Tuesday, August 11, 2020

Mythan Classes

Weapon Master



Fighter: No history required. May be multi-classed. The higher level fighter always wins against a lower level fighter unless there is more than one lower level fighter. They need to choose a particular type of combat (a certain weapon such as a sword, bow, gun or unarmed combat). Requires a minimum of strength 3.
Fighter skill level 1 beginner
Fighter skill level 2 intermediate
Fighter skill level 3 proficient
Fighter skill level 4 master
Fighter skill level 5 grand master
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Beast Trainer











Animal trainer: This class specializes in training animals who fight for them. They start with a low level weak animal and may later train multiple very powerful animals.
Animal train level 1: 1 weak animal
Animal train level 2: 2 weak animals or 1 intermediate animal
Animal train level 3: 4 weak animals or 2 intermediate animals
Animal train level 4: 6 weak animals or 3 intermediate animals or 1 strong animal
Animal train level 5: 8 weak animals or 4 intermediate animals or 2 strong animals





SCIENTIST (alchemist)



Scientist: No history required. Will be weaker due to the time required for study. May be multi-classed. Requires a minimum of psyche 3.
Natural insight (microsoping)
Gun powder
Acid
Potions
Greek-fire
Machines
Vehicles
Robotics

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Faeromancer



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Faeromancer: Faerus Infected. The Faerus infection weakens the host. May have unnaturally colored hair, skin or eyes, and/or abnormal pupil. Their kind of magic starts out very weak, but can become very powerful over time. Essentially the pixie dust does what the wizard dictates, and it can do a wide variety of things. Once the pixie dust is used, it has to be charged again or remade by the host body every day. Natural strength limited to 2 Mobility limited to 2







Spell sword, Mechaneer




Sorcerer: Munar ancestry. Nanite assistance recipient. Munar strain weakens the host. Can generate exothermic (heat) or endothermic (cold) reactions, produce light. They often either use a thin blade or a staff/lance which allows them to transmit energy or have an effect associated with the instrument used (some may release cold/heat/laser or other powerful effects). Proficiency with a lance, or blade may be very beneficial for them. May also use a wired bow/crossbow/throwing dagger/dart (weapon attached to the sorcerer my a thin metal wire). Sorcerers also accumulate items that they can charge with power that give them additional abilities. Strength limited to 3 and mobility limited to 3. 
Spells:
Healing touch
Illumination
Electric touch
Freezing touch
Burning touch

NECROMANCER




Necromancer: Narshoth ancestry, light sensitivity. Usually very pale. Ability to animate dead and drain life from victims or may heal others or bring bodies back from the dead. They have self regenerative abilities or their bodies may be modified allowing them special defensive or offensive properties, strength or mobility benefits. 
The Narshoth nanite strain places so much stress on their minds that their ability to think clearly is somewhat diminished resulting in psyche limit of 2. It is not that they are any less intelligent, but their mind is under constant influence of the overpowering distracting impressions of the narshoth nanite strain which inhibits them from utilizing their full intellectual capacity. 

Mind-bender



Enchanter: Siren or Satyr ancestry. Often will have bluish skin if of siren ancestry or they will have horns or tail and/or and be excessively hairy if of satyr ancestry. Their abilities are most potent if they can touch the individual, but sometimes being close enough to smell can have partial effect. 
Charm
Sleep
Confuse
Paralyze
Seizure
Enrage
Poison
Intoxicate
Cause hallucination
Anesthetize


SHAPE-SHIFTER


Shape shifter: Nymph ancestry, ability to change shape, and/or control plants. Shape shifters. Starts out with a basic form, but later can turn into more and more complex/powerful forms with various properties. They require physical exposure to cells from the thing they want to turn into. Mammals are easier, then aquatic, then flying creatures. Eventually they can turn into creatures of their own imagination by mixing various creatures. May make a plant semi-sentient for a short time, or cause plants to grow or alter. Psyche diminished due to effects of shape shifting on the mind and the non-synchronous effects of having a partially nymph brain. It isnt that they are any less intelligent, but due to overwhelming distracting thoughts, they are not able to access their intelligence.


"God-touched of chosen" AVATAR/CLERIC/PALADIN


Avatar/Cleric/Paladin: These individuals are chosen by an Asura or Deva to represent them. Clerics typically have spell-like abilities that can differ widely. Paladin are warriors that are given either items of altered physically to allow them to be more powerful in combat. Avatars have Asura or Deva ancestry and so carry attributes of their heritage. This is a fast road to power, but comes with a cost. The Deva often demands a purely good lifestyle and the Asura demands wicked favors-- if compliance is not met, then powers are revoked, leaving you with a crippling curse or disease or sometimes even assassination attempts. If a follower an an asura meets the follower of a deva, then often combat will commence immediately. 
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MYSTIC or Azen



Mystic (Monk): One who has gained the ability to use their spirit in various ways. 
Dream walk: May safely explore an area without being observed 
Spirit walk:  incredibly fast movement that causes damage to self and exhausts self 
Death touch: (pushes spirit outside of anothers body, killing them or knocks them out),
Levitate: Spirit lifts up the body. Causes damage and is extremely exhausting
Spirit movement: Spirit moves a person (has to be alive)
Spirit guide: Finds an astral guide to give advice or counsel



 Stat comparison CHART

Psyche: determines abilities involving the mind
Mobility: Higher mobility gets to attack first (tie rolls dice).
Higher mobility can retreat. Lower mobility cannot. 
Mobility score = what the attacker must roll to hit you. 
Mobility score is what you add to your roll in order to hit the opponent.  
determines whether they can dodge, retreat or move/climb/jump. The character with higher mobility gets to attempt to deal damage first and their mobility affects their ability to hit the target. 
Strength: requisite for use of armor, weapons and abilities that require strength. Strength = baseline combat score and defense points. 
Combat Score: = Strength + weapon skill + weapon damage bonus.
Defense points: = Strength + armor score.
Ranged attack: Ranged attacks can be made even before someone with a higher mobility. The ranged attack with the higher number attacks first.

