Species

Species

There are seven core species to choose from: human, automaton, dwarf, cyborg, oxtus, elf, and cambion. More information can be found for each species in their respective chapters. You'll get strict bonuses, scale with different meters, and have access to different talents based on species. Each species is further specified into subspecies, clarifying your character's particular abilities and gifts as a creature. If you're having trouble deciding, you may want to find what type of character you want to play. If you're looking to be a tank, you may find interest in solar elves. Whereas if you're looking to play a tinkerer class, a copper dwarf would much better suit your needs. Check what type of role each species may fill and see if it fits your style of play.


Human

Humans are rare in comparison to most other humanoid species. With highly adaptable genes and easily mutated biology, they've become the butt-end of transmutational experiments and, in many historical cases, enslavement. Due to the mass hybridization, the number of pure humans have quickly dwindled. Now, they are held with high respect due to their scarcity and legacy. Humans are very fluid and versatile, with no single strong characteristic. Low difficulty play including basic abilities and the ability to adapt from other species.

Location

Humans can be found all over the colonized universe, albeit on rare occasions. Their extreme adaptability, both physically and genetically, made them targets for early arcane experimentation and subjugation. Due to the dark history of the human population, their numbers have dwindled greatly. Their sparsity amongst Uto and Pia, and their ability to procreate with several other humanoid species, has forced their numbers to flatline.

Lifespan and Genetics

Humans have highly malleable genetics in comparison to any other sentient humanoid, making them optimal targets for testing. These creatures live up to 100 years naturally, though upwards of 250 years with proper medicine and healing.

Background

Humans were one of the first humanoid Pian species, walking chronologically with the elves and the dwarves. Once primitive innovation initially sparked, humans became a common target for experimentation and oppression. Humans were often not highly capable in any specific area, making them easy targets to dominate. In time, many humans built numbers and revolted their captors, allowing their freedom in hiding. After human independence became the standard in more Pian societies than otherwise, many human-pure communities were created, generally housing mostly refugees. Though, many of these societies were turned impure by lingering arcane effects such as lycanthropy. Currently, most humans have been granted liberty, both due to higher complexity social advancements, as well as the creation of artificial humanoids aiding in servitude. Although, some primitive Pian societies still enslave and farm humans.


Automaton

Automaton is a blanket term, ranging from androids and robots to golems and homunculi. The use and creation of automatons exploded during the revelations in both the arcane and the technological, though during separate instances. Even today, those that aren't sentient are often owned and built for the higher classes, serving as a luxury item. This is a point of contention in some places, as many automatons have become complex enough to be sentient, even when born into servitude. Automatons are extremely unique in comparison to any other playable species. Their inability to naturally regain stamina forces them to rely on items to recover energy. This is balanced by the fact that they do not need biological essentials, such as food or air.

Location

Automatons are constructed and used as hired help all over the colonized universe. On some occasions, automatons may be built with sentience simply for the sake of the creation of life.

Lifespan and Genetics

Automatons have varying lifespans, based on how they were constructed and what the purposes of their creator(s) were. More often than not, automatons do not age.

Background

Automatons were first built by dwarves, specifically in the form of druidic golems. Since their initial creation, the use of golems spread throughout Pia for use as sentinels, tradesmen, and even companions. Prior to and in the midst of the colonization of Uto, golems within specific areas slowly transitioned towards androids. Similar in purpose, though with no arcane characteristics. Early android prototypes were primitive in comparison to common standards, but highly advanced for the time. Such inventions paved new grounds for modern robots. On a modern scale, some automatons are capable of complex emotions and beliefs, roaming free in certain cases, going as far as being allowed citizenship in many societies including Uto. The android population on Uto battles the population of some other humanoids, as they are very common to be used for labor.


