while traveling between two kingdoms. You're unable to materialize yourself or anything touching into someone or thing)

Magic: Light/Darkness Magic (You have power over the elements of light and darkness, and can combine them to form twilight)

Paladin Kingdom:

Equipment options: Anything from Kingdom of Warriors or Dawn, and anything relating to the two kingdoms.

Skills: Super Strength, Blinding Speed.

Magic: Light/Darkness Magic (Same as above)

Frostian Kingdom:

Equipment options: Freezing Sword (Sword that freezes non-living things on contact, and chills living things with each strike. The effects are removed when used on a Frostian), Frost Gauntlet (Fires a blast of coldness; Can be used as a normal gauntlet), Magic Ice Armor (Never melting suit of ice armor). Can be anything relating to the kingdom.

Skills: Immunity to coldness (Exactly what it says), Cold Emission ("Releases" coldness from your body, and can drop the temperature)

Magic: Ice/Snow Magic (Can control existing ice and snow, and generate new ice along with snow to control as well)

Lavaian Kingdom:

Equipment options: Flame Sword (Sword that bursts into flames; Fire effect useless again other Lavaian), Flame Gauntlet (Fire version of above), Heated Armor (Is hot to touch, and keeps you warm). Can have anything relating to the kingdom.

Skills: Immunity to heat (To such a degree that you can swim in lava and remain completely unharmed), Fire Breathing (Exactly what it says)

Magic: Fire and Lava Magic (You can create and control both fire and lava)

Terra Kingdom:

Equipment options: Rock-Covered Sword (A heavy sword that is covered in rock, it also brings force down on the things it is used to attack. It can also be terrakinetically controlled somewhat, as to make it float in mid-air), Stone Gauntlet (A magical gauntlet made of stone, it can fire shards of earth at people), Rock Armor (A hard, rocky armor that can be modified by Terrakinetics). Can be anything relating to the kingdom.

Skills: Stone Passage (You can trigger an ability to move unlimited through stone), Limited Element Immunity (Immune to being blown away by wind, you have heightened resistance to physical attacks, and fire doesn't harm you[Through lava can])

Magic: Geokinesis (You can control the earth, making stone rise and such. You can as well potentially feel vibrations coming from the earth, and gives a sense of warning when earthquakes and terrakinetic attacks are about to happen)

Aerovu Kingdom:

Equipment options: Cloud Sword (A sword that weights nothing, moves at a fast pace, and can be altered by Aerovu), Cloud Hook (A cloud version of a chain hook; Is as well extremely lightweight and fast, can be used to tie up foes), Winged Armor (Armor with little wings on the back; The wings can be used to steer up currents)

Skills: Flight (Quite simple, you fly in the air. You're capable of moving at superhuman speeds in flight. For better usage, you have enhanced stamina to retain flight longer, you have an enhanced healing process, and you're capable of holding your breath superhumanly long), Increased Dodging Ability (Can dodge at a faster rate and speed)

Magic: Air and Cloud Manipulation (You can create and control wind and clouds)

Techiak Kingdom:

Equipment options: Techno Glove (Think Technomancer... that is all), Pistol, "Special" Goggles (The goggles have various effects, such as x-ray, heat-vision, night-vision, enhanced sight and even video recording). Can have anything relating to the kingdom... Though not as if this stuff isn't already awesome, through.

Skills: Enhanced brain functions (Such as memory. No telekinesis or telepathy, it's not like that), Amazing building skills (Can build things if you have enough things... even life, if you wanted)

Magic: Electrical Manipulation


Important Characters:

Warrior Kingdom:

King: Siegfried Ironblade

Inner Beast: Werebeast Wolf (Super Strength, Super Speed, Superior Smell)

Inventory: Flame-Eater (A somewhat abnormally long and non-Warrior heavy version of a Longsword. The blade can absorb and redirect fire), Master Warrior Armor (One of the ten fabled enchanted armor sets of the kingdoms. The armor is designed with a knightly theme, and enhances all of Siegfried's natural Warrior abilities), Bladed Chain Whip, Tower Shield

Personality: Has grown paranoid and warped over the years of wearing the armor, having declared one of his childhood friends a threat to the Warrior Kingdom. Despite the slow corruption by the armor, he still follows the Warrior's Code to a degree. He is not above blackmail to get what he wants, though adores his younger sister and his eight year old daughter.

Short Bio: Twenty-eight years old, light skin tone, raven black hair, golden eyes, a scar running down from the top of his right eyebrow to below his right eye, and six foot four tall. Possesses the Hidden Skill "Illusionist", allowing him to create and control very powerful illusions. He has been the king for eight years since his father's death by one of the Amazons' robots for 'stealing' Princess Elizabeth from them. Currently in a shaky relation with the Amazon Kingdom, he puppeteers Amazon Princess Miko Shield with the threat of exposing his victory against her years ago. Had a fight with outlaw Raphael Bladerunner when he had acquired the Master Warrior Armor, and currently has Raphael's younger sister under house arrest to spite him.

