Faeries

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Name Faeries
Classification Mortal
Age Expectancy 300
Average Height 4'3" - 5'3"
Average Weight 30 - 60 lbs
Body Normal
Spirit Enhanced
Soul Enhanced
Preferred Weapons Elemental Energy
Owner Kristen


Overview

General

While each type of Faerie is granted their own set of abilities to protect the world’s animal and plant population, there are also several abilities that are universal to all of them. Faeries are able to tap into an animal’s emotions. Since animals do not have the ability to have complex thoughts, they simply read emotional responses from them. Another ability they have is to communicate with plants. This process is more complicated, because plants have neither thoughts nor emotions. This communication merely has to do with reading what chemicals are present within the plant and noting what the plant requires to survive.

This is not so much of an ability as an instinct. Faeries feel compelled to save plants and animals before any other living thing. Anytime an animal or a plant is in danger, the faerie must save it before anyone else.

Faerie names generally consist of the Faerie's given name, followed by Lat or Lar and their elemental sub-race name. (The Lat is for women, meaning 'daughter of' and Lar for men meaning 'son of'.) Examples of Faerie names in this manner would be Morvina Lat Orltzaniva or Hyan Shronan Lar Taltzvani.


Racial Passives

Nature's Ally (Racial Passive): Faeries have a remarkably close bond with nature and feel compelled to aid plants and animals before any other living thing.
Positives: Access to the Flight passive. Recieve Knowledge:Nature for free. May also take on one sub-racial passive.
Negatives: -10 STR. Can have wings removed. (See Wingless Faerie information)


Sub-Racials

In addition to the normal racial passive, all Faeries receive one of the following sub-racials.


Vtz'Varik (Sub-Racial): These Faeries are the ones with dominion over water. They can not only manipulate it, but create it as well. Their role in the world is to keep water clear so plants and animals may be able to get fresh water. They also have the ability to purify poisoned water.
Requirement: Must be Water or Rift Affinity.
Positives: +10 Perception. -5 PLM damage from characters or Energy Weapons of Water Affinity (Does not stack for someone with both the affinity and weapon).
Negatives: +5 PLM damage from characters or Energy Weapons of Fire or Void Affinity (Does not stack for someone with both the affinity and weapon). +5 PLM damage from techniques with the Electricity element.


Orltzaniva (Sub-Racial): Orltzaniva Faeries are the children of the air. They are the ones responsible for making sure the air has enough oxygen and carbon dioxide in it to sustain life. They have the ability to manipulate air, and since it is around always, can not create it. However, they are able to purify polluted or poisoned air, and to some extent are able to manipulate weather patterns. (Changing air currents to move storms, not so much make it rain.)
Requirement: Must be Sky or Rift Affinity.
Positives: +10 STL. -5 PLM damage from characters or Energy Weapons of Sky Affinity (Does not stack for someone with both the affinity and weapon).
Negatives: +5 PLM damage from characters or Energy Weapons of Earth or Void Affinity (Does not stack for someone with both the affinity and weapon). +5 PLM damage from techniques with the Ice element.


Taltzvani (Sub-Racial): Also known as the children of Fire. These Faeries are mostly protectors. Having the only ability that can cause direct harm instantly they are often relied on to face intruders as well as many other problems in the world that might require more fighting. They have the ability to create and manipulate fire. They are the physically strongest of all the Faerie types.
Requirement: Must be Fire or Rift Affinity.
Positives: +10 ATH. -5 PLM damage from characters or Energy Weapons of Fire Affinity (Does not stack for someone with both the affinity and weapon).
Negatives: +5 PLM damage from characters or Energy Weapons of Water or Void Affinity (Does not stack for someone with both the affinity and weapon). +5 PLM damage from techniques with the Flood element.


Ertz’yamiv (Sub-Racial): Faeries of the earth. They have the ability to move the earth itself (i.e. Rocks, dirt, etc.) The size of what they are able to move is related to the individual level. They also have the ability to check soil to be sure it is suitable for planting various types of plants.
Requirement: Must be Earth or Rift Affinity.
Positives: +10 WLP. -5 PLM damage from characters or Energy Weapons of Earth Affinity (Does not stack for someone with both the affinity and weapon).
Negatives: +5 PLM damage from characters or Energy Weapons of Sky or Void Affinity (Does not stack for someone with both the affinity and weapon). +5 PLM damage from techniques with the Fire element.


Vtz'Chamesh (Sub-Racial): This type of faerie varies greatly, and can be a mixture of two or even all of the elements. However, the more split their abilities the less control they have over any individual one. They may lose the ability to create an element or lose aspects of the ability, such as a Fire element losing the ability to create and manipulate fire, but being still able to create heat. The extent of the loss is directly related to the number of elements they are connected with.
Requirement: Sun or Moon Affinity.
Positives: +10 AWA. -5 PLM damage from characters or Energy Weapons of Sun or Moon Affinity (Does not stack for someone with both the affinity and weapon).
Negatives: +5 PLM damage from characters or Energy Weapons of Rift or Void Affinity (Does not stack for someone with both the affinity and weapon; Spiritual/Mental Energy is Rift). +5 PLM damage from techniques which use Charges.


Melkhim (Sub-Racial): They help the earth with transitions between the seasons. There are only 8 at any given time and are considered to be the most powerful of all Faeries.
Requirement: NPC Only.
Positives: +10 CHA, +10 SPC. -5 PLM damage from characters or Energy Weapons of Rift or Void Affinity (Does not stack for someone with both the affinity and weapon; Spiritual/Mental Energy is Rift).
Negatives: -10 DEC.


  • NOTE: If any Faerie has the Double Affinity passive, their second affinity is not restricted by their type's normal Affinity requirements.


Wingless

Wingless is a status gained when a Faerie loses his or her wings. The Faerie’s race changes to “Wingless ____ Faerie” (Fill in the faerie type in the blank). This status is not permanent. In order to regain wings, a Faerie must undertake a 30 paragraph healing quest, usually involving going back to Eluvina and seeking out medical assistance, though this is not always the case.

Since most of a Faerie’s memory is located in his or her wings, for one week after the removal the character will be under *Confuse. This is not curable, but again wears off after one week. Your character also loses access to the Flight passive because wings. Additionally, your character also loses the +10 Skill bonus from his or her Sub-Racial. (For example, Vtz'Varik Faeries lose the +10 Lore bonus and whatever Language/Knowledge came with that.)

In order to restore your Faerie’s wings, your character must undergo a 30 paragraph quest. Once the quest is completed your race changes to “Restored ___ Faerie”, and for one week you are under *Rondo. You also once again gain the abilities you lost when Wingless.

Having restored your wings, however, does not make a Faerie immune to losing them again.