Dwarf

The most immutable of the beginning humanoids, dwarves quickly became capable of magic due to their natural resistance to mana. Beginning with the arcane arts, dwarves adapted habits of entire civilizations mastering one profession, becoming the most capable engines of that industry. Over centuries of work and determination, this flourished into a mental, physical, and social stubbornness that was unshakable. This unwavering force is so strong that, on the rare occasion that a group does adapt in new ways, a new biological subspecies may be formed, such as how the copper dwarves did. Dwarves are mechanically simple to play but strong in specific fields of play, between item crafting and magic. They have stout stats, with their talent pool aiding predominately in defense. This pairs well with the offensive capability offered in their subspecies talent pools.

Location

Dwarves riddle the populations of Uto and Pia, found in many different diverse regions. They are well-adapted to many environments and thrive as such, though many live more content lives isolated. Many societies have adapted to welcome dwarves, given they are natural-born laborers and specialized tradesmen.

Lifespan and Genetics

Dwarves are highly resistant to medicine and drugs; their genes resistant to mutation. Many dwarves share similar, common features such as dark hair and brown eyes, as their recessive genes are rare to come by and often smothered by those that are dominant. They live on average to the age of 200, though upwards of 300 years with proper medicine. Prior to the colonization of Uto, dwarves began to split into two groups, now called the iron dwarves and copper dwarves. Living under drastic conditions, the copper dwarves' common biology was altered enough for them to be deemed a separate subspecies. Iron dwarves and copper dwarves cannot produce offspring with one another.

Background

Much like their genetic makeup, dwarves are extremely stubborn by nature. Many dive deep into the profession they find themselves in at youth and stay in that position until pardoned by death. Dwarves share some ancestry with humans and more ancestry with elves. Though, after taking to the underground, their features, both physical and otherwise, changed drastically. The most ancient species of dwarves, crystal dwarves, were strong miners and exceptionally durable creatures. Although, as civilization began to sprout amongst Pia, crystal dwarves became hostile and cultish. A firm pride that many dwarves hold is in their ancient generations constructing the foundations of spellcraft as it is used today. Even with eight total arcane arts used in the modern age, the primary four have not only stood the test of time but also served as a basis for more arcane arts to be constructed. Some dwarves hold this arcane nature deep in their blood, while others are just simply clever and bold with their magical signatures. Even with pride in their ancestry, dwarves of differing subspecies clash socially. Their stubbornness and isolating tendencies can easily act as a catalyst for disagreement between the traditional souls and the innovative minds.

Playing a Dwarf

Dwarves are ultimately a rather basic species for learning more advanced mechanics in Utopia. Iron dwarves have many talents that make them more powerful spellcasters, while copper dwarves offer more efficiency when it comes to crafting. All dwarves share a relatively defensive nature, leaning towards a tank style. A majority of dwarven talents help to build defense stats while they have an innately higher block rating than average. Regardless of the playstyle, it's important to take into account that dwarves often have a large stamina pool to take from. Iron dwarves can easily benefit from this due to spells requiring copious amounts of stamina, though copper dwarves need a bit of cunning to make good use of this. Most commonly, this resource is easiest abused with combat maneuvers, such as those found on the Warfare core talent tree. Other synergistic talents depend on subspecies. Iron dwarves will find the Magecraft core talent tree nearly essential, given talents from this tree are required in order to cast spells. On the flip side, copper dwarves may find the most use from the Innovation core talent tree, allowing them not only to craft more powerful and valuable items, but also allowing them to use their naturally gifted mental traits and subtraits in place of (or in addition to) what would normally be used.


Copper Dwarf

As a copper dwarf, you are the youngest of the dwarven species, descended from iron dwarves. After the several iterations of the Hellion broke Pian orbit in an attempt to touch foot on its moon, your ancestors adapted to the odd conditions of space and lacking gravity on Uto, the barren rock that it used to be. Over years and years of desperate innovation to survive Uto's absence of commodities such as food and breathable air, your ancestors became master tinkerers and crafters. What was once a means of survival is now your deep-rooted art. Naturally, you are curious, never leaving any stone unturned in the name of your next epiphany. You will only take no for an answer in time, but you'll remember the question and solve it one day. And until the day you find that solution, you will quietly turn every stone and read any page until you find its answer. Each invention is just the means to the next one. A jetpack has many uses, but importantly, it makes it much quicker to build a ship. A ship also has many uses, but of course, it helps find far-away resources much faster for a new workshop with new tools, tools that will allow you to progress even further. Your hunger for knowledge and innovation is endless.