Combat turn sequence
Abilities can be used that effect self (and can be done at any time from now on)
Player with higher mobility may retreat.
Player with the higher ranged attack does ranged attack first.
Player with higher mobility may retreat.
Player with lesser ranged attack does ranged attack second.
Player with higher mobility may attack or retreat.
Player with lesser mobility may attack.
Player with higher mobility may attack again (or retreat) *REPEAT
Player with lesser mobility may attack again. * REPEAT



COMPARATIVE CHART
Fighter (can multi-class with any class)
Psyche: determines abilities involving the mind
Mobility: determines whether they can dodge, retreat or move/climb/jump
Strength: determines armor and weapon able to use, as well as some abilities that require strength.
Combat Score: Each level can either grant an additional attack (max of 5) or an additional damage bonus (max of +5). Maxes out at 5 attacks dealing +5 damage (can be higher depending on weapon)
Armor points: 
Ranged weapons cannot deal extra damage when leveling up, but more attacks can be made


Scientist (can multi-class with any class)
Psyche: most of their abilities require high psyche
Mobility: 
Strength: 
Combat score:
Armor points:

Animal trainer (can multi-class with any class)
Psyche: 
Mobility: 
Strength: 
Combat score
Armor points:

Mystic (can multi-class with any class)
Psyche: 
Mobility: 
Strength: 
Combat score:
Armor points:

Enchanter (Must be starting class, but can multi-class with any class)
Psyche: cap of 3
Mobility: cap of 3
Strength: 
Combat score
Armor points:

Wizard (Cannot multi-class with sorceror, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 2
Strength: cap of 2
Combat score:
Armor points:

Sorcerer (Cannot multi-class with Wizard, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 3 
Strength: cap of 3 
Combat score
Armor points:

Necromancer (Cannot multi-class with sorceror, Wizard, druid, or avatar)
Psyche: cap of
Mobility: cap of 3 
Strength: cap of 3
Combat score
Armor points:



Druid (Cannot multi-class with sorceror, Wizard, Necromancer, or avatar)
Psyche: cap of 3
Mobility: 
Strength: 
Combat score
Armor points:

Avatar (Cannot multi-class with sorcerer, Wizard, Necromancer, or Druid)
Psyche: 
Mobility: 
Strength: 
Combat score
Armor points:



ITEMS EFFECTS

Armor
Leather +1 Defense points. Strength -1 = mobility deficit
Chainmail +2 Defense points. Strength -2 = mobility deficit. 
Scale mail +3 Defense points. Strength -3 = mobility deficit
Half Plate +4 Defense points.  Strength -4 = mobility deficit
Full plate +5 Defense points.  Strength -5 = mobility deficit


Sample Characters

Weapon Master Giant
Psyche: 2
Mobility: 2
Strength: 5
Combat score: 5 +2 = 7
Defense points: 5 +3 +2 = 10
Chain mail armor +3
Shield +2
Axe+2
Ski


Weapon Master Wood Elf
Psyche: 2
Mobility: 4
Strength: 3
Combat score: 3 
Defense points: 3 + 1
Leather armor: +1  
Longbow +2
Ranged attack: +2 throw (range 1)

Scientist (can multi-class with any class)
Psyche: most of their abilities require high psyche
Mobility: 
Strength: 
Combat score:
Armor points:

Animal trainer (can multi-class with any class)
Psyche: 
Mobility: 
Strength: 
Combat score
Armor points:

Mystic (can multi-class with any class)
Psyche: 
Mobility: 
Strength: 
Combat score:
Armor points:

Enchanter (Must be starting class, but can multi-class with any class)
Psyche: cap of 3
Mobility: cap of 3
Strength: 
Combat score
Armor points:

Wizard (Cannot multi-class with sorceror, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 2
Strength: cap of 2
Combat score:
Armor points:

Sorcerer (Cannot multi-class with Wizard, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 3 
Strength: cap of 3 
Combat score
Armor points:

Necromancer (Cannot multi-class with sorceror, Wizard, druid, or avatar)
Psyche: cap of
Mobility: cap of 3 
Strength: cap of 3
Combat score
Armor points:



Druid (Cannot multi-class with sorceror, Wizard, Necromancer, or avatar)
Psyche: cap of 3
Mobility: 
Strength: 
Combat score
Armor points:

Avatar (Cannot multi-class with sorcerer, Wizard, Necromancer, or Druid)
Psyche: 
Mobility: 
Strength: 
Combat score
Armor points:

Saturday, August 8, 2020

Mythan world powers

NATIONAL DYNAMICS:

GIANTS RACES (Sky people, Rathians and 
Sky people/giants (Human): Since they were the last to arrive and their colony ships were not destroyed, the Sky people (humans) had the most access to functional and reproducible technology on the planet Mythan. Their city was called the city of lights-- being powered by the generator from their colony ship. They also still have a limited supply of  projectile firearms with computers that have access to reproduce their technology. Their firearms make them the most powerful force on all of Mythan The sky people are generally the most well liked by the most races (or at least are the least hated).  Humans were the most successful as merchants and scientists, but seemed to excel in everything they pursued. Because they were the most liked race and did the most trading among other races, they also inter-married with other races the most frequently, resulting in many half-human breeds being common in their city. 

