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Gods and Goddesses of Xaythea

There are several Gods and Goddesses well known to the inhabitants of Xaythea with the city of Kaladorei, which is on the continent Snowdale, being the one that holds temples to each god and goddess.  I mentioned earlier, I think, that Kaladorei is also the cultural capital of Xaythea.    However, there are races that may have their own respective Gods and Goddesses as well.  Most of these are yet to be thought out as I have not yet expanded much into the religious side of things, same with politics of the planet.

Werewolf Deities

These are the four deities, three gods and one goddess, that the Werewolves respect and honor.

Conri- Wolf King, Wolf or Knowledge, Thought, Wisdom, Speech, & Divination. (Spirit of Magic) Wise Wolf of the North. Conri symbolizes Autumn.

Lupa- Wolf Queen, Wolf of Motherhood, Children, Astrology, Stars, Peace, Balance, & Dreams. (Spirit of Visions) Gentle Wolf of the South. Symbolizes Spring.

Anubis- Wolf of the Underworld, Dead, Grief, Funerals, & Spirits. (Spirit of Death) Noble Wolf of the East. Anubis symbolizes Winter.

Fenrir- Wolf of Fire, War, Bloodlust, Murder, Chains, Prison, & Evil (Spirit of Destruction) Fierce Wolf of the West. Fenrir symbolizes Summer.

Ancient Ones

The first sentient beings that were created. They are treated like Gods by the varying races.  There are three male and three female Ancient Ones, the children of Lady Nitrix and Lord Vamdes. I am not entirely sure if they will be introduced but Sivdall was mentioned by the twins’ father in The Quest.  Each Ancient One created a certain race.

Egnera (f)-created Kuvinean & thunder hawks, trolls, giants, goblins, imps

Sivdall (m)-created humans, vampires, dragons, Werebears

Apdon (m)-created Suon Wolves, Night Dwellers & ghost dogs,  Elves, Mermaids, dwarves

Muxaris (m)-created Runimagi, Malmorn, Orcs, Demons, Sirens

Gorgsus (f)-created Starkey Birds, Fairies, Werewolves, Shifters

Ygfana (f)-created Werecats, Rakash, Kitsune, Selkies, centaurs

Gods and Goddesses

Nitrix

Known as the goddess of life and “mother of all”, every animal and race knows who she is.  She is the twin sister of Vamdes.   She has a garden in Souldes called Nitrix’s Garden.  She loves offerings of vegetables/fruit.  Nitrix appears as a rabbit.  She is said to symbolize the day.

Vamdes

Known as the God of Death and rumored to have his home within Souldes itself in Vamdes’ Graveyard.  He is the twin brother of Nitrix and the “father of all” as every animal and race knows him.   He appears as a raven.  He is said to symbolize the night.

Calius

Calius is the god of magic as well as education. He appears as a wizended old man dressed in yellow and orange robes. His favorite offerings are sweet things as he has a sweet tooth and books/tomes/scrolls.  He is important to those races that can use magic as well as those who study alchemy and seers.  He appears as an owl when walking among mortals.

Lorasil

He often appears as a horse when he ends up walking among mortals.  The God of Storms and Weather, Lorasil controls the seasons and is said to make his home in the heavens, away from the other gods and goddesses.

Vutrix

Vutrix is the Goddess of Music, Family, Marriage and Children. She appears as a wolf when in animal form among mortals.

Xyzana

She is the Goddess of Travelers, Thieves, Commerce and Trade.  She appears as a hyena.

Rodar

Rodar is the God of Craftsmen and Medicine.  Rodar is important to healers.  Rodar appears as a giant salamander.

Eskar

Eskar is the goddess of hunting, war and agriculture.  She is an important figure to the Werebears and Orcs, two warrior-like races as well as the goblins of old.  She appears as a bear when in animal form.

Werebear Deities

The Werebears tend to celebrate Norwegian and Celtic Gods and Goddesses, however these six are the most important to them.

Chethar is the God of Nature and Life.

Kisdite is the Goddess of Medicine.

Istus is the God of Vengeance.

Freya is Goddess of Farming, Weather and War.

Tyr is God of Wisdom, Magic, and Death.

Werecat Deities

The werecats have a mixed culture of Aztec/African/South American influences.

Xihucoatl-Pantheon Leader, God of Fire, Blood, War, the Sun.  Cardinal God of the South.

Quetzalcoatl-Goddess of Light, Civilization and Creation, and the Hunt.  Cardinal God of the West.

Xochiquetzal-Goddess of Midwives, Children, Marriage/Fertility and Agriculture.  Cardinal God of the East.

Tezcatlipoca-God of Chaos, Night and Destruction, the Moon, Weather.  Cardinal God of the North.

