Originally Posted by
Cleric of Hell’s Brigade
Some keynotes on the world of Falgain and its people, by the hand of Nobul Khan Lang, First of the Order of the Enlightened Blue Eye (that’s me! When info dumping, it will be done via Nobul’s writings at the start of story segments).
Bloodlines: Falgain once sported a host of different cultures and peoples. Before calamity, they were often listed as Fae, Human, Calban, or Mer. In today’s world, few of pure blood remain of these races, instead most people are combinations of human and one of the other, otherwise survival after the calamity would have been impossible (human it was found could breed with the other races, while the others could not oft breed with each other).
In game, bloodlines grant slight advantages. Mer can breathe underwater and see in the dark, their eyes glow faintly gold and their skin tone tends towards the paler side. Fae (elf, dwarf, goblin, etc….was a term for naturally magical races that never numbered as large as the human or Mer people, so Fae has the broadest term in bloodlines) has the broadest sweep of physical characteristics. Some Fae bloodlines have sharper ears, eyes, nails. Some are shorter and stockier, but hardier. Some have special affinities or move unnaturally well. Fae bloodline allows the players to customize their character a bit more than normal. Players may ask the GM for special affinities/traits if they pick the Fae race, depending on which particular fae they choose to bloodline from. Calban were a rare race that were completely immune to magic thanks to their ‘divine’ nature. Calban were descended from the gods (false gods) and were unusually attractive, tall, and strong. Nowadays, those of the Calban bloodline are considered both blessed and cursed. Cursed in that their blood carries connection to the false gods and the destruction of the world, but blessed in that many find their immunity to magic useful. Human is not a bloodline as all have human blood now, though one can play as a full human if one chooses.
Magic and magicians were a common occurrence in the old world, but nowadays magic is separated into two categories: internal and external. External magic users bend the ether to their will, allowing them control of the forces of wind, fire, earth, metal, water, light, darkness, magnetism, plants or animals. Most only specialize in two of these at most, with some skilled being more capable. Internal magic is vastly different. Internal magic is found in those born with the magic talent, but unable to use its power. That well of magic within them instead fuels their internal capabilities, increasing their strength and speed and durability. These internal mages, called Feverblades , activate their power and this causes their bodies to speed up, their pupils to dilate, their breathing to increase and their muscles to strengthen, their senses sharper and more aware. The internal magics do burn up quickly, so most Feverblades try to only ‘boost’ for short periods of time. Most Feverblades are fine warriors and fighters, and most make up special forces and investigators amongst the Cities.