IMPORTANT NOTE: This document has not been finalized yet and may change in the future
Angels of light who serve the Creator or one of his loyal spirits. Aeliokos shine with a supernatural glow and are known to be uncompromising guardians against all forms of evil.
Being is a member of the agkelos race.
Being is a member of the anthegal race.
Being can fly, but only for short distances.
Being originates from the celestial realms outside of the physical world and does not inherently have a physical body, though they may inhabit a temporary body when in a physical space.
Demonic agkelos who serve evil spirits and seek to dominate weaker spirits, ultimately to overthrow the power of the Creator or relish their own particular evil without concern for others.
Being is physically or spiritually connected to dragons.
Being is a member of the dragoon race.
Literally "Voice of Dragon" - drakuncion represent the majority of dragoons and are spiritually linked with their clan's guardian dragon.
Literally "Voice of goddess" - eleycion are dragoons that seek to unite their kind against the tyranny of the dragons by pledging their soul to the goddess of freedom.
Being is fully in a state of imperfection or sin.
Being can fly for long distances and an extended period of time.
Being has a dominant hand that they prefer to use in most, if not all, situations.
Being is a member of the human race.
Being may be killed, but does not physically age beyond maturity and will never die of old age.
Object is a creation of magical energies, and can use magical abilities granted by its creator.
Being ages and will eventually die of natural causes.
Being originates from the physical world and has a physical body integrally linked to their spirit.
Literally "Voice of Nothing" - dragoons without a spirit link are often viewed with contempt or as harbingers of doom.
Being has the ability to originate thoughts and words in a creative capacity. A requirement for using magical power.
From an ancient word for the first tyrants that relished in their superiority over the common man, anthegals claim the title nephilim for themselves both as an boast of their special abilities, and as a reminder of the evil that would result were they to abuse that power.
Angels of chaos, sek-agkelos have freed themselves from the spiral of evil but can not regain the perfection they had as aeliokos. Doomed to wander without a master to serve, the spiritual fate of sek-agkelos kind is unclear.
Being is a member of the shapeshifter race.
Being has been given permission to use the holy magic authority.
Anthegals that fall to evil are overcome with the same form of the sickness that turns shining aeliokos to blighted daimonas, albeit in a milder form. This usually makes the anthegal physically weaker, but more in tune with their supernatural power. The term stained nephilim comes from the fact that the fallen anthegals often take their pure brethren's obsession with bloodlines to an even further extreme, which in turn leads to bloodshed.
Being inhabits a body that is already dead, yet is still able to move through some unnatural force.
Being is an undead creature that drinks and gains strength from the blood of others.
Being is an undead creature, with its previous natrual yearnings twisted into hatred of light, warmth, friendship, and all the good things of life.
Is a personal practitioner of a religion, philosophy, or set of beliefs.
While others spend time learning practical languages, you've focused on academic or mystical languages instead.
Has worked as a laborer in some skilled craft.
Has worked as a ranking member of priesthood or religious organization.
Has lived as part of the 'unwashed masses' below the elite sections of society.
Has worked in a position within a ruling court, administration, or bureaucracy.
Is known to have broken the law at some point.
You've either had an untraditional upbringing or ignored basic childhood lessons to spend time on pursuits more worthy of your time.
Has worked as a member of a merchant guild, caravan, or other trade-oriented profession.
Has served as a member of the aristocracy or other elite level of society that is inaccessible to most people.
Has been a known member of a political group, ideological faction, or organized social movement.
Savants are able to achieve extraordinary feats in a given field, but often at the expense of basic competence in the rest of life.
Has worked as an academic, scribe, or some other form of knowledge-work.
You've already had less-than-noble adventures or get-rich-quick schemes, but have thus far outrun some of their consequences.
Has worked as a professional warrior, with or without a cause.
Whether born under a bad omen, cursed by foul spirit, or through some other ill means, you've never been known anything but bad luck.
Survivor of many battles; your scars are deep but have made you stronger.
Far you have wandered; much you have learned.
You've lived isolated from society, living off the land.
Envoys for The Creator and other powerful spirits, the word of an agkelos carries greater weight than that of mortals.
Combat agkelos are known to train their wings to be a reflexive second set of arms, able to deflect incoming attacks.
Sek-agkelos retain their mastery of the supernatural but often embrace their status as between light and dark.
Visiting strangers may appear normal, but sometimes they are agkelos testing mortals' virtue, or brining curses upon them.
Sek-agkelos excel in the ability to see through the tricks and disguises other spirits use.
Fallen from light but escaping the void, sek-agkelos try to balance themselves in the middle of extremes.
Since the birth of the high men race, they have had the ability to peer into the hearts of mortals and judge their worthiness.
Inheriting the bloodlines of man' most capable warriors, anthegal claim to have developed a sixth sense to avoid danger.
With a strong connection to creation and a culture of education, many anthegals learn anti-magical techniques.
The stained have no qualms in exploring the magical abilities granted from their angelic bloodlines.
Carefully bred for strength and health through harsh social regimens, anthegals can shrug off injuries that would cause others to faint.
While the stained suffer from physical atrophy, they are nonetheless frightening to confront, able to muster superhuman strength and an insatiable lust for violence.
Nephilim warriors receive instruction from an early age, often including the mastery of family-developed martial arts.
Dragoons are able to leap to superhuman heights with ease.
With the ability to jump high enough to attack flying creatures, dragoons are sometimes thought to have been created as a defense against agkelos.
Some dragoons have developed superhuman reflexes to reliably use their favorite melee weapons, even against archers.
Humans fight to win, regardless of fair play.
Other races envy the human spirit to continue fighting even when the odds are stacked against them.
Humans are naturally industrious and have a good head for business.
The dangers a human faces in the fallen world are many, both in the ferocity of the wilderness and in the subtlety of society. Over time they can come to expect death around every corner.
Humans pride themselves on a job well done.
Being has the permission of a celestial spirit to redirect magical energies into their domain, granting the celestial magic authority. Work with GM to determine spirit identity.
Studied in the hidden aspects of nature and practiced in the use of natural magic power.
This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.
Able to unlock deep inner strength and practiced in the use of personal magic power.
This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.
Has made mystical contact with a spirit and is practiced in the use of spiritual magic power.
This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.
Able to see through reality, into the uncreated chaos of the celestial realms.
This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.
Has seen the truth of the Great Curse and is able to harness its power for personal ends.
This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.
This talent is required to cast most spells, but does not grant any abilities to gain MP. Consider taking an additional magic talent that provides a way to gain MP.
Even without the ability to take the full form of animals, a shapeshifter can make minor physical changes while gaining some of the best traits nature has to offer.
The storybook ability to mimic any face they have seen before has served as a blessing, and a curse, to the shapeshifter race.
Stealth is a frequent pairing to the shapeshifter's other natural abilities.
Whether infused in feline, serpentine, or other aspects the eyes of a shapeshifter see more than most.
Masters of subterfuge, shapeshifters are valued for defense as well as offense.
Those specialized in animal forms are able to perform them in the blink of an eye.