Iron Dwarf

As an iron dwarf, the second oldest species of the dwarven race, your great ancestors were the founders of the fundamental Arcane Arts. Prior to their mastery, mana was used in some chaotic forms, though never to any level of control. Ancient iron dwarves created the Art of Evocation, AÍrray, Enchantment, and Wake. These arts carved a path for future spell casters, allowing new minds into the world of magecraft, thus changing ancient Pia for newer generations, for better or for worse. Your ancient ancestors spent most of their lives in extreme conditions, generally centered within mountains, active and otherwise, and deep caves. They adapted over centuries to poor air conditions, harsh climates, and the whims of nature of which they respected greatly. Now, these extreme climates are rather comfortable to you. Nothing to be perturbed about. Really, your ancestors gave you a true gift: the ability to exist where nobody will bug you. You've been granted peace in a world covered in noisy, irritating, leggy creatures that keep trying to talk to you. They have no business being that talkative or that tall. Magic is a fundamental part of life. It's a part of your blood, your existence, it's all built off of the arcane arts handed down to you. What cannot be solved with magic can be solved with violence, and obviously, most things can be resolved with magic.


Cyborg

Many creatures use artificial augmentation to improve their health or to push their abilities. Although, cyborgs differ in the fact that their fate is irreversible. Though biological augmentation had existed prior to the colonization of Uto, its normality came after. Cyborgs are classified as humanoid creatures that have replaced multiple vital systems with artificial enhancements. Due to their adaptability, humans are the most common species to become cyborgs. Cyborgs are naturally versatile, their full potential is unlocked through augmentable items. Augmentation of items is normally a long, grueling process that requires huge spans of time, but cyborgs can change augmentations multiple times in a single combat. Though reliant on equipment, this creates massive versatility for them, in virtually any way they wish.

Location

Cyborgs are predominantly found on Uto, as the practice of such augmentation is sold on the open market. Mechanical enhancements are common amongst Utians and the medical technology necessary is both advanced and readily available. Cyborgs can be found scarcely on Pia, though most Pian cyborgs share non-mechanical parts, often including arcane improvements.

Lifespan and Genetics

More often than not, cyborgs outlive their humanoid counterparts given their supplemental technology. A cyborg's lifespan varies greatly based on the humanoid affected and how sound the technology is.

Background

Cyborg modifications were first tested on humans on ancient Pia, mostly for the sake of learning the biological capability to capacitate it. Consensual cyborg modifications first became popular for medical purposes, such as limb or organ replacement. Once the technology had become more accessible and the knowledge more widespread, frivolous augments were used purely for altering one's physical or mental characteristics.

Playing a Cyborg

Cyborgs are a very item-dependent species to play, their best effects flaunted when they are well equipped. This is heavily accentuated by their ability to quickly augment and de-augment items in a very short period of time. Biotech cyborgs compliment this with restorative properties whereas cybernetic cyborgs complement this with combat prowess. The cyborg talent tree includes an entire branch dedicated to augmentation, and at its maximum tier, a cyborg may augment or de-augment items at no cost to health and in only two seconds of time while also offering a bonus to damage when augmented this way. Augmenting normally requires 1 hour of time and de-augmenting removes half a creature's DHP. These abilities are powerful if used well, but come at a great cost to resource. With some exceptions, the lowest rarity of an augmentable item is Common, meaning Crude items generally cannot be augmented. Additionally, augmentable items are generally rarer and more costly for the pure reason of being augmentable. To take advantage of these augmentation abilities, cyborgs must have access to some amount of time or money to purchase or create these items. Being able to craft higher-rarity items is a very valuable feature for cyborgs as it allows more customization for how one may use their abilities. This includes the entire middle branch of the Innovation core talent tree. As well, some Fabrication specialist talents will be very beneficial, such as Hasty Craft, Relaxed Craft, Cybernetic Specialist, and Nanomechanics (though many of these have substantial prerequisites). Cyborgs have an influx of defensive talents, but each subspecies may support different playstyles. For instance, biotech cyborgs make a better support role, complimented by talents such as the Natural Healer specialist talent. Cybernetic cyborgs, on the other hand, may be better at taking and dealing more damage, being well-adapted to Warfare core talents and Innovation core talents that represent combat. Outside of talents, cyborgs are somewhat versatile with base stats matching that of a human's, with no glaring strengths or weaknesses. Talents will, in turn, dynamically change a cyborg's capabilities inside and outside of combat.