Northern Giants: The giants are generally disliked and feared by all Elf races, but are no longer actively at war with them. Formal treaties have been signed, though occasionally skirmishes do break out. The Giants have a royal family, but this family has almost no power or influence on the rest of the Giants, who live in relative anarchy. The giants are generally divided into two groups-- one group are peaceful trappers and the other are wandering raiders. The Northern Giants are far from the other races, in and on the other side of the mountains in the North. This distance is what limits most conflict. 

Rathians (Southern Giants or Half-giants): Just following the Sefoid invasion, the races of Mythan united to fight against them. A large group of humans and giants worked together in that war and established an inter-marital colony that resulted in a new race of half Giants. They survived by hunting and riding the local saurus (dinosaurs). The climate is very warm and humid and borders the sefoid desert (location where the sef landed). The Rathians are far to the south and relatively isolated from other races. They harvest the carapace from the Sef, the hides from the Saurus, and the bullet proof ceramic-carapace asteroid-hive shell discovered by a scientist named "Rathus". The substance was called "Rathian Steel" and is highly priced and gave resulted in their common used name as "Rathians".

Thrall (Iron or Cave Elves): Genetically designed as slaves of the Giants, the Thrall eventually became used as a military force against the ghouls. During this war, a thrall military leader among them rose to power, tried to enlist the aid of the wood elves, but as they were unwilling to assist them, the Thralls ultimately sabotaged the technology and colony ships of the Giants. Leaving the Giants crippled without their technology and allowing the Cave elves to have the upper hand in the war that ensued. The Giants scattered and were banished and the Thralls now have a thriving and powerful kingdom. Their nation living on the side of mountains with deep mines. They specialize in mining, metallurgy and herding. Their strength allows them to wear thick metal armor and wield large, heavy weapons. They constructed the wall that keeps the ghouls mostly contained in the dead zone. 

Tarau (Wood Elves)

GUNS: 

Guns exist, but besides the fact that the technology and factories necessary to make bullets and gunpowder is rare, the Thrall (Cave Elves) have discovered a metal deep in their mountains which they call mithril which is effectually bullet proof. Also the Rathians to the south have a ceramic-carapace from Sefoid that is bullet-proof. There is a creature in the Tarau forest that has a very strong, thick hide which is bullet proof, and there is a kind of tree that produces wood that is bullet-proof. The sirens have a type of sea-shell which is bullet proof. The Munarians have a type of electrical device which when charged, provides bullet-proof properties. The Narshoth, ghouls and trolls can regenerate limbs and large wounds caused by bullet damage. Lastly, the ancient "dust virus"-- also called "pixie dust magic" has the capacity to form effects that are bullet-proof. So guns are powerful, but they are rare, expensive, difficult to produce, and not impossible to counter. Cannons on ships or castles, or the use of muskets are a more common weapon than a modern. Another factor that limits gun use is that certain races and beasts are very averse to them and will destroy them or confiscate them on sight and attack anyone who resists surrendering their firearms. Sentient beasts in the forests will often use their superior sense of smell to hunt down gunpowder and kill the person with it. A wealthy merchant, scientist or sailor might have one that he would use as an emergency last effort, but there are a lot of factors that limit their power. For all of these reasons, few people use guns regularly. 

MAGIC

Science "magic": The most common "magic" is the explosive, electrical, poisonous, acidic or burning effects of chemists and electricians. These chemists gather all kinds of ingredients and then prepare their weapons to deal massive amounts of damage. They will often utilize cauldrons, mortal and pestle, flasks, muskets, and grenades. The secrets of gunpowder, greek-flame, and other such things are taught in a university in the Human Capital and are written down in science books or scrolls which scientists will carry on them. Graduates of the universities of science are considered extremely prestigious and will wear their graduation robes and hats for the rest of their lives to show their status and gain recognition for their craft. They also sell all kinds of remedies and can perform surgical procedures as well as produce electrical and mechanical devices, engines, and even robotics. Only the brightest and best are permitted into these universities they are usually do not graduate until later in their lives. Someone who uses this kind of magic is known as a Scientist.

Satyr/Siren "magic" (bio-toxins): Satyrs and sirens both have the capacity to excrete powerful and potent chemicals from their skin that can have deadly, intoxicating, euphoric, dissociative, psychedelic, sedating, numbing, energizing, or pleasurable effects. Sometimes they are known and "enchanters".

Munar (Narian) magic (nano-tech-intracellular organelles): Nano-medical technology allows individuals of the munar maternal heritage (passed down through the blood, not DNA) to store electrical energy inside of nanites. The nano technology functions as intracellular organelles. These nanites have been specialized and designed to enable them to power advanced electrical devices and also to release light, heat, cold, and electricity through their skin. Other races think of this as magic, but it is advanced nano-medical technology. One who weilds this kind of power is known as a "Sorceror"

Narshoth (Narian) magic (nano-tech-intracellular organelles): This strain of nano-medical technology allows the host to regenerate very quickly and also to regrow limbs and organs. The strain itself adapts the body to damage, forming hardened or modified tissues that enable the host to survive. If enough of the strain is put into a dead body, the body can become regenerated and reanimated, becoming an undead minion of the Narshoth host that. Their "Magic" is necromancy and someone who weilds it is known as a "Necromancer".

