Post by Omnipotence on Feb 25, 2012 20:25:28 GMT -5
The Playable Races of Zone Wars
Name: Human
Known Locations: Old Earth, Imperial Core Worlds, and scattered throughout the galaxy.
Lifespan: 85-100 years
Sentience: Yes
Main Language: Galactic Common
Strengths: Extremely adaptable race. Intelligent. Can thrive in all corners of the galaxy.
Weaknesses: Vulnerable to harsh temperatures, sickness and
disease. Short life span.
Description: The highly adaptable Human Race can slowly adapt to almost any climate and learn the use of many, if not all technologies. Humans are, by far, the most spread out and common race in the galaxy, though they are more concentrated on terrestrial planets in both Imperial and Alliance space.
Name: Myrthra
Known Locations: Myrthra, throughout the Alliance Zones, and a few scattered colonies on terrestrial worlds.
Lifespan: 85-100
Sentience: Yes
Main Language: Hirokan
Strengths: Adaptable to terrestrial worlds. Fast. Strong. Stealthy. Agile. Superior Hand-to-Hand and animal shape-shifting ability.
Weaknesses: Vulnerable to the elements. Weak understanding of Science and Mechanics, and most heavy firearms.
Description: The Myrthra are a diverse race of sentient beings who closely resemble humans. They range from cats and dogs to birds and dragons. The Myrthra have the ability to shape shift between human and animal forms. This race usually keeps to themselves and are most concentrated on terrestrial worlds close to their home world of Myrthra. (Dragons are reserved for Veteran Members only.)
Name: Elusyian
Known Locations: Imperial Prison World Markaa, Alliance Core Worlds, and other scattered colonies throughout the galaxy.
Lifespan: 200-300 (Some exceptions)
Sentience: Yes
Main Language: Eldarian
Strengths: Highly intelligent. Strong concentration of magic. Able
to combine magic with technology. Strong melee and magic
abilities. Long life span.
Weaknesses: Not very adaptable. Vulnerable to Mechanoids.
Description: The Elusyians are an ancient race; the first race to contact Old Earth. They are now nearly extinct as the Imperium has banned the use of magic. Though there are a few scattered colonies of Elusyians outside Imperial territory, they are very rarely seen besides the prison world of Markaa deep within Imperial territory. Many escaped Elusyians are concentrated on the fringes of the Uncharted Zones, harnessing there hatred in to mysterious black magicks and Dark Technology.
Name: Mechanoid
Known Locations: Wherever tech-savvy mechanics are present,
but the strongest Mechanoids are found in the Imperial Zones.
Lifespan: Varies
Sentience: Varies
Main Language: Varies
Strengths: Incredible advancements of technology gives them improved statistics depending on type.
Weaknesses: Vulnerable to hackers, water, and electricity. Limited intelligence.
Description: Whether man mixed with machine or completely mechanical, Mechanoids are technology’s children. These mechanical beings can be sentient or programmed, constructed by man, or other Mechanoids, and are extremely durable; making up for many of the weaknesses other blood and flesh races are vulnerable too. The most powerful and advanced Mechanoids are found in Imperial territory, though anyone with the means of constructing them can give birth to a Mechanoid.
Name: Gorgan
Known Locations: The Dark Zones.
Lifespan: 500+
Sentience: Yes
Main Language: Gral’Varr
Strengths: Extremely powerful magic. Long life span. Stealthy. Cunning.
Weaknesses: High concentrations of light. Inability to reproduce.
Description: Gorgans are a mysterious race who control the Dark Zones. They have the strongest affinity over Magicks and have the ability to absorb the life force of their victims to keep themselves alive. Because all Gorgans are female they are unable to reproduce, so they compensate by Culling victims to either restore themselves or turn their victims into Gorgans. When a Gorgan absorbs the life force from a female of another race, the Gorgan then gains the ability to shift in to the form of a female from that race. So long as a Gorgan has Culled a female from another race, they will be able to shift into an alternate form of said race.