Xolotl-God of Magic, Death, Craftsmen, Art and Dance, and Travel.  Is the twin brother to Ellykha.

Ellykha-Goddess of Life, Trade, Medicine, and Education.  Is the twin sister to Xoltl.

 

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Rakash

Rakash are related to dragons in that they are dragon shifters through an ancestor called Weizhe, a dragon who fell in love with three human females and sired children with them, thus passing on the dragon blood. Rakash have three forms; a human form, a bipedal form, and a dragon form.

I will list the strengths and weaknesses here for each form in order. Their weaknesses pretty much are the same as the dragons they descend from.

Physiology

True Form: The True Form, which is the traditional giant quadruped form and what most think of when they hear the word dragon. They are massive beasts with armor-like scales or metallic looking skins. They have huge gaping jaws and immense strength. Their huge wings let most dragons be fairly agile fighters in the air, though this varies from the different dragon species. Horns, spikes and fins are all possible for the true form, ranging from ear and back frills to leg and arm spikes, once again varying with the type of dragons.

Hybrid: Considered the ‘half form’ of a dragon is an anthropomorphic form. Hybrid forms may either suit aquatic (in the case of water dragons) or terrestrial environments.

Terrestrial Hybrid: As a much smaller bi-pedal hybrid between humanoid and full dragon, the physiology allows the dragon to walk upright whilst remaining very ‘dragonesque’ in appearance. A full anthropomorphic head is coupled with digigrade legs, scaled skin, claws, talons, almost always with wings and a sizable tail allow the dragon to move safely within buildings and crowds which the True From dragon is unable to achieve.
Aquatic Hybrid: A notable exception would be water dragons, who may have a mer-tail fins or legs, and can still have wings, but cannot fly. Instead, like flying fish, they may glide briefly, or easily adjust their falling.

Human Form:  Looks basically human, or sometimes elven, depending on the dragon. They tend to have dragonesque features that may hint that they are not entirely what they seem though. Small horns hidden by hair, slight scaling, taloned fingers or toes or other minor things are an example and most are easily concealed.

Strengths

Heightened Senses

  • Humanesque Form: Sight and smell are twice as strong as the average human, being able to see fine details from 20m and detect some subtle aromas on others up to 10m.
  • Hybrid Form: Sight and smell are three times as strong as the average human, being able to see up to 30m and smell some subtle aromas on others up to 10m. Night vision also increased, being able to see in darkness up to 10m relatively clearly.
  • True Form: Sight and smell are five times as strong as the average human, being able to see up to 50m and smell some subtle aromas on others up to 10m. Night vision also increased, being able to see in darkness up to 20m relatively clearly.

Physical Strength

  • Humanesque: Roughly twice as strong as an average human, being able to lift a small horse. Skin, bones and muscles slightly more durable than the average human.
  • Hybrid Form: Roughly five times as strong as an average human, being able to lift an empty horse and cart. Skin, bones and muscles are twice as durable than the average human.
  • True Form: Ten times as strong as an average human, being able to lift a large, filled hay cart or uproot a large tree. Honeycombed bones allow for flight while supporting thick, heavy mass.

Scaly Hide

  • Humanesque Form: The skin is as durable and rough as thick leather-armor.
  • Hybrid Form: Small scales provide increased durability, generally as tough as elven glass. Damage is reduced by a quarter. The presence of scales and stronger muscle tissue allows for three times the durability of an average human.
  • True Form: The thick scales provide a great deal of durability, resisting most weapon types and reducing damage done by half. Scaly hide and thick muscle allows for five times the durability of an average human.

Flight

  • Hybrid Form: Increased muscle strength allows for short bursts of flight in this form to reach the height of a four story building and the tallest trees. Speeds maintain equal to that of a running human with quicker maneuverability than in the larger, true form. However, wings in Hybrid form are far more suited to gliding and hovering over short distances due to the bulk of scales.
  • True Form: With wings, they can fly up to and maintain a maximum of 70m (roughly above the tree-tops or to rock perches on cliff edges). They can fly at speed roughly 3x as fast as that of a human’s average run. If fit, healthy and well rested, great distances can be covered before a full-form dragon will tire.

Regeneration

All Forms: Able to heal minor wounds in a few hours. Major or many minor wounds take a few RL hours to 1-2 days, depending on severity/amount. Limbs may be regenerated over the course of 3-5 days.

Breath Weapon (Fire or Water/Ice or Lighting or Acid)

  • Hybrid Form: Able to breathe/shoot ONE type of element; they are also resistant to this one element.
  • True Form: Able to breathe/shoot ONE type of element; they are also resistant to this one element.

