More actions
Line 90:
<li>Regului are known for their distinct usage of 'flaying,' a process in which one can inflict soul damage to an individual. Soul flaying is generally quite minimal in what damage it does, however, it is generally known for making the opponent feel sick and weakening them physically or magically. Enough soul damage can kill or otherwise disable a weakened foe depending on whether or not the Regului is granted enough time and focus to splice one of the strands connecting parts of the body to the soul, but such an act is rare and unusual. Flaying traditionally requires the Regului to physically strike an individual or, depending on their skill, utilise a spell and imbue it with Summa Substantiale in order to inflict damage. Most soul damage is minimal and hard to perform, but soul damage can be a useful tool in any Regului's spellkit for temporarily hampering foes.</li>
<li>All Regului are capable of some degree of soulsight, although it is generally classified as 'altered' or 'improper' soulsight— most adult Regului can detect souls if close enough to a given foe, however, they cannot always detect auras, at least, not as well as an individual with true second-degree soulsight ought to be able to. Some Regului, such as Qezaldarr, have stronger soulsight but sacrifice their ability to properly use their pit organs, which are believed to be partially magical rather than fully biological like mundane serpents. </li>
| style="padding: 10px; vertical-align:top;"|'''Summa Substantiale'''
<li>All Regului have some degree of resistance to soul damage, but this is believed to be less a resistance of taking soul damage and more a resistance of feeling or sensing bodily harm or symptoms as a result of soul damage.</li>
|
Revision as of 19:03, 14 August 2023
Other Names
Formal Names
Localised Names
(Feel free to remove if it is inapplicable. Used to indicate other names of specific populations / variations. Can use ==== Variant ==== to indicate which one.)
Taxonomy
Derogatory Terms and Slurs
(Feel free to remove if it is inapplicable.)
Classification
Average Threat Level
Lifespan
Lifestages
(Feel free to remove if it is inapplicable.)
Variations
Iszmudarr
One of the most populous forms of Regului, Iszmudarr are known for their incredibly potent Viscus Insero but little else— Iszmudarr are one of the few races that are denoted for extreme potency in manipulating blood, bone, and tissue on such a grand scale, although, like most other casters, Iszmudarr still require the presence of biomass to work with. Iszumudarr are usually quite specialised in what magics they use, however, as they grow older, they are oftentimes surprisingly capable of picking up on other forms of magic quite readily if given the opportunity, time, and ability to practice new magics. Iszmudarr usually have the largest clutches but are the second smallest variant, with their length tending to merely reach up to eighty (24.38 metres) to one hundred feet (30.48 metres) at five thousand years of age. Iszmudarr are known for their peculiar sickle-like limbs that protrude from their upper length, most of which can be as long as three-fifths of the length of their body— the force produced from these limbs is capable of readily slicing an individual down to the bone if the Regulus in question is given ample time. They are also quite useful in their soulflaying magics, as Iszmudarr find it easier to inflict soul damage than most other Regului. These limbs, however, often prevent them from comfortably laying flat upon the ground and thus most remain partially upright above the earth, causing subtlety to be difficult when hunting. Iszmudarr are unusually social for Regului, but generally do not live in particularly tightknit or large groups— parents, however, may have several clutches residing in small communities with them at any given moment, with young adults oftentimes remaining with their parents for brief periods of time in homes produced through the hollowing out and reshaping of their prey. Iszmudarr are venomous, but their hemotoxic venom is mostly known for its ability to clot blood or prevent its clotting depending on the Regulus in question— this is relatively useless in combat, however, it is useful for wearing down their prey over time or even potentially preventing an ally from bleeding out. Iszmudarr are notoriously sadistic and aggressive in comparison to many other forms of Regului— they live for the thrill of the hunt and thus are generally regarded as some of the most ferocious and terrifying out of all Regului to face. Iszmudarr are found in Aloernarch, similar to all other Regului, but they are also found in Fydrassi, Alnabi, and Tiryt in smaller numbers and oftentimes are far smaller in those regions.
Balikdarr
Balikdarr are amongst the first races categorised in the Ephemerium and are the first of the Regului to be catalogued— Balikdar, otherwise known as Basilisks or Serpens Regulus, are where the Imperialis-based common name for the Zulsédarr arises from. They originally achieved such a name due to the belief that they could control and manipulate serpents to their will, although the Balikdarr are only one variant capable of doing so. Balikdarr are the second largest out of all of the Regului and are renowned for their incredibly potent Peste. Capable of casting horrific curses, even with just their gaze, Balikdarr are incredibly fearsome foes, as they are quite large and are known for being able to 'jump' to rather impressive heights. Balikdarr feature feathers tracing across their entire bodies and oftentimes have unusually avian features, such as small, underdeveloped wings that are incapable of true flight. Basilisks are renowned for their 'petrifying gazes,' in which they can encase an individual in stone, either immediately by making eye contact with an individual or slowly by staring at an individual. Upon being fully encased, the stone surrounding the individual implodes, causing a barrage of deadly shards of stone to impale the cursed individual in question. They are venomous as well, however, it is not particularly strong, so it mostly serves to cause cramping and slow their prey down rather than truly paralyse them. At their largest, Balikdarr can reach lengths of up to one hundred and sixty feet (48.78 metres) at the age of five thousand years old. Basilisks can breathe underwater through either the usage of their uniquely adapted skin or their set of small gills, although they can functionally only remain completely underwater for a day before needing to surface. Furthermore, Balikdarr feature the ability to uniquely coil and spring into the air through partial manipulation of their body via magic— they can reach up to half of their length in the air, but can also take off from high surfaces and 'glide' up to four times their length or more without injury. Balikdarr are found in Aloernarch, similar to all other Regului, but they are also found in Vasterioth, Fydrassi, Alnabi, and Tiryt in smaller numbers and oftentimes are far smaller in those regions.