More Details
General Info:
The Gorgan race is thought to be the oldest race in the known Galaxy. They have the longest life spans and the most powerful control over magic. The Gorgan race is strictly Female and, even though they are unable to reproduce, they can replenish their numbers by turning sentient females of other races. They are extremely intelligent and highly advanced. They are also a predator race; their only means of survival being hunting and enslaving other races. Though Gorgans have the ability to sustain themselves by means of food and drink, they get the quickest, and most fulfilling boost by Culling, sentient beings. By doing so, Gorgans drain the magical and spiritual energy of their prey, replenishing their own. Standard characteristics for Gorgans include average-height, voluptuous bodies, horns atop their heads, bat-like wings and devil-like tails. In their base form, Gorgans bare mystical markings and tattoos on their bare skin representing the magical spells they are most skilled at. As Gorgans strengthen their abilities, these tattoos grow and increase in beauty. Gorgans also have the ability to suppress their tattoos in order to hide their abilities, however, when they are using their powers, they are unable to suppress these markings.
Innate Abilities:
Cull: The main ability all Gorgans possess gives them the capability to drain the life of any sentient being. Though this ability’s main function is to feed on the life force of the target by means of a kiss, a bite, or other means of intimate contact, this ability is also the race’s substitute for reproduction. The Gorgans can use this ability to not only drain the life out of a female victim, but turn them into a Gorgan themselves. A Gorgan can freely choose whether or not to create another, but once they do, they are responsible for the Freshling until it proves itself worthy of its independence. Even though males cannot be turned into Gorgans, if Culled enough times, they can become Enthralled. An Enthralled male is enslaved by the Gorgan’s influence, becoming her servant. The effects of this euphoria is limited and can be resisted, however, repeated Culling can break any spirit. If separated from the Gorgan, however, a Thrall can break away from the spell, though many get so addicted to the feeling, they choose not to. Because Culling forms a parasitic bond between the Gorgan and her target, the more a Gorgan culls a specific target, the stronger the bond they form. This can result in a target taking on characteristics of his Gorgan mistress, and inadvertently strengthening his magical and physical capabilities.
Shape-Shift: A Gorgan’s secondary ability gives them the capability to alter their appearance to that of another race. This ability only comes after culling a female from that race, however. When transforming into another race, the Gorgan’s demonic features melt away and are replaced by the features distinct to the race in which it is shifting in too; however, the main facial features and body type of the Gorgan remain the same. It is possible, however, for a Gorgan to take on a completely alternate form, but this ability only comes after completely draining the life out of multiple females from a specific race. Gorgans can also Cull females of several different races, allowing them to shape-shift into many different races. The more a Gorgan Culls, the more versatile their abilities become. Because this is an innate ability, a Gorgan can easily sustain their alternate form for ages without effort or concentration, however, these alternate forms severely limit their magical abilities. If a Gorgan is to exert herself too much, she will uncontrollably revert into her true form. Gorgans are also completely unable to use their Culling ability when in their alternate form. It is not a detrimental sacrifice as they can sustain themselves with normal food and drink, however, their natural instinct to feed off the life force of others can be terribly overwhelming. Gorgans may find it incredibly difficult to fight the addiction they have to feasting off the life forces of others and this will drive them to discard their guise in order to satisfy their cravings.
History:
As told by the Queen and contained in many libraries, the Gorgan race first emerged some billions of years ago. It is said that the most powerful of the universe’s dark magic pooled together and manifested itself into being of higher sentience. From this state of flesh and energy, the Gorgans slowly evolved into dark, ferocious creatures of unspeakable horror. They stalked a realm which knew no sunlight, but they did not dominate. They were not yet at the top of the food chain. They only knew how to hide in the shadows and feed on the magical energies of beings lesser than themselves. It wasn’t until a foreign species entered this dark realm were the Gorgans able to latch on to this creature. It was then that they began to evolve further and strengthen their understanding of magic.