Claws, Jaws, and Tail

  • Humanesque Form: If the form has notably sharp teeth and nails or claws, both can easily puncture skin when force is applied behind them. If the form has a tail, it can lash out, but not knock someone over. The avatar should visibly depict these.
  • Hybrid Form: Claws, jaws and tail are capable of causing more severe damage than in humanesque form; able to sever skin and even fracture bones with a successful, well-aimed swipe of the tail.
  • True Form: Besides the breath weapon, these are the primary weapons of the form. The claws and teeth can tear into most creatures, including vulnerable areas of dragons, such as wings but not other dragon scaled areas, while the tail can knock an average human into a nearby wall with applied/purposeful force.

Knowledge and Memory: Rakash have a natural ability to learn and remember information better than most races.

Weaknesses

Sensitive Senses: All forms: Due to heightened senses, powerful stimuli such as pungent odors and bright lights can overwhelm the creature, causing disorientation, pain, and possibly nausea, light-headedness, and fatigue. The closer or more direct the stimuli, the more disorienting, overwhelming, and/or painful the stimuli can be. Sensitivity to light is increased further when using night vision.

Dragonsbane: All forms: This blue-leafed, red puffy-headed, flower-like plant causes a myriad of problems: the natural aroma – even at a distance – can cause gradual loss of voice, extreme coughing, extreme vertigo, and temporary blind-rage; when burned, the smoke causes extreme coughing, instant loss of voice, and extreme labored breathing. When touched to the skin, it creates a severe, painful rash with partial paralysis; if it enters an open wound, it will paralyze the connected limb or torso (and in severe cases, cause cardiac arrest). If ingested, it will induce seizures, unimaginable pain, and potentially death. Contact with dragonsbane *requires* medical attention.

Elemental Weaknesses::

In contrast to the ONE elemental breath weapon, all forms of the dragon are vulnerable to ONE opposing element, with it doing roughly 2 to 5 times greater damage depending on the type of attack and where it is directed. Earth (like dirt and rock, not plants) may nullify/equalize breath ability, but does equal damage.

  • Fire is weak to Water/Ice
  • Water/Ice is weak to Lightning
  • Lightning is weak to Acid
  • Acid is weak to Fire

Large Mass:

  • All forms: Must consume two to three times as much food as an average human in order to maintain enough energy.
  • Humanesque Form: As this form is condensing the larger true form, it is 1.5 to 2 times as heavy as a human of equal proportions. They cannot run as fast or as long as a normal human in this form and are susceptible to fatigue faster.
  • Hybrid Form: With the addition of scales, snout and denser muscle tissue, this form is up to 3 times as heavy as a human of equal proportion, and slower still and more easily fatigued than in humanesque form.
  • True Form: Due to their large size, it maneuvers on ground half as well as an average human, being clumsy and inflexible. It also runs half as fast as an average human and cannot sustain it long.

Painful Shapeshifting: As bones, muscles, and mass are physically changing, shifting between the true form, bi-pedal and the humanesque form is excruciating. Side effects of shifting include pain, breaking bones, nausea, hunger, light-headedness, soreness, and fatigue.  As the true form is the natural state, it recovers somewhat more quickly from side effects, but is still affected.

Piercing Weapons:

  • Humanesque Form: While slightly more durable, this form is vulnerable to all weapons.
  • Hybrid Form: Piercing weapons (i.e., arrows, spears, and the points of blades) and weapons with piercing enchantments may overcome the bi-pedal scaly hide. These cause 1x to 2x greater damage than an average attack to the form, with greater damage caused if one spot his hit repeatedly, thereby going through the scale. The front torso and underbelly has softer scales, which allows the Hybrid dragon to bend sideways and forward and therefore is their most vulnerable area.
  • True Form: Piercing weapons (i.e., arrows, spears, and the points of blades) and weapons with piercing enchantments may overcome the scaly hide. These cause 1.5x to 3x greater damage than an average attack to the form, with greater damage caused if one spot his hit repeatedly, thereby going through the scale.

Underbelly, Joints & Wing Membrane: Wings in hybrid and true forms, areas under joints, and the scaled underbelly are vulnerable areas that will take 1.5x to 2x as much damage as the rest of the body.

Honeycomb Bones:

  • Pertaining to all forms: While more lightweight than hollow bones, the bones in the wings are susceptible to blunt weapons (i.e., hammers and maces) at an average degree of damage. Other bones, especially forelimbs, are susceptible to increasing damage with direct blows, with 4-5 direct blows to one area causing bone breaks.

The only weaknesses that Rakash have not inherited are the hoarding complex of their dragon cousins, rage, pure metal poisoning and iron.