Biotech Cyborg

As a biotech cyborg, you are a partial-humanoid that has been mechanically or magically imbued for the sole reason of survival or health. An explosion in your population occurred after the colonization of Uto, as many of your ancient peers were maimed or eviscerated and the only means of survival on the barren moon were machine parts. This form of augmentation produces a natural sense of self-preservation; increasing your own lifespan, decreasing the speed of which you age, and finding new ways to heal yourself, either through biology, engineering, or whatever you find on the ground that looks at least semi-sterile. Your tenacity far outweighs the artificial parts you're composed of. As long as you have the means, you have the will to trudge forward. Pain is a sign of progress, obstacles are just a path to the greater purpose and you will not be swayed.

Cybernetic Cyborg

Contrasting to your biotechnical counterparts, cybernetic cyborgs like you are humanoids enhanced with a speculative goal in mind, such as physical might or dexterity. These improvements are not a necessity, rather a luxury. After cyborg technology was mass-produced to aid in the war efforts, alternate versions of the process were patented for commercial use, much later in the creation of Uto's society. NexLab is your strongest supplier of such technology. It's a common conversation how you gathered the coin to get such parts, but the story means loads in comparison to the font. These parts are no more than strong interpretations of you. Cybernetics is a form of expression, manifested in the physical world. Regardless of what parts you are made of, your strength is yours, your speed is yours, your wisdom has been earned through the years, regardless of the cost.


Oxtus

Oxtii are humanoid fauna-like alien creatures. They are able to take advantage of biological spores that they eject from their body, allowing them to communicate mentally with creatures that the spores attach to from short distances. This is their sole form of communication. Some subspecies of oxtii have spores with more purposes, such as the release of specific pheromones. This species is ancient and well-adapted into Utian and Pian society, though their origins are still debated.

Oxtii function very differently based on their subspecies, sharing a powerful healing capability in common. Albeit slow, any form of natural healing capability is rare to see and very powerful, specifically that of healing DHP. The three subspecies of Oxtii allow for a better experience in a specific playstyle, but don't offer maneuverability in this sense.

Location

Oxtii claim their original residence on the planet of Oxtane, a planet in a neighboring solar system that was destroyed post their departure. They can be found wandering predominately throughout the streets of Uto, though dense populations exist in warm, floral areas of Pia.

Lifespan and Genetics

Oxtus biology resembles that of plants and fungi on Pia as well as some level of alien DNA. This allows them to use a more advanced photosynthesis called hyperphotosynthesis. Oxtii do not have gender. Rather reproduction is limited only by what subspecies each oxtii is. Reproduction is done between oxtii remotely, and all breeding must include at least one regal oxtus. Some oxtii care for and nurture their young, whereas others have been seen leaving their youth stranded. There are no recorded patterns based on location or species. Oxtii do not show signs of aging.

Background

The oxtus population has a dense oral history, though none of the claims have been considered provable yet. The reason for their planet's extinction has been lost to history, and some strong minds have claimed the oxtii lore "too convenient," as their biological composition resembles many lifeforms on Pia. This is often combatted with the presence of some alien physiology, though some chalk this up to evolution and the existence of mana. Even though Oxtane had never been officially discovered, the solar system they claimed it was within had been seen and their accounts of it prior were accurate. Some floating debris and damages show signs of what may have been a livable planet, but this conclusion is still heavily debated.