The Gorgans developed the ability to shape-shift, which increased their ability to survive. Their numbers increased drastically thanks to this unknown stimulant and, as such, so did their life spans. As they grew older, they gained more intelligence. They realized this unknown race that gave them such power came from a realm different from their own, so the Gorgans sought them out. Eventually, the Gorgans migrated from the dark pool which spawned them to the brighter outside. Many of them did not Survive, however, they were lucky enough to find an escape from their original exit point to a nearby planet on the edge of the galaxy. This new land was teeming with undisturbed primal life that, when faced against the purely dark foreign Gorgans, didn’t stand a chance. The demonic race grew at a ferocious rate and began to evolve and adapt to take on the appearance of the indigenous race of the world they slowly took over.
The Gorgans thrived. They rapidly overtook this world and modified it in a way that increased their own strength, however, they grew at such a ferocious rate, the world they inhabited began to become extremely overpopulated. Many Gorgans literally starved to death after feeding off the life forms that once inhabited the world. Others turned to cannibalism it what was undoubtedly the most horrendous period in this race’s history. These terrible demons fed on one-another until their numbers finally thinned. It was then that only a few clans of Gorgans remained These five clans tore each other apart for hundreds of years, however, one clan was able to escape the violence.
After learning space travel, this clan was able to leave the Gorgan homeworld in search of a new realm to inhabit. Again, this cycle continued, however, now the Gorgans were able to control their numbers. They began developing strict systems which leveled their population. They developed laws, culture, and a hierarchy in order to make sure history never repeated itself. This clan, unchallenged by any other, exploded with power. Now, they had the ability to travel to other worlds and increase their numbers. Once this clan felt as though it had enough power, it invaded the Gorgan homeworld and overtook the warring clans with ease.
Now, all of the remaining Gorgans are inheritance of this dominant clan. The Gorgan bloodline has been completely cleansed after millions of years of weeding out the other bloodlines. Of course, even today, there are stories and rumors of survivors of this cleansing, but the Gorgans of today do not concern themselves with these fairytales. Even if there were some alternate bloodline, were they ever to make themselves known to the public, they would be exterminated. Again, the Gorgan population has begun to exceed its resources, so the demonic race has begun expanding into the inner-universe, threatening all sentient life contained in these Zones.
Society:
The Gorgan society is a matriarchal society where they are lead by a Queen: the eldest of all the Gorgans. The Queen’s word is absolute and no other Gorgan can dispute her will. The Queen, however, is very old. Some rumor her to be close to a millennium. Because of her age, the Queen spends her time in a suspended hibernation, allowing her twelve daughters, the Gorgan Princesses, to rule over the race.
These twelve princesses each control a specific territory in the Dark Zones. They are considered the heads of state and, in the absence of the Queen, they are the undisputed leaders of the race. Policy and rule in their specific territories are solely up to them, however, when there are ruling and issues that concern more territories, the twelve sisters get together and hold a council meeting where they discuss such items of business. Amongst themselves they come up with a definitive solution, however if a decision is disputed or cannot be reached, the twelve sisters then call upon their mother to make the final decision. This is a rare occurrence, because the sisters know better than to wake the queen for petty squabbles.
Below the twelve sisters are the nobles of their territories. These are powerful Gorgans who have influence, control, and power over worlds in these territories. A Gorgan’s nobility is determined by how close they are with the princesses, how much influence they have over territories, and how many thralls that service them as well as the value of their thralls themselves.
All others below the status of Nobility are considered Commons or Freshlings. They hold no power, no influence, and are at the bottom of the food chain; rarely having a chance to advance unless given the opportunity by nobility. A Gorgan’s status can also be impacted by the status of the one who Culled her. If a Gorgan is culled by one of Nobility, that Gorgan automatically becomes nobility herself. However, all freshly culled Gorgans become the responsibility of the one who Culled them until they build their own independence. Even so, Gorgans retain the ties that bind them throughout life, so the acts and actions of one Gorgan is reflected upon all others connected to that Gorgan, which can result in a single act either uplifting or destroying the reputation of an entire family. This limits Families from trying to gain power by creating as many Gorgans as they can.