Nymph (Druid) magic (Genetically engineered bacteria)  Nymphs are biologically engineered with special cell properties including bio-luminescence, color changing, rapid healing, limb regeneration, and self-induced metamorphosis, allowing them to change their size and the properties of their tissues. Basically anything that living organism can do-- they have the capacity to replicate. They can change into plant or animal forms, or have effects upon any living thing. Someone who wields this kind of magic is known as a Nymph or a "Druid". They can change their shape and command the plants. Essentially what occurs is that they become the host of a benevolent bacterial infection. The bacteria covers their skin and has incredible properties to it-- functioning much like an invisible bio suit. Eventually the bacteria will eat the flesh of the host and replace their own cells with that of the Bacteria, making them stronger, faster, able to shape-shift, regrow etc. The hosts immune system will resist the bacteria unless a piece of flesh is grafted into the host, typically it is a piece of skin on the arm. Over time, the humanoid skin is replaced by the superior bacterial skin, and eventually the much body is replaced, enabling them to shape shift. 

Fae magic (virus that replicates A.I carbon-basic nano-machines): This kind of "magic" originates from something often called "pixie dust", which is actually advanced alien technology in the form of an artificially intelligent "virus" that infects living matter and produces bacteria-like dust particles that have tremendous artificially intelligent abilities. The potential of the dust particles are enormous. They can simulate nearly anything that can be imagined and take on a life of their own. Once they infect a host (which can be a plant, human, beast or animal), that it weakens the host and infects their mind. The host brain then, has the capacity through stimulation of brain areas (or by thought), to stimulate effects in the pixie dust bacteria, which causes them to coordinate their actions into a large array of effects. Effectually, they can trigger exothermic and endothermic reactions, group together and form structures etc. Much of the pixie dust can respond to a combination of brain stimulation and verbal components. If functions much as traditional magic is expected to operate. Someone who wields this kind of magic is known as a "Wizard". Those infected with fae magic often start to acquire a strange characteristic, such as a unnatural color to their hair, skin or eyes. Sometimes they will have a different shaped iris. As they become more powerful, their trait often becomes more pronounced or they begin to develop different traits. Having an infection from fae magic weakens the host considerably.

Asura or Deva magic (diverse): This kind of magic is the bestowal of genetic or technological powers upon an individual from either an Asura or Deva. Sometimes it comes in the form of an item or an implanted device or symbiotic parasitic infection, and other times the individuals body is genetically altered and undergoes a transformation that grants them tremendous abilities. The powers can reach near demi-god status as the Asura or Deva sees fit to bestow power. Usually this power is given to fulfill a purpose on behalf of the Asura or Deva, or as a reward for performing a service. Those who wields this kind of "magic: are sometimes called an Avatars, Paladins, or Clerics. 

Ibhidahr: There is only one real kind of "magic" (unexplained power) in the known universe, and this is the psychic abilities of the Ibhidahr which is a telepathically endowed heritage of knowledge which is unlocked by dream travel and meditation. The power allows for spiritual feats such as levitation, death touch, transmutation, teleportation, telekinesis and telepathy. It also allows for spiritual energy strikes which appear normal, but have the ability to bend or cut through metal, be resistant to physical attacks or other such abilities. Someone who uses this kind of Magic is called a "Mystic"

Thursday, August 6, 2020

Mythan Races





Humans (Sky people):
Since they were the last to arrive and their ships were note destroyed, the Sky people (humans) had the most access to functional and reproducible technology on the planet Mythan. Their city was called the city of lights-- being powered by the generator from their colony ship. They also still have a limited supply of  projectile firearms and records allowing them to reproduce their technology. Their firearms make them the most powerful major force on all of Mythan-- though the Thrall (Cave Elves) have discovered a precious rare metal deep in their mountains which they call "Adamantium" which is bullet proof. The sky people are generally the least hated race on Mythan making them the most successful as merchants. Because they were the most liked race and did the most trading among other races, they also inter-married with other races the most frequently-- resulting in many half-human breeds being common in their cities. 
Average height 5'8''
Average weight 150 lbs
Average lifespan: 250 years
Racial Bonus: Begin with either 1 extra bonus skills or 1 bonus attribute points
Psyche: 3
Mobility: 3
Strength: 3


Suldan (Half-Siren)


The most common half-breed is the half-siren, or "Suldan". This race originated from sailors or people living on the coast who were out at sea for long periods of time and became seduced by Sirens. Suldan basically live at sea. They rarely step foot on land. They cannot breath water like their siren ancestor, but seem to have a way of moving on land that resembles the way a siren swims in the water. They are naturally acrobatic. They typically have very blue eyes and sometimes carry a hint of blue to their skin or hair. They are masters at singing and performing and famous for entertaining. They are sometimes disliked in some circles as being considered the product of sin. 

Average height 5'6''
Average weight 140 lbs
Average lifespan: 300 years
Racial Bonus: May hold their breath for up to 30 minutes, enhanced vision in darkness
Psyche: 3
Mobility: 4
Strength: 3

Rathians (half-giant)

Rathians are half Giants. They are the mixture of giants and humans. Although many half giants live in human cities, there is a large civilization of half giants in the southern jungle-desert region. They have a tribal society that focuses mostly on hunting, training and riding the many species of large reptiles called Saurus (dinosaurs). Their culture also harvests the sefoid asteroid ceramic-carapace which is bullet-proof and very light, which they call Rathian steel (although it is non-metallic). 
Average height 7'11''
Average weight 380 lbs
Average lifespan: 230 years
Psyche: 2
Mobility: 3
Strength: 4

Giants
Giants are generally hated by all elves, but especially by the thralls who once enslaved them. Giants were once considered brilliant, but dependence on technology and slaves over many generations has weakened their mental capacities somewhat. Their size is unnatural and resulting in incredible strength but also causes slowed reaction time. 
Average height 10'3''
Average weight 560 lbs
Average lifespan: 200 years
Psyche: 2
Mobility: 2
Strength: 5
ELVES
Tarau (Forest Elves)

