https://docs.google.com/document/d/1A6xbcUdaMDHL1LlpkeN0q57Vt7vumCdmhzvbXBJbw3U/edit?usp=sharing : This is the link to the Google Docs page where a complete description of each of my characters, the world, and the first few chapters of the story. Feel free to use one of the characters, but only here, please don't use them anywhere else.
Now for the world description!
In the attachments you will find a world map along with a map of the territories.
Now a description of the races you will find there.
Hellian (Small Population) Intellectual, isolated (City of Papyri, self sustaining: ¼ agriculture ¼ water ½ library) (Short lifespan, 30-40 years): Hellian are pale, white haired humanoids who stand between 6 and 8 feet when fully grown. They prefer to be isolated from the rest of the world, and rarely do business with any races, especially not Farel. They live in a self-sustaining city where they get fresh water from the mountain river, and grow their own crops and livestock. Half of the city is a giant library with all types of knowledge stored there. They do like to sell books to outsiders for a bit of business, but mostly they simply research and collect information. On occasion a Hellian will travel outside the city to explore the world on a quest for information, anywhere from plants to the current political standpoint of the surrounding territories. They are very civilized and quick learners as well as very intelligent.
Diligos (Medium Population) Wild and friendly, unintentionally isolated (Very short lifespan, 10 years): A small population of water-based humanoids. They reside on islands and close to the water. They do not need too much technology and can breathe underwater. They are small tribes and live very short lives. They have been known to be party animals. They enjoy themselves to the fullest and live out their short lives to the maximum. They need water and humidity to survive, or any magical supplement that would keep their skin hydrated. Their homes are rafts that float half above the ocean and half below, and they have beach-front marketplaces where they will happily trade with other races or amongst themselves. Often times they will construct their homes out of miscellaneous items and are brilliant tinkerers.
Elves (Medium Population) Nature lovers, very peaceful (Long lifespan, 200 average): Elves are forest dwellers that live in tree houses. They are mostly self-governed villages, but they obey the matriarchy who is rather laid back toward inside affairs and only interferes if necessary and spends most of her time dealing with international affairs. Living the longest they have a very low fertility rate, even fertility potions and other aids are of minimal help. Elves are a peaceful race who is mostly composed of great mages. Their long lifespan allows them time to learn and train in the ways of magic.
Farel(Large Population) Instinctual/Wild (Lifespan depends on animal. ([80 + animal lifespan] / 2 ): Farel are anthropomorphic animals who are very instinctual. Their behaviors depend on the animal they are descended from. They are very religious, playing to the almighty Gloudon, who is said to have been a shape-shifting being who loved the animals. He spent all his life walking among animals and loved them so much he decided to give them sentience and ability. According to legend he created two Farel per species to populate the world and the rest remained wild. This explains why there are wild rabbits, and rabbit Farel in this world. Farel can interbreed with any other Farel, creating many hybrids. But of course, pure-breeding exists and is popular among the aristocracy. A Farel can only carry traits from up to 4 different species. So if the parents are each carrying 4 traits, there is the chance for the offspring to acquire 4 of the 8 total. Being very instinctual and still a bit wild, they are famous for their warriors who have ventured to defeat incredible beasts around the world. Farel have the largest population since they have a high fertility rate despite their average lifespan.
Human (Large Population) Humans is as humans does (Average, 60-90 years): Humans are, well, human. The human nation is widespread living under the rule of a king and parliament. Humans are the leaders in cutting edge technology, they have conquered steam power and jewel empowering and are creating new forms of transportation, storage, and communication. Jewel empowering is the process of draining magic energy from a host and confining it to a jewel which will act as a power source to maintain one of many mechanisms. Humans have many trading posts throughout the world and bring their new technology to share with other nations, for a price of course.
NOTE: RACES MAY NOT INTERBREED MagicAll beings have a constant, measurable potential for magic and have a passive ability. Full mages use items to amplify magical ability in order to perform active magic. To make the item you need an item, a gemstone, and the wizard’s DNA. There is no known way to predict what the magic potential of a being is going to be, so that means even if two being with high magic potential mate, there is no guarantee that the offspring will be of high magic potential, they might even be magic inept. Now passive magic takes no skill and is very limited. Depending on the magic class, it can be any one of many abilities.
Body - Temporary Attribute Enhancement, Healing
Passive: Slightly quicker healing, slightly enhanced strength, speed, agility.
Active: Anywhere from changing ones own physical attributes to temporarily altering another's physical attributes. Spirit - Spirit energy sense/ manipulation
Passive: Able to sense the spirit energy of surroundings and somewhat measure their capabilities and/or temperament.
Active: Able to manipulate spirit energy and temporarily drain it, or change it causing the opponent to become confused. Also able to walk in the spirit realm and communicate with spirits. Creation - Create things from basic components
Passive: An slight intuition to know if two items combine if the outcome will be improved or not. Helps with cooking new foods.
Active: Able to combine two items that cannot usually be physically combined, including metals to make alloys, wood and empowered jewels to make golems and more.
Destruction - Breaks things down to basic components
Passive: Able to undo simple mixtures, like dirt and water, salt and sugar, separate a substance from water.
Active: Able to take apart more complex mixtures, metal alloys, infused jewels, and so on. Nature - Elemental Control (fire, water, earth, wind)
Passive: Create a small flame, breeze, stone or water in some form.
Active: Anywhere from manipulating up to three elements simultaneously to a certain degree. Helps in the construction of flying machines and steam power. Civilization - Controlling built machines, golem puppets
Passive: Can program simple commands to golems or machines.
Active: Able to fully control golems (to an extent) and other machines. Great for exploring, where a golem will explore a cave or crevice for dangers and is mentally linked with the Master and keeps them safe while still exploring. Space - Teleportation
Passive: Can walk through certain substances. And move small objects no more than an arm-span away. Makes passing the salt at the dinner table easy.
Active: Teleporting living creatures limited distances as well as oneself to places that the Sender is familiar with.
Time - Speed-up and slow-down the time stream of a targeted object
Passive: Makes for great farmers and emergency correspondents. Can slow a poison from being circulated throughout a body or cause plants to grow quicker to harvest twice in a season.
Active: May be able to manipulate many things at once, but with limits. Making great government agents. Only works on inanimate objects or the User. Great for slowing oneself down to fake death, or speeding oneself (which technically slows everyone down) to dodge attacks.
Fate - Fortune Teller, Premonitions
Passive: Premonitions in dreams, random, and rarely about oneself.
Active: Can predict the future of objects as long as they are touching them, and may even chose the future for an object, such as an arrow that would not have hit a target, which would be changed to hit a target. Future change not work on living beings.