Culture:
The Gorgan culture is a ritualistic way of life. Because their race is fueled primarily by Dark Magic, Gorgans spare no expense in cultivating this magical energy. They build citadels to recycle and amplify their magical abilities as well as construct megaliths that combine these magical entities with technology to power their vehicles. They are an extremely collective race who, even though may separate themselves by specific families, all come together and share resources to ensure their race as a whole thrives.
Gorgan nobles gain reputation and respect by building constructs and providing resources to those of lower social status: the fastest way to success is building positive relations with the general population, and giving as much to the community as possible.
Gorgans separate themselves into Families. A family consists of a head Female and her daughters: females that she herself turned into Gorgans. From her daughters come granddaughters, great granddaughters, sisters, nieces, grand nieces, and so on. Family affairs are handled by the elders of the families, the head mother being the final decision in any concerns that involve the entire family. What keeps Gorgan families close are that they strive to build each other good, because each member is a representative of the entire family. If one Gorgan is successful, well-respected, and well-rounded, all members of her family are treated with the same honor and respect, and vice-versa.
Though Gorgan families are so close, it isn’t rare for a member to be ejected from the family web. If a family member’s actions threaten the reputation of the family as a whole, they could possibly be disassociated with the family completely. Though this still gives the family that ejected a member a negative look, sometimes it is better than letting an immature member sully the name for all the other members.
Rituals:
Sur’Val Tre’Zylls:
This is an ancient Rite nearly all Gorgans who participate in battle go through. Very close to the Gorgan home world is a Black Hole that seems to lead to an alternate rip in space. Gorgans use this rip as their ultimate training and survival exercise. More often than not, this space is used by Gorgan nobility and high-ranking soldiers in the Army of the Damned. Because of the danger this area poses, some Gorgans participate in these rites as a way to gain honor and prestige for their family. This area is regularly patrolled from the outside of the rip, but any and all are welcome to brave its inner reaches at any time, at their own risk of course.
De’thra Ga’muso:
The biggest of all events for the Gorgans is a massive-scale competition between nobles and members of the royal families. The games consist of trials and feats families compete in for fame, reputation, and having their territory be recognized as the best of the twelve territories. The Gorgans, themselves do not participate in these trials, however, because their devastating powers would be far too powerful to control. Instead, the Gorgans elect their strongest and most trusteed Thralls to represent them in these games. Competitions involve constructing a beautiful, yet powerful Megalith, which is judged on its beauty, functionality, and usefulness, survival tests, which take place in Zwar Enoz, and finally, tournament-styled battles between thralls.
Thralls:
Being a female-exclusive race, Gorgans are unable to turn males, however, that does not mean they have no use for them. Thralls are literally the backbone of Gorgan society and are used as slaves, currency, and symbols of status. Thralls are males enchanted by a specific Gorgan. They serve her will and assist her throughout life. Most lower-class Gorgans only control about three Thralls at once. Though owned by a specific family member, it is common practice to share thralls throughout the family. Thralls build and do the manual labor of a Gorgan. A thrall is her most versatile tool and most definitive accessory, but some are harder to maintain than others.
What Gorgans look for in a thrall is a male of excellent health and physical conditioning; one who can work hard for an extended period of time, as well as one who is visually appealing and has a strong soul for feeding off of. Weaker, lower class Gorgans can generally only manage to control weak-minded and feeble thralls, where stronger Gorgans are able to control and maintain stronger ones. The stronger a male’s soul, the harder it is for a Gorgan to maintain control. If a Thrall is too weak, he may break under physical stress and die. If their soul is too weak, a Gorgan could devour it, also killing the Thrall.
Gorgans enjoy obedient thralls who are easy to control, yet resilient enough to not be broken. Thralls are mainly used to construct dwellings for Gorgans. With families always expanding, larger and more accommodating residences are a constant demand. Aside from this, Thralls are used collectively by the community in order to build large city structures and monuments. The more a Thrall participates, the more renown he brings back to his mistress and her family. A Gorgan can submit her thralls at any time as payment for services, goods, or any number of reasons.
The more Thralls a Gorgan owns and the better they serve her, the more respect and renown the Gorgan gains as a result. Thralls are a necessity for any successful Gorgan.