 

Dragons

Dragons can live for up to 3,00,000 years though when they are born, one would not think they would become fearsome creatures.  Dragons are uncommon to rare creatures to be seen in Xaythea, often making their homes in the mountains of the planet and collecting hoards of gold and silver coins, gems and books which they will guard with their lives.  They are intelligent creatures and capable of human speech though some will attack humans for food as well as their livestock.

A dragon is divided into three different types:

  • Land Dragons-Dragons that have no wings and are confined to land
  • Sky Dragons-Dragons that have wings and can fly
  • Aquatic Dragons-Dragons that have short wings or no wings which don’t enable them to fly. They can either have legs which allow them to come on land or fins which render them to the water.

They can also be hybrids of the following:

  • Land Dragon x Sky Dragon
  • Sky Dragon x Aquatic Dragon
  • Aquatic Dragon x Land Dragon

Dragons have four elements they can inherit, each dragon may only have one breath weapon, even those of hybrids, and these are the elements they can manipulate:

  • Fire-Control, shape, create and manipulate fire/heat
  • Water/Ice-Control, shape, create and manipulate water (including ice) and cold
  • Lightning-Causes them to glow, can manipulate and create electricity and weather
  • Acid-Have toxic blood and venom that drips from their fangs/claws, can create, shape and manipulate poison

Elemental Weaknesses

Fire is weak to Water/Ice

Water/Ice is weak to Lightning

Lightning is weak to Acid

Acid is weak to Fire

Mating and Reproduction

When a female dragon is ready to mate she will sound a resonating “mating-call” to all the mature males around the area. She will then fly as fast, and as high as she possibly can. The female can easily out-fly any male, due to her weight, and wingspan. Only the strongest and fastest of the males will catch her.

Females will change to a brighter shade of their regular color during the mating season due to this change. The males will notice this change and get riled up so much as to fight with other males that are ready to mate as well. These fights are never fatal, but sometimes do cause some serious damage to the males, especially the wing membrane, which is the most vulnerable part of a dragon’s body. The fights usually consist of dragons diving towards each other and butting heads, and swiping with claws on the tough scales of the chest. When the male dragons hear the female’s mating call, the dragons at once take to the skies to find her, and the chase is on!

When a male dragon finally catches the female at the climax of their flight, they will literally hang for a second in mid-air with the male wrapping his tail and wings tightly around the female’s, and grasp her with all four claws. The female will follow suit as they begin a free-fall which is the mating session. Falling fast, the mating only lasts a few seconds, and both dragons will break off just before crashing into the ground, and glide together to the female dragon’s cave to prepare their nest.

​Both male and female dragons become fertile roughly halfway through the young stage of life and remain so until well into their ancient years. Young dragons can mate and might do so out of sheer biological urge—or even, at times, for love—but they are rarely prepared to rear young. They might abandon clutches of eggs wherever the eggs will have a decent chance of survival. Few eggs left in this way survive—and dragons that hatch from them might not learn to fend for themselves well enough before becoming prey.

Nesting

One clutch contains between six to ten eggs.

The nest building begins the same day as the mating takes place. Both the male and female dragon add to building their nest. The nest materials can consist of woven tree branches, and fresh leaves intertwined with gold and jewels. The floor of the nest consists of flat coins that are melted into a bowl by the dragons breathing fire and melting them into the woven branches. Dragons apparently like a very beautiful nesting area. The nest will be built upon part of the two dragon’s combined treasures. It is theorized when the dragons sit upon the nest, the body heat will warm the gold and keep the nest warm even when the dragon is not directly on the eggs. Building the nest will be slow, it takes roughly a year and a half, human years to build it.

The average dragon egg is about the size of a small rain barrel. Eggs normally have the same color as the dragon variety, though somewhat duller in hue. They are roughly ovoid and have a texture somewhere between dragon scale and stone. When first laid, a dragon egg has resistance to the damage type produced by the parents’ breath weapon. As the egg nears hatching, the shell grows harder but more brittle, and that resistance diminishes. By the time the hatchling is ready to hatch, the egg has no resistance at all.

The young grow within their mother for eighteen months where they are then laid in the nest. After 2 months of nesting, the baby dragons emerge from their eggs.  Each baby dragon has an egg-tooth, which is a sharp, pointed bone at the front of their snout. This is used to break out of the shell.

When a hatchling is ready to hatch, it begins feeding on the inside of the egg’s shell, absorbing the remaining nutrients. This activity strengthens the young dragon and weakens the shell. The hatchling then breaks free by clawing at the sides, pressing against and cracking the shell with brute strength, and blasting the shell occasionally with its own already developed breath weapon.

