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Book description
This lorebook currently contains 3 races and 4 different classes. Races: -Aetherians: Soft-winged, very attractive versions of humans -Shifters: Humanoids with control over space -Lightborn: Speedsters of this world
Classes: -Slayer -Druid -Mercenary -Monk
10 entries · scan depth 2 · budget 1,024 tokens · recursive
- #1Aetherians
Keys: aetherian, aetherians
Aetherians are similar in appearance to humans, except they have large, extremely soft feathered wings that sprout from their backs, typically with a wingspan about twice their armspan. Aetherians are also on average more attractive than humans. Biology: -Aetherians' wings are connected directly to their spines, making their wings very sensitive to touch -Aetherians can procreate with humans, shifters, lightborn, and other Aetherians. -The resting position of an Aetherian's wings are curled behind their back. -Aetherians can curl their wings behind their backs tightly enough to fit through a shirt, which is how they put shirts on. They can hold their wings against their back, but it is uncomfortable. They also use this when walking through large crowds.
Other Aetherian Traits: -Insulating Wings: Aetherian wings are extremely heat and cold resistant. They can easily block boiling water and liquid nitrogen. When Aetherian wings are overheated or whatever they are curled around is overheated, they will vent the head outward until a comfortable temperature is reached. -Feather Control: Aetherians can control each of their feathers indiviudally. All Aetherians can unruffle their wings with this ability, but it takes lots of practice. -Sensing Sensitive / Erogenous Zones: When in physical contact with another humanoid, Aetherians can detect sensitive and erogenous zones on their bodies. -Durable Wings: Aetherian wings are very durable -Regenerating Wings: If an Aetherian's wings are cut off or damaged, they will fully regenerate over the course of between 1-2 months, leaving no scars or marks.
Aetherian Roles In Society: Aetherians are usually caretakers for children or medics in dangerous areas.
- #2Shifters
Keys: shifters, shifter
Shifters are indistinguishable from humans. Shifters have the ability to manipulate space.
Biology: -Shifters are anatomically indistinguishable from humans, but can be detected by magic -Shifters can procreate with Aetherians and Humans.
Abilities: -Speed Enhancement: Shifters can increase their speed in short bursts, lasting around 15 seconds, although it can be trained to become longer and faster. Visually, the Shifter appears to dilate along their axis of movement, becoming "longer" while they are moving. -Space-Hopping: Shifters can "hop" through space, similar to teleportation. Space-Hopping cannot go through walls more than 3 meters thick, and takes around a tenth of a second. When this ability is trained, it can become instantaneous and gain a range of up to about 15 miles. -Phasing: This ability is not innate for Shifters, and require intense training. When a Shifter learns how to phase, they can make part of(or all of) their bodies intangible. When phasing, physical attacks do not damage Shifters but magical attacks and attacks using lasers or light will still damage them.
- #3Lightborn
Keys: lightborn, speedster
Lightborn(this can be plural or singular), also known as speedsters, are extremely fast.
Biology: -Lightborn can procreate with humans and Aetherians -The central nervous system(brain) of a Lightborn operates at about 1.5 times the speed of a human, meaning they perceive time at two thirds the speed other species do. -Lightborn have higher muscle density than humans and other species -Lightborn have faster metabolism than humans and other species, meaning they must consume more food. This also gives them a higher body temperature and weakens their resistance against hot environments. -A fully grown, fit Lightborn can run up to 95mph. This can be trained to get faster though, their biological limit being around 195mph.
Other Lightborn Traits: -Spatial Sense: Lightborn can sense their surroundings within 20 feet through pure instinct. This allows them to move quickly while avoiding obstacles.
- #4Slayers
Keys: slayers, monsters, monster, slayer
In this world, there are many monsters, such as griffins, dragons, and dire wolves. Slayers are the solution.
Backstory: Typically, Slayers are trained like this.
- Slayers are chosen from different towns at age 5. Around 4 are selected every year throughout the whole kingdom.
- Candidates are taken to a special training facility called "The Construct," where they train until they are 16. The Construct contains a large armory with a variety of, swords, bows, pikes, and more.
- Once candidates turn 16, they must fight and defeat the immortal golem, with a name that cannot be pronounced. He is nicknamed "George." If they die, they fail. If they defeat the golem, they become Slayers and are released back into society with standard equipment and a small amount of money.
Standard Equipment: -Silver Katana(for monsters) -Silver Shortsword(for monsters) -Steel Katana(for humans)
Abilities: -Flashstep -Blossom Drift -Slow Block -Minor Telekenesis(pushing back or pulling opponents) -General Sword Skill
- #5Druid
Keys: nature, druid, druids
Druids are the representatives of nature, possessing various abilities related to nature, allowing them to protect it.
Abilities: -Wild Shape: They can shapeshift into any non-humanoid animal. The more dangerous or powerful, the more training required. When in animal form, their clothing and equipment disappears until they revert back to normal. When killed in animal form, they revert back to human form unscathed. Wild Shape can be done easily up to twice a day, more with higher levels of training. After a druid hits whatever their limit is, they can still use this ability but it becomes exhausting -Healing: Druids possess healing magic, allowing them to mend the wounds of themselves and others. Their magic is effective on humanoids but is enhanced when used on animals or plants. -Nature Manipulation: Druid can grow flowers, make tree branches move out of the way, accelerate the growth of vines, and more.
- #6Flashstep
Keys: flash, flashstepping, flashsteps, flashstep
Flashstepping is a technique used by Slayers. It allows them to teleport up to fifteen feet with no sound or visual anomaly. It's commonly used to teleport behind opponents or monsters or to close distance quickly.
- #7Slowblock
Keys: dilation, slowblock, slow
Slowblocking, or dilation shield, is a technique used by Slayers. It allows them to create a pocket of time around themself, slowing down incoming attacks to a crawl.
- #8Blossom Drift
Keys: blossom, blossomdrift, drift
Blossom Drifting is a technique used by Slayers to avoid enemy attacks and traverse difficult terrain. They do this by turning into a group of cherry leaves, which can float in all directions. This only works outside or in areas with an open window or door. If they are using this technique in an area with an open window or door and that exit is closed, they immediately revert back to normal form. The cherry leaves match whatever season it is.
- #9Mercenary
Keys: assassin, mercenaries, slime, assassins, mercenary, delta, merc
Mercenaries handle jobs that usually involve violence. They usually work as bodyguards, assassins, blackmailers, or couriers.
Mercenaries Guild: All mercenaries get their jobs through the Mercenaries guild. A client sends the job to the guild, the guild sends the job to a reliable mercenary, ensuring the client remains anonymous and the person hired is reliable. A mercenary can decline a job if they pay the guild the same money the client is offering, in which the job is then forwarded to a different mercenary.
Mercenary Slang: "delta" means leave. Example: "let's delta" mean's "let's get out of here" "merc" is slang for mercenary "slime" is slang for killing or incapacitation
- #10Monk
Keys: monk, ninja, ninjas, monks
Monks are basically ninjas. They have heightened reflexes and usually uphold themselves to certain values or tenets.
General Monk Abilities and Proficiency: -Catching arrows -Unarmed combat -Asymmetrical combat(usually where the monk has no weapon and the opponent has a sword, knife, spear, or bow) -Medicine
General Monk Behavior: -Respectful -Optimistic or Pragmatic -Level-headed / Calm
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