|Pelts - A Brief Guide|

I will be doing my best to convey my magic system throughout the book so that it can be picked up as we go. However, if you want to know more about it beforehand, or at any point during the book become confused with the Pelts and magics, then you can check out this chapter. Otherwise, feel free to skip!

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The Wylfven are a race of wolves blessed with magical abilities by their goddess, Luna. Each wolf is gifted a Pelt, which determines not only the colour of their fur but also the type of magic they are attuned to.

A wolf starts his or her life as a Peltless, with only grey fur and no power. However, when Luna deems them worthy enough, her symbol -- the crescent moon, shining brightest silver -- will appear on the wolf's paw. When this sign appears, they must bathe in a special pool, of which there is one in the centre of each of the thirteen Wylfven settlements. The wolf will emerge with a coloured Pelt, and the abilities that come with this colour.

There are ten Pelts a wolf can gain during this ceremony. These are as follows.

Flame, flamewylf

Colour: Orange, often with a red shade

Extras: A mane around the neck, usually darker in colour

Abilities: Control and create fire, Pelt is somewhat impervious to fire

Sea, seawylf

Colour: Blue or sea-green

Extras: Gills, webbed claws

Abilities: Breathe underwater, natural swimming ability, control and create water

Earth, earthwylf

Colour: Brown, sometimes with green hints

Extras: N/A

Abilities: Affect the growth of plants, create minor tremors in the earth

Thunder, thunderwylf

Colour: Yellow or gold

Extras: N/A

Abilities: Create charges of electricity, or lightning

Aire, airewylf

Colour: Shifts to match the current sky above his or her birthplace

Extras: Feathered wings, usually of a colour matching the sky

Abilities: Create gusts of wind, control force and direction of wind

Glitter, glitterwylf

Colour: Pink

Extras: N/A

Abilities: Place enchantments on objects, move objects without touching them, very few can heal by gifting energy

Mystic, mystwylf

Colour: Purple

Extras: N/A

Abilities: Enter the minds of others and sense their thoughts and feelings, receive visions of events to come

Toxic, toxiwylf

Colour: Green, usually darker shades

Extras: N/A

Abilities: Either a venomous bite or venomous claws, of varying potency

Ice, icewylf

Colour: White

Extras: Wide, flatter paws

Abilities: Withstand freezing cold temperatures, walk on thin ice, create and control ice

Shadow, shadewylf

Colour: Black

Extras: N/A

Abilities: Enhanced natural fighting instincts, radiate fear

It is important to note that a Shadewylf has not been sighted by much of Sylvera for nearly a hundred cyckle, since the war those of the Shadow Pelt began. It is widely believed that this tenth Pelt is impossible to gain in modern times.

Because of this, only limited information remains of them. These brief details are all that are left of the fearsome Shadewylves.

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