​When the first dragon starts to emerge and cry, it urges the other baby dragons to hatch. Dragons hatch ferociously hungry, and if are not fed immediately after hatching, they will eat the yolk and albumen (white part of an egg). If not fed immediately after this, they will go after their siblings. It is very important for the parents to know when the dragons are ready to hatch so they can have fresh meat to satisfy their sons and daughters. This first feeding bonds the newly hatched dragons to their parents. After the hatching, both adult dragons fiercely guard their hatchlings. One dragon will always be awake to keep watch over the nest, until the hatchlings can defend themselves.

Awakening

​The Awakening is a coming of age ceremony, that takes place once a Dragon reaches full maturity as an adult. The first part of the Awakening, the trigger as it were, is to attempt to burn the individual alive and for them to make their first kill which makes the individual a Dragon in full.

Strengths

Heightened Senses: Dragons can see, smell and hear far better than any other race on Xaythea.  Sight and smell are five times as strong as the average human, being able to see up to 50m and smell some subtle aromas on others up to 10m. Night vision also increased, being able to see in darkness up to 20m relatively clearly.

Scaly Hide: The thick scales provide a great deal of durability, resisting most weapon types and reducing damage done by half. Scaly hide and thick muscle allows for five times the durability of an average human.

Physical Strength: Ten times as strong as an average human, being able to lift a large, filled hay cart or uproot a large tree. Honeycombed bones allow for flight while supporting thick, heavy mass.

Flight (only sky dragons or hybrid sky dragons): With wings, they can fly up to and maintain a maximum of 70m (roughly above the tree-tops or to rock perches on cliff edges). They can fly at speed roughly 3x as fast as that of a human’s average run. If fit, healthy and well rested, great distances can be covered before a full-form dragon will tire.

Knowledge and Memory: Dragons have a natural ability to learn and remember information better than most races.

Claws, Jaws and Tail: Besides the breath weapon, these are the primary weapons of the form. The claws and teeth can tear into most creatures, including vulnerable areas of dragons, such as wings but not other dragon scaled areas, while the tail can knock an average human into a nearby wall with applied/purposeful force.

Dragons have two forms consisting of a hybrid form and their true form.   They have passed this onto their descendants, the Rakash who have a hybrid and true form as well as a human form.

Hybrid Strengths

Senses: Sight and smell are three times as strong as the average human, being able to see up to 30m  and smell some subtle aromas on others up to 10m. Night vision also increased, being able to see in darkness up to 10m relatively clearly.

Physical Strength: Roughly five times as strong as an average human, being able to lift an empty horse and cart. Skin, bones and muscles are twice as durable than the average human.

Flight: Increased muscle strength allows for short bursts of flight in this form to reach the height of a four-story building and the tallest trees. Speeds maintain equal to that of a running human with quicker maneuverability than in the larger, true form. However, wings in Hybrid form are far more suited to gliding and hovering over short distances due to the bulk of scales.

Scaly Hide: Small scales provide increased durability, generally as tough as elven glass. Damage is reduced by a quarter. The presence of scales and stronger muscle tissue allows for three times the durability of an average human.

Claws, Jaws and Tail:  Claws, jaws and tail are capable of causing severe damage; able to sever skin and even fracture bones with a successful, well-aimed swipe of the tail.

All dragons have accelerated healing/regenerative abilities.

Minor Wounds take a few hours to heal.
Major or many minor wounds take a few hours to 1-2 days, depending on severity/amount.
Limbs may be regenerated over the course of 3-5 days.

Growth

When dragons first hatch their size is vastly different compared to their size later on. They are the size of a rabbit.

When they reach the age of three months they become the size of a house cat.

As they reach fledgling age, they become the size of a wolf.

As they reach the size of an adolescent, they become the size of a small horse.

Upon reaching adulthood, they are the size of an elephant.

Dragons never stop growing.  By the time they die, they may be the size of small hills or mountains.   However with their larger size comes a desire to sleep and not move, thus there are quite a few dragons that go into hibernation upon reaching their ancient years.

Weaknesses

Sensitive Senses: This affects both forms.  Due to heightened senses, powerful stimuli such as pungent odors and bright lights can overwhelm the creature, causing disorientation, pain, and possibly nausea, light-headedness, and fatigue. The closer or more direct the stimuli, the more disorienting, overwhelming, and/or painful the stimuli can be. Sensitivity to light is increased further when using night vision.