Playing an Oxtus

Oxtii are very unique in their ability to heal, having not only a self-regenerating ability, but the ability to convert water into a minor form of healing and stamina restoration. The regal oxtus is a naturally social creature and shares some basic talents that allow them to regain stamina and resist influence. The brazen oxtus has some of the most powerful combatants, and in contrast, the astute oxtus is extremely smart, having two separate heads and a heightened ability to craft and cast spells. The oxtus talent tree offers one of the only talents that allows a supply of deep health. Although this is somewhat limited, the ability of medical regeneration is quite unique. Outside of this, they also have distinctive ways of regaining both health and stamina. Each different subspecies of oxtus gains benefit from different core talents. Brazen oxtii may find the most benefit from the Warfare or Tactics trees, boosting their offensive and defensive abilities respectively. Astute oxtii may increase their potential through the Innovation and Magecraft trees, offering them abilities in the way of artifice. Regal oxtii, to contrast, are versatile and may benefit from several core talent trees. Although, one powerful specialist talent that may help them is Natural Healer, allowing them to push their healing capabilities even further. Each of the oxtii may take advantage of the Emotional Synapse specialist talent, making them capable of speaking to any creature regardless of language, including beasts and other non-verbal species. Oxtii serve not only a powerful support role, but also specialize well into several other potential roles.


Regal Oxtus

Regal oxtii, also regarded as "flower" oxtii, like you are considered the most appealing of the oxtii, aided by spores you emit that alter basic emotional chemistry. This effect is subtle, but enough to make close creatures attracted to you. To further this, regal oxtii are the only subspecies of the oxtus capable of reproduction. Based on archeological discoveries, you are also a part of the youngest subspecies. This often begs the question how oxtii reproduced before your kind came around. You have been deemed socially attractive, attentive, and a natural leader, parental even. You have a strong natural pull on sentient creatures, which is one of the reasons you are found to be so appealing. Your social abilities are your strongest abilities.

Brazen Oxtus

As a brazen oxtus, also known as the "tree" oxtus, you are passive by nature, though extremely physically capable. The term "humanoid" is loose when interpreting your figure, as your large arms aid in supporting the massive weight of your upper body, making quadrupedal walking much more efficient. You are the largest of the oxtii, and definitely the most menacing. With a large upper body and huge hands, your figure is prominent and recognizable from the quickest of glances. This does not denote the fact, though, that your terrestrial appearance allows you mild camouflage in dense brush. Like all oxtii, you omit spores to communicate, though yours also double as an intimidation agent. Your presence spikes anxiety and fear in most creatures, regardless of your intentions. In combat scenarios this may be beneficial, but it's hard to fight the fact that it gets lonely at times when everybody is afraid of you.

Astute Oxtus

You, an astute oxtus or "shroom" oxtus, are one of the most intellectual of the astute oxtii, sharing your thoughts between two segregated minds with ease. Your two powerful brains often work well in tandem and allow high-level thought processing with little effort, making you naturally intelligent. Having two heads comes with much benefit, though one of the most favorable is that you can push and pull thoughts between your two brains. This means that, even when offering or forcefully emitting your thoughts to another creature, you can control what is given based on where you've shifted those thoughts. An amount of control only left to the most brilliant of creatures, truly. Per fossil records, you share the wisdom of the eldest oxtii species. You feel almost in-touch with your ancestors, as if connected by an interwoven network of neurons. Some say that the spores you use to communicate aid with your intelligence, but you are well aware that this is not the case. Simply put, you're just a genius.


Elf

Elves are one of the eldest humanoids to walk Utopian soil, and stand similar in many ways to dwarves, their distant biological cousins. They are well known for staying youthful and excessively good at specific things, though not often known for being good at many. Elven culture is natively prideful, in the past using their skills as a lever point for social power and maneuverability in a hierarchy. Though, violence is often an option to traditional elves given their superior combat skills, generally tailored to their profession. Elves are well specialized and powerful in combat, gaining abilities to use social stats in place of combat stats during battle. With that, outside of the use of magic, elves are not very versatile and may lack utility without additional aid.