Higher Princess: Elizabeth Ironblade

Inner Beast: ???

Personality: Friendly and what humans would call a classic lady, she is also naive and innocent. Having become a young woman, she is silently getting annoyed at all the pesky paperwork and lessons she has to do in the event Siegfried is killed. Has some doubts about her actual status as Siegfried's sister, though is adored by her citizens and is kind to them.

Short Bio: Sixteen years old, light skin tone, strawberry blond hair, blue eyes, a flat chest akin to men, a small blue wing tattoo on her right hand, and six feet tall. Elizabeth processes the Immortal Skill, which for all known purposes makes her immortal. Had a run-in with Raphael Bladerunner post his ill-planned improvised assassination attempt of Siegfried as they rushed for the Master Warrior Armor. Experienced for the first time a truly near-death situation, though she unlocked no Inner Beast. Has been home-tutored ever since she could learn, and doesn't understand some of the things her brother has been doing.

Ex-Noble: Raphael Bladerunner

Inner Beast: Cherubim (Abilities: Flight, Shape-Shifting, Omni-Sight, Voice Of The Legion)

Inventory: Elder Dragon Blade (Forged from a dragon, its general appearance is of a scaled longsword with a large dragon wing pointing downward mounted on the left side. The blade can switch between its normal form, a scythe, and a even longer sword form. The blade is very sturdy, along with fire generation, Lionheart (Enchanted armor custom-made to Raphael's requests. The armor consists of flexible metal covering his body, with six inch long elbow blades. The boots have small metal spikes that are each quarter-inch tall, and the knees have three inch long blades. The gauntlets have two inch spikes, and the hands have one inch claws. The helmet has a lion-shape, and the armor has a six foot long bladed metal tail. The armor is fireproof, and its endurance is up to eight hundred percent), Serpent-Tongue (A scaly shield with a serrated outer rim, and the scales are rough and sharp along with the shield being strong), Angel's Flight (A white feathery enchanted cape that extends and forms to the wearer's rims, along with forming into functional wings)

Personality: Mostly grim and heartless in his single-minded pursuit of "cleansing" the Warrior Kingdom of evil his mind is near-completely devoured by the entity behind his Beast Armor. The only things that allow him to regain control is being around his family. Once childhood friends with King Siegfried even cleared of the entity's control he holds hatred for him due to imprisoning his sister out of spite. The only things he cares about now is killing Siegfried to become the new king and protecting his own family.

Short Bio: Twenty-eight years old, light-skin tone, crimson hair, red eyes, a scar running down from the top of his left eyebrow to the bottom of his left eye, and six foot four. Raphael processes the Vanish Skill, allowing him to make/see anyone or anything disappear(ed) from sight including himself. Having killed his father in both self-defense and rage he began a steady collapse into insanity. Becoming a serial killer vigilante to clean the Warrior Kingdom of its shadows, he eventually learned of the supposed location of the Master Warrior Armor. Tempted by lies from the voices his goal then became to become king to purify the kingdom is a fell swoop. Thwarted by Siegfried claiming the armor instead, he ran off capturing its muse instead. From there he eventually discovered his mother alive in the Techiak Kingdom, and has silently been scouting the Warrior Kingdom for the last twelve years.

Animalius Kingdom:

King: Joseph Avian

Inner Beast: Griffin (Flight, Aero Feathers, Super Strength)

Personality: Despite honestly caring about the prejudice against Beast-Types and Animal-Hybrids, is too afraid of the Council of Elders to voice his concerns. Thus represses his hatred of the prejudice, and often verbally lashes out from the build-up. Constantly visits his younger half-sister to punish himself for his weakness and to remember his mother. Took in the current Queen after saving her and worries about his daughter due to being a Dove-Type.

Short Bio: Born of an arranged marriage, his mother was murdered after it was discovered the newborn princess was half-Cerberus. In return his father was killed by the Cerberus for not helping her, and Joseph ascended to being King at the age of eleven. After breaking down into tears when he couldn't kill his baby sister, he spends a good part of his day visiting her in the dungeon. Still yet to find the Cerberus, he has since wed a Dove-Type woman and is raising his sixteen year old daughter.

Sole Princess: Kitsu Avian

Inner Beast: Roc (Flight, Super Strength, Earth Magic)

Personality:

Short Bio:

edited 28th Mar '13 4:20:47 PM by Kkutwar

"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."
TracerBullet Guess Who...? from A Dark and Rainy Alley Since: Jan, 2011
Guess Who...?
#2: Mar 27th 2013 at 1:10:45 AM

... That is quite the fantasy kitchen sink.

I kinda skimmed a couple parts given the hour, but one thing that stood out to me that I was curious about was the division of your setting into "kingdoms", which seem to have a "Trademark Feature" for their residents similar to ATLA's different nations.