Dragonbane: Dragonsbane affects both forms.  This blue-leafed, red  puffy-headed, flower-like plant causes a myriad of problems: the natural aroma – even at a distance – can cause gradual loss of voice, extreme coughing, extreme vertigo, and temporary blind-rage; when burned, the smoke causes extreme coughing, instant loss of voice, and extreme labored breathing. When touched to the skin, it creates a severe, painful rash with partial paralysis; if it enters an open wound, it will paralyze the connected limb or torso (and in severe cases, cause cardiac arrest). If ingested, it will induce seizures, unimaginable pain, and potentially death. Contact with dragonsbane *requires* medical attention.

Pure Metal Poison: Pure metals are toxic to dragons. The greater the rarity of the metal in question, the more toxic. Pure iron or copper would be merely irritating, while pure gold or platinum would be potentially lethal if it entered their bloodstream. Blades made of rare pure metals can slice through their skin, hide, and scales like a hot knife through butter.

Rage: Some dragons suffer from sporadic bouts of rage, whereupon they become aggressively defensive, and prone to violence over the smallest of offenses, lashing out at even close friends without hesitation. The adrenaline running through their bodies grants them greater strength and a spike in pain tolerance, but they lose all reason until it fades.

Painful Shifting: As bones, muscles, and mass are physically changing, shifting between the true form and bi-pedal form is excruciating. Side effects of shifting include pain, breaking bones, nausea, hunger, light-headedness, soreness, and fatigue.  As the true form is the natural state, it recovers somewhat more quickly from side effects, but is still affected.

Piercing Weapons: Hybrid-Piercing weapons (i.e., arrows, spears, and the points of blades) and weapons with piercing enchantments may overcome the bi-pedal scaly hide. These cause 1x to 2x greater damage than an average attack to the form, with greater damage caused if one spot his hit repeatedly, thereby going through the scale. The front torso and underbelly has softer scales, which allows the Hybrid dragon to bend sideways and forward and therefore is their most vulnerable area.

True-Piercing weapons (i.e., arrows, spears, and the points of blades) and weapons with piercing enchantments may overcome the scaly hide. These cause 1.5x to 3x greater damage than an average attack to the form, with greater damage caused if one spot his hit repeatedly, thereby going through the scale.

Underbelly, joints and wing membrane: Wings in both forms, areas under joints, and the scaled underbelly are vulnerable areas that will take 1.5x to 2x as much damage as the rest of the body.

Honeycomb Bones: While more lightweight than hollow bones, the bones in the wings are susceptible to blunt weapons (i.e., hammers and maces) at an average degree of damage. Other bones, especially forelimbs, are susceptible to increasing damage with direct blows, with 4-5 direct blows to one area causing bone breaks.

Hoarding: In both forms, they are prone to collecting and obsessing over gold, jewels, and other treasure. This tends to drive a dragon to be unreasonable in trade/commerce, aggressive when defending what is theirs, and foolhardy when trying to gain more.

Iron: Iron, like gold to werecats and silver to werewolves, burn dragons. It can leave fatal scarring if not careful.

Dragons must consume two to three times as much food as an average human in order to maintain enough energy.  With the addition of scales, snout and dense muscle tissue, this form is up to 3 times as heavy as an average human of equal proportion and slow still and more easily fatigued than humans in their bipedal form.  In their true form, due to their large size, it maneuvers on ground half as well as an average human, being clumsy and inflexible. It also runs half as fast as an average human and cannot sustain it long.

Xaythea Magical Alchemy

Magic in Xaythea is a rather interesting topic.  For starters, there are two types of magic which are regular magic (also known “pure essence”) and dark magic (also known as the “magician’s lust”).   Magic comes from the God Calius who is the God of Magic and often appears as a wizened old man full of energy or an owl. He is also important to seers and healers.  Dark Magic on the other hand can be granted by Vamdes (God of Death) or Etar (God of War).  Etar appears as a bear most often when traveling among Xaythea.

Which races can use magic?

Magic is restricted to a few races:

Kitsune who specialize in illusions and dream walking/manipulating dreams and nightmares

Dwarves

Elves

Humans though very few humans can use magic

Vampires

Runimagi

Malmorn

Centaurs have a magic affinity from the time they are ten years of age.  Centaurs usually become seers, healers and warriors.

Of the animals that can use magic, they are the following:

Alicorn

Unicorn

Dragons use elemental magic related to their breath

Kuvninean can manipulate weather and electricity but there is no magic among them.

Magic is thought of as something mysterious and powerful.  Like physical strength, magic has what is known as mana, something only those blessed with magic may possess. Not all races listed above will be able to use magic.   Mana may come from the earth which is coalesced within the soul, this is normal magic.   Dark Magic also needs mana to run, however this is usually taken from inhumane practices such as human sacrifice or the power of blood/soul damage.  Damage to the soul can be difficult if not impossible to heal.