Average height 3'5''
Average weight 60 lbs
Average lifespan: 500 years
Racial Bonus: Bonus with long ranged weapon skill
Psyche: 3
Mobility: 4
Strength: 3

Thrall (Cave elves)


Average height 3'5''
Average weight 80 lbs
Average lifespan: 500 years
Racial Bonus: Bonus with melee weapon
Psyche: 2
Mobility: 3
Strength: 4
Munar (Moon Elves)


Average height 3'4''
Average weight 55 lbs
Average lifespan: ageless
Racial Bonus: Munar magic: healing, light, heat, cold, and electrical abilities
Psyche: 4
Mobility: 2
Strength: 2
Narshoth (Dark Elves)


Average height 3'5''
Average weight 65 lbs
Average lifespan: ageless
Racial Bonus: Narshoth magic: Necromancy, vampiric touch, limb regeneration, body alteration
Psyche: 3
Mobility: 3 
Strength: 3 

CHIMERAN RACES

Satyr

Average height 3'5''
Average weight 70 lbs
Average lifespan: 120 yrs
Racial Bonus: 
Psyche: 1
Mobility: 4 
Strength: 4
Siren
Average height 3'5''
Average weight 65 lbs
Average lifespan: 350 yrs
Racial Bonus: water breathing, paralysis, poison, charm, enrage, vocal sonic abilities, dark vision
Psyche: 3 
Mobility: 2 (5 in water)
Strength: 3

Seraph


Average height 2'11''
Average weight 55 lbs
Average lifespan: 300 yrs
Racial Bonus: flight
Psyche: 3
Mobility: 5
Strength: 1


Strength
0: paralyzed
1: Strength of a child
2: Strength of a pre-teen
3: Strength of a average man
4: Strength of a strong man
5: Competitor for strongest person
6: 1st tier Super human strength


Psyche
0: Mindless drone
1: Animal or child-like
2: A little below average
3: Average
4: Smarter than average
5: genius level
6: 1st tier Super intelligence and/or charisma

Mobility
0: Immobile
1: Turtle speed
2: Slow and clumsy
3: Average Dexterity and Speed
4: Above average dexterity and speed
5: Olympic level acrobat and runner
6: Super human agility, dexterity and speed

The new world: Mythos



The discovery of a habitable planet was one of the most exciting events to occur in the history of earth. Advances in space travel and cryogenic chambers was a top priority for centuries following its discovery. Because technology about space travel advanced faster than space travel itself. Incidentally, the first ship to arrive at this new world was actually the last to depart earth. 

Nymphs:
The Nymphs named the new world "Mythos" and its inhabitants "Mythan" and they quickly got to work terraforming the entire planet. Within a few hundred years, the whole globe was like a beautiful garden with ecosystems in place. They brought with them every plant, race and animal from earth. Including Seraph, Sirens, and Satyrs. As well as a race of artificially intelligent beings called "golems"

Demons (Regothians):
During the terraforming process, the Nymphs discovered that deep under Mythos surface there were enormous hollow spaces with unusual properties indicating that they did not form naturally. An excavation was quickly under way. When they finally dug deep enough to open up one of these caverns they discovered a buried an entire abandoned city that was perhaps millions of years old. The technology of this city was very strange and appeared far advanced above their own-- such that they could not understand it. Teams of Nymphs attempted to make sense of the city and what happened there. It was concluded that the entire population of the city had gone through some kind of bridge that connected to another world. They decided to try to open the door. 

Eventually they figured out how to turn back on the device to open the door. The moment the bridge opened, hordes of hideous creatures poured through it like a wave of vomit from hell itself. The door was shut as quickly as possible, but the demon-like monsters began slaughtering the Nymphs like they were children. Some of them rushed past the Nymphs and escaped to the surface where they quickly disappeared. The Nymphs managed to kill someone of them, but ultimately, the hole to the cavern was collapsed to prevent any more of those creatures from escaping. Many Nymphs were killed in the process. The remaining Nymphs on the surface fought with the demon-monsters for the next several hundred years and it nearly wiped them out, The demon-monsters strategically destroyed all of the Nymph technology that they could get their hands on, which crippled the Nymphs as they were unable to reproduce their own technology. 

Narshoth (Dark Elf): It was the arrival of the Dark elves that saved the planets inhabitants from destruction. Observing what was taking place in advance during their travel, the dark elves had prepared an army with the most powerful Narshoth strains. The war killed most of the Dark elves, who were in turn replaced by Ghouls who brought a new threat. The Demons also managed to destroy much of the Narshoth technology and ships. 

Ghouls: With the Demon-monsters held at bay (or in hiding), the ghouls now presented a new threat of their own. Nymphs and Dark elves work constantly to try to keep them under control.

Munar (Moon Elf): The Moon Elf arrival helped slow the death on the planet but at great cost. At their time of the Dark elves greatest need, much of the Munar isolated themselves on a small island in the middle of the ocean. The Narshoth Dark Elves were disgusted and enraged by the selfish, and self-preserving cowardice and vowed for vengeance against Munar for abandoning them in their time of need. Most of the Narshoth were destroyed fighting against the ghouls and demons. 

Giants: A ship of Giants and Cave Elves arrived on the planet. The Giants had their thralls build an enormous wall to keep the threat of the ghouls and demons contained. They relied on their superior technology and the slave labor to enjoy extravagant lives and promised to keep the land safe from Ghouls and demons. 

Monsters: The giants then employed their genetically engineered monstrosities (goblins, trolls, ogres, etc.) on the Ghouls and demons to try to drive them back, and managed to have some success.