Location

Elves are found almost exclusively on Pia, though scattered around, and are one of the most ancient species to live there. A very prideful nature has pushed elves to many positions of power, whereas those who fail to do so cast themselves from their respective societies. Some, as such, inhabit isolated communities in woodland areas, specifically warmer climates.

Lifespan and Genetics

Elves live naturally to 500 years old on average, and upwards of 1,000 years with proper medicine and healing. Elves are often very selective with breeding, though their genetics may pass between subspecies on specific rare occasions. Their genetics are finely evolved and thus nearly immutable. Solar elves and lunar elves are able to breed with each other, though offspring is uncommon this way. On the off chance, twilight elves are born, which are able to breed with any other elf, in which case a solar or lunar elf will be born.

Background

Elves are ancient egotistical creatures, prideful and powerful in their actions. Most elves are currently, as ancient elves were, highly specialized in a narrow set of skills, such as combat or hunting, and boast their attributes greatly. Prior to the birth of the first twilight elf, the two original subspecies fought a social war of superiority. After the first interbred elf was birthed, twilight elves became the new target. Their odd markings created a pattern on their skin and they became a subject of mockery in elven society. They became a product of sin and deemed as failure. In elven nature, the few twilight elves took this as fuel to become the most powerful spell casters of the ancient species, founding the 4 newest Arcane Arts. In this new light, the twilight elves' markings became a status of prosperity and worth.

Playing an Elf

Elves are charismatic creatures by nature, and they often use this much to their advantage. More than just social interaction, elves are capable of using their beguiling prowess to aid their physical actions. Skilled solar elves use their Stunt score in place of their Power, lunar elves of a similar caliber use their Appeal score in place of their Dexterity. Twilight elves, uniquely, use Language in place of Resolve, affecting not only their mental fortitude, but also their ability to cast spells. For combat, elves may find a lot of use in the Warfare core talents, which give bonuses to melee weapons and ranged weapons separately, as well as decreasing the amount of time each attack takes. Weapons can also be aided by the Hunter's Mark and Dual Wielder specialist talents. For stealth, speed, and defense, there are the Tactics core talents, further complimented by the Silent Steps specialist talent. When it comes to spell casting, the Magecraft core talents are a necessity. Some of the most powerful abilities include Wake Artistry and Alteration Artistry, allowing area-of-effect spells and modifications such as healing and kinetic force, respectively. Specialist talents ranging from In Tune, to Intense Concentration, and most arcane specialist talents are extremely supportive. Overall, elves are powerful in single sections of play but aren't very versatile. It's optimal to focus on specific subtraits based on what subspecies you're playing, as they take on double value once you've reached the better tiers of their species talent trees.


Solar Elf

Solar elves much like yourself grew into being natural gladiators, glorifying the ability to do battle. In elven society, you decide worth through combat prowess, either through direct encounter or through trials such as gauntlets, rightfully capable of killing those who are too weak. Your skin is light, golden and reactive to sunlight. Due to your defining features, it's difficult for you to hide your identity within the elves, and thus, your failure cannot be hidden. Elven brawler lineages often spent most of their ancient life being considered superior to their lunar counterparts, partially due to physical force and advantage. Through time, this catalyzed wars between you and your lunar counterparts, ending with the decision that no natural superiority actually exists. Though to you, this hasn't really been proven, as they are not nearly as capable of winning such battles that you can. Their physical prowess is below you, and it's a shame this isn't better recognized.