Dark magic is anything with the intent to harm. Necromancy, using magic for one’s personal gain, trying to cheat Vamdes out of death as everything has to die barring the gods & goddesses, and searching for means to make one immortal, anything that destroys the soul, whether one’s own or someone else’s, blood magic, human sacrifice. The problem with the soul is when venturing into dark magic it begins to taint the soul. If you stop there won’t be a lot of damage to it but the further you go into dark magic, the more twisted your soul becomes until there’s no emotion or feeling but negative ones.

The above explains the secret of the Sea Rover captain’s first mate.  

What is the punishment for using Dark Magic?

Those who delve into the dark find their souls and minds torn so that when they eventually die they suffer the following punishments depending on how bad they were:

Become restless and malevolent spirits who reside and wander the Lost Ones Valley of Souldes forever, never to rest and be tormented by all their past deeds.

Being turned into a Wendigo or a Razwal, a creature that feeds off magic and is highly intelligent.

Being turned into a Revenant, often the punishment for the most evil of beings and the most powerful of the dark magic users.

What about the use of magic against inanimate objects with the intent to harm?

Using magic against inanimate objects would not carry a twisting of one’s soul.  Using it with the implication that it would lead to harm would be seen as a gray area to Calius.  Assuming one was not intentionally or willfully allowing themselves to be used in such a manner, there would be no risk to the soul and mind, however doing so willfully would  cause chipping.  Like paint chipping off a frame for example, darkness would begin chipping at the edges of the soul and mind.

What about in self-defense?
Self-defense and the use of dark magic, should one need to resort to it, would create only weakness for a few hours to days, depending on the length of time.  It would also cause headaches and possibly soreness throughout one’s entire body but there would be no severe backlash.  Calius and Nitrix would need to be asked for forgiveness though for such a sin.
How does alchemy play into Xaythea?
At this point I am unsure how exactly alchemy will play into the world of Jewels of Falaindale.  Alchemy would involve the use of potions, trying to gain immortality, turning metal into silver or gold.  It is a strength of the cultural capital of the planet, that is the city of Kaladorei It will involve transmutations and a mixture of crafting and magic.
How would one gain repentance from Calius and Nitrix?
Calius likes books and scrolls.  He also has a sweet tooth so if one left a book of some ancient text and a pastry he would be pleased.   Nitrix, on the other hand, enjoys vegetables and fruits.
What is the price for being a seer?
The price for being a seer is exchanging one sight for another.  That is, one loses their physical sight in order to gain the sight.  A person who trades their sight to become a seer remains blind forever and cannot be healed.

What is the price for being a healer?

The price for being a healer is a rapid deterioration of the body.  Wounds can be taken from the victim to the healer which they may be unable to heal and damage to the soul is difficult if not impossible to heal and can be tiring.    It is painful for the recipient of the healing and relies on touch as well as causing damage to the mind over a period of time, particularly when trying to heal someone who is near death. The healer ends up feeling the pain and emotions of the dying person.  They also cannot heal those who are dead as they don’t have the power of resurrection, to try would result in killing the healer.

What types of magic are there?
“Pure Essence” also known as regular magic which includes spell crafting/weaving and warding. Usually uses tomes, conjuring and summoning.
Dark Magic or “the magician’s lust” which be further divided into blood magic, necromancy or soul magic. Curses and hexes could also be considered Dark Magic.
Runic magic, using runes to cast spells.  Most often used with alchemy and normal magic.
Illusions is basically magic of the mind, an inherit ability of Kitsune but some others can delve into this branch of magic through hard study and work.
Elemental Magic is being able to manipulate one of the elements (fire, water/ice, lightning, light, shadow, aether, earth, or air).
All magic requires intense years of study and the same is true of alchemy.   All magic requires a price, sometimes one’s sanity or someone’s or their own life.
What are seers exactly?
Seers, also known as prophets, are the most empathetic of their race and the other races within Xaythea, leaving them much more attuned to the emotions and mannerisms of others.  They have the ability to get visions of the past, present or future which can present themselves as gently as dreams or violent seizures.  They have no magic but do have some limited telekinesis and telepathy.   They are much more prone to bouts of psychosis, some reaching a point where they can no longer tell the present from the future. They often devolve into episodes of writing or sketching solely to express whatever images have been left in their mind.  Visions can be played out differently depending on the seer, either in a trance with a more linear progression of events, quick flashes, or simply impressions of what’s to come.  Seers can be used to track people down through scyring or clairvoyance which they use to locate people/objects or create a mental map of an area.

