A Light In The Dark: The Good

Two of the magical races of Aimsir have devoted themselves to Good, pledging to help humanity, uphold life, and bring peace to the world.


The Angels

Benevolent but unnerving, the smooth-featured angels reside primarily on the island of Mir, located off the coast of Adiro. Were it not for their mask of precisely constructed cordiality and strange tattoos, one might almost mistake them for human. Almost.

Appearance: An angel is all but indistinguishable from a human: the only thing that might give them away would be a strange, graceful symbol located on their right hands and hearts, a representation of their name in Mirai'i. An angel's voice is of similar construction: besides a slight accent, they sound completely human.

Lifespan: No one has seen an elderly angel. For that matter, no one has seen a young angel. It is unclear whether or not they age at all, or if they are born at all. Records of the archangels that rule them describe entities far over five thousand years old.

Culture: Although some angels choose to live among humans, most reside on Mir, in the mountainous countryside or in one of the seven towns scattered throughout the island. Each of the three orders of angel is presided over by an Archangel, ancient beings of great power and respect. These three direct decisions about angelic life in general, and they are unchallenged in their rulings. Thus, Mir is a place of perfect harmony and order, each individual moving silently from one task to another, satisfied in their duty. The visitors to Mir have confessed that though their reception had been generous, they eventually had to leave because the silence was driving them mad.

Battle Capabilities: Although angels rarely enter battle, they can be fearsome when they do so. Their power comes from light, and they can channel light into brief flashes that blind their opponents or focus it into blasts of radiance that set one aflame. Their melee weapons are blades of shining, unearthly metal; in a long-range battle, they bring strange devices of silver and glass that focus their radiance to an even deadlier degree.

The Angelic Orders:

The Powers: Presided over by the archangel Michael, the order of Powers is charged with fighting to defend Mir. All angels belonging to this order are specially trained for combat, and possess the ability to summon functional wings of pure light.

The Seraphim: Ruled by the archangel Raphael, the Seraphim are the largest order. Seraphim are able to heal the injured or sick, if given time to focus and meditate.

The Cherubim: Guided by the archangel Gabriel, The Cherubim are Mir's scholars, devoting themselves to memory and truth. It is impossible to speak a lie in the presence of a Cherubim.


The Were-Clans

Chaotic and cheerful, the four Were-Clans live in in sprawling camps scattered throughout the northernmost forests of Aimsir. Although once every full moon relationships can become... strained, for the most part the Were-Clans prosper with each other and the northern nation of Tikit.

Appearance: Werekind cannot be distinguished from humans except by their repulsion to silver, which burns them on contact.

Lifespan: Human-length

Culture: Each camp is self-governing, frequently claiming a section of the forest as their own. While most camps only possess one form of Werekind, there are a few that open themselves to members of all clans. A few camps are located inside the kingdoms of Aimsir, but these are relatively rare- most Werekind are born, and those that are changed tend to make their neighbors nervous. Life inside the camps is rough, but generally pleasant. The bonds of pack mentality tend to work fast and strong.

Battle Capabilities: The Were-Clans draw their power from the moon. Every Werekind is able to to shift into their animal form only when the moon is in the sky. When they are in animal form, they keep their consciousness and personality and can change back at any time. However, the call of the moon becomes too great when it is full: while the full moon is in the sky, all Werekind automatically shift into animal form and lose control of themselves. For that time only, they are true beasts.

The Clans

Clan Lupa: Clan Lupa consists of werewolves. By moonlight, they become larger-than-normal wolves, capable of running for hours to chase their prey into exhaustion. In human form, those of this clan have almost inhuman endurance, even when the moon is down.

Clan Gola: Shifting into a creature resembling a large, squat wolverine, Clan Gola is unrivaled in their combat ferocity. This carries through to their human forms: when angry, they are all but immune to pain and fear.

Clan Felis: Composed of were-panthers, Clan Felis is seen as more aloof and aristocratic than the others. Fewer were-panthers live in mixed camps than any other clan. As humans, they possess uncanny balance and flexibility.

Clan Ursa: Capable of becoming great, lumbering bears, Clan Ursa has great strength. As humans, they tend to be physically stronger than they appear, sometimes by a significant margin.

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