Lunar Elf

Lunar elves like you are natural hunters and stalkers, blending well with starry night skies. If there's no place to hide, you will easily make one to fit your needs. The nightly elves have historical conflict with solar elves, given the contrast of their abilities. No signs of true superiority exist anymore, rather your skill sets were denied through rigged testing in ancient conflicts of skill. You've spent your life in the shadow of false warriors, boasting their might like it was of the gods themselves. Common Pian beliefs state that lunar elves are modified solar elves born of the celestials, granting them lineage with greater bodies. Utian beliefs harshly critique this idea, claiming that said celestials are not capable of creation of life, as these large bodies are inorganic and non-sentient. Debates as such have gone on, not often diplomatically, even prior to the colonization of Uto. You more than likely stray away from settled living situations, often living on foot with a bedroll, enough water to get by, and blocks of jerky on your back. You camp, hunt, and stalk through the nights and find hidden places to rest during the day. Lunar elves that do take shelter in cities often resort to underground passageways, cartels, and other black-market institutions. These elves are not criminals, rather their broken reputation keeps them unjustly in a position of presumption within the urban spaces of Pia. You are a creature born of redemption, and you must fight hard for your worth. The world isn't fair for you and your siblings, but that's a challenge you will take on with a strong mind and quick feet.

Twilight Elf

Twilight elves are the youngest species of elves. In evolutionary youth, your existence was mocked and heckled, as you were a sign of interbreeding, a cardinal sin amongst your elven kind. This prejudice led to unjust prosecution, ignored crimes against your ancestors, and general injustice against your people within day-to-day life.

Your skin comes in shades of flat, dark colors, marked with bright streaks, shapes, and blotches. You are physically distinguishable from the other elves, making it difficult for you to hide your identity from other elves. This also made it a struggle for your ancient ancestors to protect themselves within society.

Outcasted, your young species studied the magic arts, aided by isolated ancient Pian dwarves. After years of exponential progress, they were able to craft and found four new Arcane Arts: the Art of Illusion, the Art of Divination, the Art of Necromancy, and the Art of Alteration.

After their innovations towards magic, twilight elves were held with new respects and reintegrated into society. Currently, you are still held in high regard. Not only does your lineage lift you, but you and your siblings' births are rather rare to come by. Though to some, this newfound fame means little in the way of the Elven past. It's hard to push down the resentment you feel for your prideful counterparts, stuck in the old ways of solving problems with bigger sticks than your opponents.

Magic is natural to you, a medium of peace and enlightenment when the world tries to foil you. Mysticism is a language and an art more than it is a tool. Magic doesn't need purpose, magic needs to mean something to its caster.


Cambion

The very existence of cambions is controversial and heavily argued for and against. These flames are further stoked by strong belief systems. To the moderately religious or more, the birth of a cambion is a symbol from a much higher power, offering a message to the mortal realm. Cambions are uncommon, a rare mutation of two human parents, that of which is already scarce. This lack of sample size makes these debates often baseless. Social pressure is common for these creatures on Pia due to a more dense religious population, though many skeptics live on Pia and many more on Uto. Cambions share a unique set of skills, given the ability to affect rolls in any way is hard to come by, especially to the extent cambions can. Your social pressures may be used to your advantage if done cunningly. In the worst case, you can find use in armless combat, using just your natural body as a basic weapon. To top that, you also boast a well-developed natural defense.

Location

Cambions can be found sparsely amongst Pia and even less on Uto. Their appearances are beheld by many of the common Pian beliefs, pushing them towards isolation or dense populations based on their physical attributes.

Lifespan and Genetics

Cambions are born of two human parents; the reason for their birth is widely discussed and debated. The common Pian belief states that the birth of a cambion is a message from a greater power. These beliefs entail the idea that the steps of a cambion create extreme world events, whether those be for better or for worse. Common Utian beliefs speculate that some humans exist with stifled modified genetics from experiences of their distant past. Said genetics are extremely recessive and uncommon, making the chance of a cambion's birth rare by nature. Cambions do not show any signs of aging and there are no recorded deaths due to age. However, the age of the oldest cambion is also unknown. They are completely sterile, unable to reproduce without modification.