Tarau (Wood Elves): The wood elves arrived in the midst of the war and kept to a place called the Tarau forest to find safety relying on stealth, agility, and the utilization of the creatures of the forest for safety. Their arrival gave the Cave elves a vision of what life could be like if they were not slaves to the Giants. The wood elves were able to keep the Tarau Forest mostly clear of goblins but they would not venture far from their trees for risk of being killed. 

Thrall (Cave Elf): The Thrall became very numerous, and to trim back on their population, many of the Thrall began to be sent into combat against the Ghouls and demons to defend the Giants. One of the Thrall became a powerful general against them and his cunning and prowess in combat earned the respect of the other Thrall. He tried to ask the Wood Elves to help him liberate his people, but they would not help because of the power of the Giants. The Thrall general resorted to sabotage of the Giants space ships and generators, which caused the giants to be almost defenseless against numerous Thrall, who banished the Giants to the Frozen North lands. With the technology of the Giants gone, the Monsters were no longer in subjection to the Giants, and they began to rebel, resulting is raids by the various monsters. The Thrall beat them back as best they could, but had to hide behind many of their castles and walls to stay safe from threats now that their technology was lost in the sabotage and they did not have the means to recreate it. 

Sky People (Humans):
The humans that left long ago were scientists and explorers. They had the education and capacity to recreate much of their technology if it were to be lost. They arrived at a time when the Thralls were desperately disadvantaged with the Giants to the North and the Ghouls, Monsters and Demons to the South. The ships that came from the sky loaded with advanced technology saved the Elves who named them the Sky people, or sky giants, as they were almost double the height of the elves. The Sky people ultimately saved the day and with their technology beat back the monsters. 

Earth-- from now to the future.



Humans endure wars all kind of obstacles, but they progress in their technology through it all.

Sky people:
Eventually humans discover a planet that was suitable for human life. A colony ship of people loaded on board and it headed towards the new planet, with an estimated arrival date set for thousands of years in the future. The people who boarded the ships were driven by curiosity, scientific discovery, and exploration. Many referred to them as "people of the sky" because their heads were in the clouds and they reached for the stars. 

Space travel was not the only human technological advancement. Over time, mankind developed methods for altering the genome. Genetic Engineering ultimately leads to the inevitable idea of making enhanced life forms-- or E.L.F.s.

It was determined that for purposes of overpopulation that the ideal Elf race would be much smaller, requiring less resources and producing less waste. They would be less prone to disease and age-- and they would have enhanced mental capacities and physical appearance. They would essentially be the best and most efficient version of a human citizen that could exist. 

Over time, many people elected to give birth to Elf children. 

Wood Elves:
As these people increased in number, they had a natural tendency to grow plants and forests, raise animals and live off of the land. Eventually they turned portions of the earth into a garden-forest paradise. Because of their natural fascination with plants and animal life, they were often called "wood elves". They stood only 3 feet tall and had lifespans that extended many hundreds of years. All of them were musically inclined and spent much of their days singing, playing instruments, and creating beautiful art. Males and females were equal in size and strength. Among the forest elves, violence was nearly non-existent. 

Those who refused to participate in genetic engineering to modify their size were considered to be "giants" to the Elves, who viewed "normal humans" as ugly, violent, greedy and selfish. A group of wood elves also boarded a colony ship and headed towards the new planet.

They developed their own technology, mostly oriented around engineering new beautiful and useful plants and animals. Along with their advances in technology, a second colony ship was made and estimated to arrive at the new planet before the first ship, despite its departing earth hundreds of years after it. 

Cave Elves:
Many of the "giants", driven by greed, saw the potential in genetic engineering, and created a race of slaves to fuel their own ambitions. These "Thralls" were designed to be the ultimate laborer, requiring little need for food and rest. The thralls were set to mining, digging, crafting and building. They spent so much time deep in the earth, that they were often referred to as "cave elves". They stood at 3 ft tall,  (same height as the forest elves), but were much stronger and driven to hard labor with their hands. On the back of their Thralls, the giants created a powerful empire. 

Giants:
Over time, being small was associated with being an inferior slave, and so the giants began to genetically engineer their own children to be larger as a sign of status. Soon, true giants were born that stood over 10 feet tall. 

With the thought of conquest and riches, many giants also boarded a ship with their Thralls and departed on a third colony ship towards the new planet. 

Moon Elves:
Much of Elven scientific advancement was in the field of medicine. But one discovery started a war. This was the discovery of immortality. Originally designed to stop cancer, the nano-medical intra-cellular organelle had the capacity to repair DNA, preventing cancer but also stopping all effects of aging. The first people who had the nano-technology were called Nanite Assistance Recipients, or "NARians". The technology sapped some of their strength and energy, but granted immortality. 
This technology was considered a dangerous abomination by many of the elves-- as an affront to the natural way of life and death.  Those elves who embraced Narian immortal life were forbidden from living on the earth any longer. Many of these settled on moon colonies and gained the name "Moon elves". Over time the technology advanced to allow other incredible feats that made the Moon Elves rapidly heal and have magic-like abilities involving the biological storage of electricity and the spontaneous generation of endothermic and exothermic reactions, as well as photon and electro-magnetic wave generators. Over time the Moon Elves were nicknamed as "Munar" and the Giants coveted their immortality. The Moon elves refused to share their technology with the giants because they considered the giants as generally evil slavers. 