What scope of geographical space do these kingdoms partition, since they appear to actually take up area as entities? Do they neatly carve up an entire world / plane of existence? Or do they only occupy a portion of a larger world / plane of existence? Also, your kingdoms appear to be multi-racial/species in nature... So what are these "Trademark Features" bound to? For instance, what allows a "Frostian" to be strong in ice magic? And what binds him/her to that specific chunk of the world given that the tech level described seems to be capable of supporting mechanized transport?

Just some food for thought, but it definitely seems like you've put quite a bit of work already into the particulars of your setting.

Hard Boiled Detective Since 1985
mbartelsm from My home Since: Jul, 2012
#3: Mar 27th 2013 at 2:48:59 PM

uhm? no TL;DR version? damn, I guess I'll have to read it I'll come back to you later smile

Worldbuilding addict. Not on rehab.
Kkutwar The Prince of Foolish Relevations from A Place Beneath both Good & Evil Since: Feb, 2013 Relationship Status: What is this thing you call love?
The Prince of Foolish Relevations
#4: Mar 27th 2013 at 3:54:24 PM

It used to include even more races, but I decided trying to use every Youkai was just trying to hard. I also employ a lot of artistic deviation, believing in no set standards for anything.

Honestly I have yet to flesh out actual locations and locales, but all these kingdoms take up about half to third-fourths of the entire world. Even then that's just the continent they're on. The rest of the world is a vast ocean dotted with islands, and they've yet to seriously explore it due to all the secrets their own continent contains.

Each specific type of Kingdomite is born with their natural abilities, though if a Warrior's descendants have children only with Animalius enough generations they wouldn't have any Warrior traits themselves. There isn't much keeping all the Kingdoms and races from melding into one, though what is keeping them apart is their culture and wars. It might look nice and pretty from the outside, but its not a place you want to live in. Techiak the most in fact, as its an entire race of mad scientists with malformed ethics and morality. Though just belonging to a Kingdom doesn't make them a natural citizen, though prolonged exposure to an area or Techiakians tend to create sub-races that if not in biology are culturally adapted to an area.

As for why they have these abilities, its kind of like why humans wonder why they don't have tails and three arms instead. They honestly don't know why, though some believe it is because of an apocalyptic event in the Master Kingdom that torn the citizens into the original ten kingdoms. Even then they don't understand why the Master Kingdom had all their powers and more, just knowing they couldn't have naturally evolved like that. In fact besides adapting culture and growing accustomed to areas over time almost every race has remained unchanged since the start of time.

TL;DR? I have no idea what that means, but I couldn't make much of a summary for this. In fact I never had to write a summary for anything, so its stuck like that. I'm not very good at recognizing important elements within my works, which makes summaries impossible furthermore.

"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#5: Mar 27th 2013 at 4:03:10 PM

TL;DR? I have no idea what that means.

Too Long; Didn't Read. It means pretty much what it says. So much text that the readers couldn't bring themselves to read it all, or even start reading.

"What a century this week has been." - Seung Min Kim
Matues Impossible Gender Forge Since: Sep, 2011 Relationship Status: Maxing my social links
Impossible Gender Forge
#6: Mar 28th 2013 at 10:01:46 PM

I am going to applaud you for sheer, incredible, terrifying length.

I can not promise I will ever be able to find the time to read this..

My vocabulary fails me.

I mean this in a very positive way.

TroyandHawk The Blinder from Back Home. Since: Jul, 2012 Relationship Status: 700 wives and 300 concubines
The Blinder
#7: Apr 8th 2013 at 4:16:18 PM

Remind me never to call you Lazy.

Good to be back
EditorPallMall Don't Fear the Spiders from United States, East Coast Since: Feb, 2013
Don't Fear the Spiders
#8: Apr 8th 2013 at 4:44:07 PM

I did not read this due to length. However, I did notice you did successfully work out a setting in your head. That is good, but now it is time to focus on what really matters - the characters and the plot. Anymore fidgeting around with the setting and you will end up with World Builder's Disease.

edited 8th Apr '13 6:40:02 PM by EditorPallMall

Keep it breezy!
Kkutwar The Prince of Foolish Relevations from A Place Beneath both Good & Evil Since: Feb, 2013 Relationship Status: What is this thing you call love?
The Prince of Foolish Relevations
#9: Apr 12th 2013 at 4:10:13 AM

I already have a fleshed out ending for one of the main plots, though fleshing out the characters is something I've been putting off. Ten Kingdoms is designed as big and open so any number of stories or characters could come of it. I assume World Builder's Disease is writing about stuff that'll rarely if ever be involved in-story?

"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."
EditorPallMall Don't Fear the Spiders from United States, East Coast Since: Feb, 2013
Don't Fear the Spiders
#10: Apr 12th 2013 at 8:43:04 AM

[up]That can be a "symptom" but not necessarily the case. World Builder's Disease is a term used to describe when a writer procrastinates writing the story itself to create a world for his story. This usually results in the author never finishing his work.

So long as you are writing the actual story (stories?) you should be fine.

Keep it breezy!
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