JOF Progress 12

Hello everyone.  I have not updated in a little while but I have recently started working on Aventurine of Opportunity again as my muse has come back and am on page 3 of The Chase.  I have been sharing it with VeiledPariah who is still busy so I am going to try to draw some animals for everyone.  Mind you I’m nowhere near as good as VeiledPariah so you’ll have to forgive me for my lack of talent.    I have an idea for an underwater city that was like a second home for the twins’ and the Pendry family but I am unsure how to implement such a thing with 17th century technology as I am unsure when technology on earth began going towards submarines.  But as my therapist suggested, perhaps they are more advanced than humans on earth at the time period the series is set in, however I worry it will mess with the overall time period for Jewels of Falaindale.

JOF Progress 11

Hello everyone.  After a few months of not working on Aventurine of Opportunity, or really anything else, I was bored and decided to work a bit on The Chase which if you remember from an earlier post is Chapter 6 of Aventurine of Opportunity.  There is not a lot written yet but I did change “the larger ship” to “the Sea Rover” and continued from there to go onto page 2 of Chapter 6.   I have not yet planned anything beyond Kirkemere Hollow, which readers and followers may remember is Chapter 7.  I am hoping to make some good progress on this chapter and continue throughout the rest of the new year. My muse seems to have come back, at least for this, which makes me happy.

Also, if you have any questions concerning the world of Xaythea, the crew, the series or anything you may have a question about concerning JOF, please post in the comments and I will answer them in a future post.

Extinct Races of Xaythea

Hello everyone.  I am going to give you some extinct races that are no longer a part of Xaythea as well as their lifespans.

Demon:

0-3 years:: infant

4-25 years:: child

26-35 years:: adolescent*

36-40 years:: young adult**

41+ years:: adult onward

*average time of “freeze”

**average end of the “freeze”

Demons were immortal and aged fairly normally, freezing anywhere between adolescence and young adult.  They were an evil and malicious race, said to be created by Vamdes himself and their primary gestation was 270-days.  Demons were unable to adapt like elves, who are made by Nitrix, and thus perished.

Fairies:

0-6 years:: infant

7-25 years:: child

26-70 years:: adolescent

71-500 years:: young adult

501-1,000 years:: adult

1,001-5,000 years:: elder

5,001+ years:: ancient

Fairies were immortal but slow to age. They sometimes bred with humans and elves, creating hybrids between the two races.  Their primary gestation was 100-day gestation.   They died sometime after the giants.

Giants:

0-3 years:: infant
4-10 years:: child
11-18 years:: adolescent
19-50 years:: young adult
51-450 years:: adult
451-500 years:: elder

Giants died out around the same time as Kirin, roughly 500 years before the twins were born. They grew and matured roughly like humans but few ever reached 500 years of age due to their violent nature though there were some who preferred living in solitude.  Their primary gestation was 300 days.  It is said in legends that giants were the precursor race to humans and shifters, created after the Ancient Ones.

Goblins:

0-1 years:: fresh spawn
2-3 years:: child
4-6 years:: kid
7-9 years:: adolescent
10-15 years:: young adult
16-30 years:: adult
31-40 years:: elder

Goblins were subterranean dwellers who often were at war with their cousins, the dwarves.  Sunlight was harmful to them and they tended to drag early races down into the depths of mountains to work for them, thus they often moved around outside at night for the sun was blinding.  They were exceptionally short-lived and very fast aging. Average lifespan for a goblin was around 30 to 40 years.  Their primary gestation was 90 days.  Some believe that the goblins never went extinct and are in hiding deep within the mountains.

 

Imp:

0-6 years:: infant
7-25 years:: child
26-70 years:: adolescent
71-500 years:: young adult
501-1,000 years:: adult
1,001-5,000 years:: elder
5,001+ years:: ancient

Cousins of the fairies, many races considered them pests and vermin.  They liked playing tricks on travelers by swooping down on their heads or weaving illusions that made them think they were lost.  However, their pranks didn’t have bad intentions and were rarely harmful.  They were tiny creatures, no bigger than a human’s hand and had green skin with elven features.  Their primary gestation was 30 days.

Kirin:

0-1 years:: newborn foal
2-4 years:: young foal
5-15 years:: adolescent
16-80 years:: young adult
81-900 years:: adult
901-1.500 years:: elder
1,501+ years:: ancient

Kirin were a cousin of the unicorn and deer-like in appearance.  Though immortal, the kirin aged fairly quickly until late adolescence.  Their growth then slowed substantially.  Their primary gestation was 220 days.  Kirin were the demonic cousins of Kirin and went extinct around the time of the giants, roughly 500 years before the twins were born.  Kirin possessed a diverse range of magical abilities including metal bending, foresight, and shaping illusions.  Kirin were hunted by some of the top predators of Xaythea but had many natural defenses such as their horns.