Dark Elves:
A war broke out between the Moon Elves and the Giants. Some of the Moon elves fled towards the new planet on a fourth colony ship, which due to the advancement of the technology in space travel, was estimated to arrive before the second and third ships. Not all of the Moon elves chose to depart. Some of them elected to stay and fight. These Moon elves weaponized their nano-technology and created a new race of elves. The strain of Nar was called "Narshoth" and it had many various capacities for combat. Ultimately, the remaining elves were forced from the moon and lived on ships in dark space and given the name "Dark Elves". Eventually, even the dark elves fled to the new world to escape the scourge of the ghouls and the war with the giants. 

Ghouls:
Their technology ultimately allowed them the regenerate their limbs and rapidly adapt to their surrounding, but the Narshoth strain became too powerful, and ultimately malfunctioned upon the event of the host bodies death. The result was a state of undeath in which the Dark Elf's brain became recreated by the Narshoth strain and the result was often a cannibalistic and sadistic monster. Their bodies adapted too rapidly to dying and they would grow hideous extensions to their body to allow them to stay alive by eating flesh. Snouts, long tongues, claws and sharp teeth would often form allowing the host body to adapt to stay "alive". When the giants would destroy an army of dark elves, they would be afflicted with an infestation of nearly unstoppable army of ghouls in its place. Those infected with the blood of ghouls would sometimes turn into these undead monsters themselves. A ghouls starts out very weak, but whenever it can feast on flesh, it grows more powerful and evolves. If a ghoul is permitted to eat enough flesh, it can evolve into a very powerful monster. 

Monsters:
Under the threat of extinction at the hand the Dark elves and ghouls, the giants took massive risks to fight back. They genetically engineered monstrous races of their own. All kinds of races resembling goblins, trolls, ogres and demons were genetically engineered to fight against the Dark elves and obtain their ambrosia of immortality. The giants didn't just create new races for war, they also created new races of slaves for pleasure or entertainment. The Wood elves and many liberated Cave elves joined the fight against the Giants and their monsters.

Mythical beasts:
The Wood elves and Moon elves strove to create beautiful and useful animals that they would raise and allow to live in their beautiful forests-- but also with the attack of the monsters sent by the Giants, they began to genetically engineer mythical beasts as guardians of their forests. Giant wolves, Huge eagles, Deadly giant wasps, Dragons, Griffons, Pegasus, Unicorns, and all kinds of creatures roamed the forests to protect them from attacks.

Chimeran (Satyr, Siren, Seraph)
Some elves elected to create new kinds of humanoids that had properties of the animals to allow them to live in different parts of the land and protect it and look after the animals and plants. Three main types of races were engineered: A powerful beast race called Satyrs; an aquatic race called "Sirens", and a winged race called "Seraph". These three races soon occupied many parts of the land and cared for the forests. 

Nymphs:
The war between the elves and the giants became very severe and many people died on both sides. But now, the war had gotten out of hand. Monsters and ghouls ran rampant killing both giants and elves. The monsters and ghouls multiplied so quickly that it appeared that both elves and giants risked extinction. To preserve their lives, the giants and elves finally joined forces and worked together. They combined their technologies to make a new kind of primary race which they would call "Nymphs". Not only could Nymphs live for thousands of years, but they also were genetically enhanced or altered in every conceivable way. They were a very diverse group of humanoids. Some of them had 4-6 arms or wings. They had skin, eye, and hair colors of all varieties including blue, green and red. They ranged in size from very small to very large. They were both beautiful and peaceful by nature but also incredibly powerful and they had all kinds of various powerful abilities that resembled magic in many ways. With their help, the ghouls and monsters were beaten back or contained sufficiently to end their their. With relative peace established. A last colony ship left to the new world-- estimated to arrive at the new planet before any of the others, due to the incredible advances in space travel technology.

Basic Universe Setting

Billions of years ago life existed on other worlds and galaxies. 


Over millions of years, some of their technology reached near god-like power. 

These entities were ultimately divided into malevolent and benevolent beings. 

The good beings are called "Devas" and the evil are called "Asuras". 

A war broke out between the Devas and Asuras which threatened all life. 

Mortals fled to the far reaches of the universe for safety.

Our myths, fables and legends are roughly based on the histories of these God-like beings.

It was inevitable that eventually, humans would again come in contact with whoever won the war of the heaven. 

In the not too distant future humans discovered a habitable planet and had the technology to explore it.

Colony ships were loaded with people ready for exploration.

They will soon discover what mysteries of the universe lay deep beneath the ground on this once ancient alien world. 

Wednesday, August 5, 2020

Races and nations of Mythan

E.L.F. (Enhanced Life Form) Races

Background: Humans genetically engineered the "perfect" race for different settings.
Forest Elves are optimal in the setting of overpopulation and low resources and operating machinery.
Mountain Elves are optimal for harsh living conditions requiring hard labor. 
Forest Elf "Tarau"


To avoid conflict with their neighbors, the Forest Elves have retreated into the Tarau Forests and are sometimes nick-named as the "Tarau" people. They survive by hunting, harvesting food, and utilizing the large and dangerous animals of the forest as companions. 

Forest Elf Characteristics: 
Males and females are physically equivalent in terms of strength, dexterity and size.
Height typically ranges between 3-4 feet tall (average height for Mythan humanoid)
Life span: 1000 years. Grows to full physical maturity by age 20. 
Diverse naturally occurring hair color, eye color and skin color.
Very minimal food requirements.
Strong for their size, nearly matching the strength of an average human.
Enhanced hearing and sight.
Extremely agile, comparative to advanced gymnast in natural ability.
Enhanced dexterity with hand-eye coordination.
Naturally musically inclined.
Their sleep requirements are half that of a normal human. 
Forest Elves are raised around animals and almost always have a carnivore animal companion.