Background

Cambions are a sight to behold amongst most people, as the beliefs and controversy that follows them create odd reputations. The first cambion was recorded after the independence of humans, though there's no proof that they weren't alive before then. Each cambion shares physical traits with one of three celestial creatures: angels, demons, and eldritch beings. Some speculate that this is coincidence, some say that it was by intelligent design during human captivity, others say that this is made by the touch of the celestials themselves and serve as a message.

Playing a Cambion

Cambions are very unique as playable creatures, given their superior weaponless attacks and ability to fly. Though it costs stamina, this allows prevention of fall damage and an additional vertical axis when traveling. Angelic cambions have some of the most prolific healing and buff abilities in their talent trees, while demonic cambions hold strong melee weaponless attacks and debuff abilities. Eldritch cambions, in contrast, gain a ranged weaponless attack and telepathic communication. With a fair number of combat talents at their disposal, cambions may find interest in the Warfare core talents for offensive abilities and the Tactics core talents for defensive and evasive abilities. For healing, the Alteration Artistry in the Magecraft core tree offers healing magic while the center branch of the Innovation tree allows one to craft healing items. Given their ability to fly, cambions can take advantage of items such as the Aerial Sash, which only increases the Air travel of creatures that would have one innately. With this ability to fly, talents that offer mind points will help increase stamina while ranged weapons and abilities will give cambions a stark advantage on melee creatures. Overall, cambions are versatile creatures with a few strong edges. Each cambion is followed by a strong social connotation due to their heritage and their placement in faith, sometimes good and bad other times. When playing a cambion, consider how your character may cope with the way that they are perceived, as some shopkeepers may refuse to sell, though others may beg for consistent favor.


Angelic Cambion

Reminiscent of their names, angelic cambions have feathery white wings, always a clear complexion, and they keep a youthful figure the majority of their very long lives. You are humble and modest, but in many regions you will be showered with love and affection, regardless of your previous deeds. You are a symbol to many, a symbol of peace and serenity. The pressure to appease is strong when you stay stagnant, expectations are always nothing but high. As it has been explained so many times, you are simply perfect. When you use your limited "angelic" blessings, your eyes more than likely will glow a stark, beaming white. This enforces a symbolic nature that you can't shake, and also makes it very difficult for you to disguise yourself, regardless of your wishes.

Demonic Cambion

Many demonic cambions are ousted at birth, expected to live on their own the moment their demonic features become prominent. Or, in some cases, some may hope you never made it to the stage of walking. Unfortunately for all of them, you are very resilient and capable. Even worse for you, you have an extremely distinct scent and look, something soft and sweet, almost alluring. This scent is tightly held in the minds of the mob, making you a natural enemy to anybody who's visited those disgusting temples. Those who don't recognize it may find themselves deeply attracted to you if you were to push the mentality. Life is easy, really; disguising yourself is often impossible, making intimidation your strongest quality. Many demonic cambions like yourself have been pushed into criminal syndicates, either by societal standard and prejudiced law, or just because they were good at it. Your best friends are strong friends, and your worst enemy is your own image and the masses.

Eldritch Cambion

If you are sure of anything, it is that society was not built for creatures like you. Eldritch cambions are only things of ancient lore, no more than radical bedtime stories of the apocalypse yet to come. Little do any of those storytellers know, you walk, breathe, and eat just like they all do. Your very existence is objectified; you are a sign of the end. It's hard to make acquaintances when you have been deemed a prophet of the world-enders. Even to those that do not believe in the eldritch, your dark tendrils, odd growths, and lopsided features are things of nightmares, per all the children you've met in your life. Uto is a common escape for cambions like yourself, as the turmoil surrounding your heritage is left with the religious on Pia. The forward minds of Uto do not believe in such eldritch beings; regardless of their beliefs, you're recognized as a living, breathing, sentient being rather than a monster from the depths on the moon. Periodically, you may hear unquenchable voices that say nothing and everything at once, speaking in ear-piercing tones; nothing decipherable. It's hard to tell what these voices mean, your species was born on the brink of extinction, perhaps rather fortunately for all those never born.