Properties
Mobility + 2
Ranged weapon use +1
Skills: Woodworker, hunter, animal handler, herbalist, leather-worker

Mountain (Cave) Elf "Thralls"

Long ago Mountain elves were slaves of the giants and freed themselves by sabotage of their technology and consequential war that resulted in their Northern Giant overlords being driven to the frozen wastes. The Mountain elves are now the most industrious, wealthy and successful of the races as they have built large walls and castles to protect themselves from their enemies and have mined massive amounts of ore. They covet Rathian Steel and have purchased large quantities of it which they use for their most prized weapons and armor. 

Mountain Elf Characteristics: 
Males and females are physically equivalent in terms of strength, dexterity and size.
Height typically ranges between 3-4 feet tall (average height of Mythan humanoid)
Life span: 600 years. Grows to full physical maturity by age 15. 
Diverse naturally occurring hair color, eye color and skin color.
Very strong, more than double the strength of an average human.
Very durable, with thicker bones and less pain receptors, 
Enhanced vision in the dark, but diminished color vision.
Their sleep requirements are half that of a normal human.
Very high endurance, allowing them to continue working for long hours. 
Mountain Elves use pack animals for labor and often have one for a mount. 

Properties
Strength + 2
Melee weapon use +1
Skills: miner, blacksmith

NARian (Nanite Assistance Recipient) Races

Background: Recipients of a nano-technology that allows them to never die of old age and also to heal very quickly, as well as heal others. There are two major groups of Narian people. The highly respected Munar and the feared Narshoth. 
Munar

Besides their ability to heal, The Munar nanite strain allows them to store and release electrical currents in their body, permitting them to power electrical equipment and giving them access to other abilities such as producing light, electrifying, heating and cooling.
Males and females are physically equivalent in terms of strength, dexterity and size.
Height 3-4 feet tall (average Mythan humanoid height)
Life span: Ageless. Grows to full physical maturity by age 20. 
Typically have white hair and blue eyes. Sometimes hair is black or very dark and eyes are red/yellow.
Weaker and slower than an average humanoid. 
Vision and hearing are very enhanced.
Become exhausted quickly with physical labor. 
Require a full 8 hrs of sleep to recharge.

Properties
Psyche + 2
Strength -1
Mobility -1
Access to Munar "magic" and use of Munar artifacts.
Munar "Spells" include: Healing touch, Freezing touch, Burning touch, Shocking touch, Illuminated skin, Skin changing
Munar artifacts have electronic capacities: armor that increases mobility or strength, weapons that have energy, fire or projectile capacity, electro-magnetic field generators that operate like a repulsing shield to metal. 

Narshoth


Narshoth have an unstable nanite strain called "vanar" that allows them heal much them more quickly and does not cause weakness, but makes them sensitive to sun light, and requires them to eat a diet with large amounts of raw animal flesh or blood. If their come near enough to death to cause brain damage, then have been known to become amoral, often becoming sadistic and cannibalistic. If enough of their blood is poured into a recently dead body, the body continue to be animated, almost as an extension or minion of the Narshoth that gave the blood. If their wear shaded glasses, or a low hanging hood and cover their skin, they can avoid the damaging effects from sunlight. 
Height is 3-4 feet (average humanoid height on Munar)

Properties
Psyche + 1
Strength +1
Mobility +1
Blinded in daylight without shaded glasses
Do not heal any skin exposed to daylight
When exposed to daylight, Psyche, Strength and Mobility are all set to -2
Fully heals upon a short rest when not exposed to daylight.
If killed becomes cannibalistic, sadistic and very hungry for flesh, 
Once per day, may pour their blood into a recently killed victim, allowing mind control
Has the ability to regenerate severed limbs (but not their head).
Body can harden or change shape over time allowing exo-skeleton-like features or retracting bone-blades in various places.

Giants
There are 3 kinds of "giants" each with a very different backstory.

Northern (Ice) Giants (or just "Giants")


The Northern giants or Ice-giants live 600 years and are the largest, standing 8-9 feet tall (MASSIVE height by mythan humanoid standards). Long ago, they ruled over the Elf races, but after the Elves liberated themselves, there was a war between them that lasted for a very long time and the Giants were beaten back into the barren Frozen North country where they hunt large animals and live in caves and stone huts, sometimes raiding bordering villages when the food is scarce. 
Strength +4
Mobility -2


Southern (fire) Giants "Rathians"


The Southern giants, or Fire giants are the second largest, standing 7-8 feet tall and live up to 300 years. Genetically engineered super soldiers engineered to fight against the Sef invasion. When the sef were beaten back, The soldiers freed themselves and formed their own nation in the southern jungles and deserts where they hunt the Saurus and harvest Sefoid carapace. They once wielded powerful firearms, but the technology to recreate these weapons has been lost long ago. They are best known for their Rathian steel (discovered by a southern-giant black-smith named Rath). Rathian steel is an alloy of Sef carapace mixed with iron that has bullet-proof capacity. After this famous metal, they are often called "Rathians". Rathians by nature generally have no interest in learning and education whatsoever beyond warfare.
Strength +3
Mobility +1
Psyche -2

Star giants "Human"

Star giants also known as "humans" are the most versatile but live only up to 120 years. They are considered imbalanced and irrational by the other races due to their tendency to wander and their divisive nature among themselves. They differ the most in behavior and characteristics. They stand 5-6 feet tall. Since the humans are smaller than other giants but larger than the elves-- this puts them at an intermediate height on Mythan and results in them being the most inter-bred race. With the exception of the Narians, they are the most technologically advanced and the most technically inclined and versatile of all the races.
May subtract or add up to 2 from stats and may choose 2 skill proficiency.