Katridarr
Although Regului are generally denoted for being serpentine, Katridarr are an interesting exception to this particular rule— scholars believe them to be the result of ancient Kaiju intermingling with Basilisk or perhaps even Basilisks breeding with Qezaldarr. Katridarr, sometimes known as Cockatrices, are rather unique— beyond featuring serpentine tails, Katridarr are remarkably similar to many avians, especially the likes of phasianidae. Katridarr are oftentimes looked down upon by other Regului, particularly Qezaldarr, as many Qezaldarr-centric mythos state that they were not originally created by Sseth'ak, but are rather a lesser variation that arrived later on. Katridarr are rather small, with five thousand year old Katridarr being up to twenty feet (6.01 metres) in height and possessing a wingspan of one-hundred feet (30.48 metres) and a length of sixty feet (18.30 metres). Their specialty lies in Rogus Vitalus and Viscus Insero— whilst Iszmudarr might be incredible with very generalised Viscus Insero, Katridarr are uniquely specialised. They are one of the best races at producing larger thralls than most, as they innately possess rather expansive mana pools and a lack of access to smaller options means they are oftentimes forced to compensate and revive the husks of Kjir and small Aloernarchian animals. Katridarr are also known for their horrific screeches, many of which are capable of interrupting the spellcasting of anyone within a small radius if they're unprepared for it. Their venom is lacklustre to non-existent, however, many are capable of producing sinister curses through the usage of Rogus Vitalus to substitute their venom— they cannot generally cause petrification with their bites, however, they can certainly cause the opponent to feel sick. Katridarr are capable of true flight, which is not entirely guaranteed for many other Regului variants— Katridarr, however, are not known for being the most agile fliers, even if they are surprisingly fast. Males possess far brighter plumages during mating season, however, females are generally not particularly colourful— due to the sexfluidity of Regului, however, this by no means guarantees this, however. Katridarr are found in Aloernarch, similar to all other Regului, but they are also found in Vasterioth, Fydrassi, Alnabi, and Tiryt in smaller numbers and oftentimes are somewhat smaller in those regions.
Ourthadarr
Ourthadar, named after the ancient God Ouroboros, are unique Regului due to their distinctly unique evolution. Ourthadarr are the largest variant of Regului, reaching up to two-hundred feet in length at the age of five thousand years, but such giants are few and far between. Isolationistic in nature, Ourthadarr live in the deepest caverns and in regions traditionally considered hostile to most of their kin— they swim in magma pools, reside close to volcanoes, dwell in dark caves below the surface, and some who have mixed with Protean may even reside in underwater caverns. Ourthadarr are by far the least colourful out of all Regului— they're generally earthy in colouration— although older Ourthadarr might develop crystalline structures across their scales that reduce the likelihood of obtaining Scale Rot and Ourthadarr oftentimes produce and don crystals as part of their mating displays. Ourthadarr lack particularly lethal venom, but inject a fiery, crimson liquid known as 'liquid fire' by natives to their areas— this substance burns excruciatingly, but does little else. As such, most rely on constricting their prey. Ourthadarr have unique regenerative properties due to their distinct racial abilities— Ourthadarr have the ability to combine Elementum Creo with Viscus Insero and regenerate through a complex process. They crystallise the wound before either cocooning in crystals to restore their body entirely; healing it through unusually fast natural regeneration; or they may consume a portion of their tail in order to heal their body, as their flesh has regenerative properties. Ourthadarr can recover from egregious wounds if given enough time— some older Ourthadarr have been known to recover from even paralysis, albeit not entirely without sacrificing their mobility. Ourthadarr can manipulate the likes of earth, magma, glass, and the peculiar crystalline structures they form with their magic, but they are almost landlocked, as oftentimes, portions of their bodies are magmatic and it is painful for them to enter the water. Ourthadarr are cold-blooded, but can still thermoregulate through the usage of magic, as they can warm themselves internally, however, they generally do not handle colder temperatures well. They are also incredibly slow in comparison to most Regului, but their immense size means that they have very few predators, especially given their tendency to swim in magma. Balikdarr are found in Aloernarch, similar to all other Regului, but they are also found in Vasterioth, Fydrassi, Alnabi, and Tiryt in smaller numbers and oftentimes are far, far smaller in those regions.
Ezkavdarr
Ezkavadarr are rather unique as far as Regului go, as they use little to no Viscus Insero and do not partake in many of the cultural traditions found amongst most Regului. Ezkavadarr are believed to potentially have Fae, Kaiju, or Draconian ancestry due to their unique horns, something entirely found only amongst them within Regului— they are often akin to cervids' or Unicorns' horns, but have been known to come in crests of ridges instead. They are remarkably colourful, with their region oftentimes determining the colour, as it appears to be predominantly genetic, but some have been known to be able to manipulate the colour of their scales— Ezkavdarr traditionally take on hues of green or blue, but have been known to be remarkably colourful in some parts of Barasaire and Aloernarch, garnering the nickname 'Rainbow Serpents.' They are relatively small, reaching lengths of one-hundred and twenty feet (36.58 metres) at most once they reach five-thousand years of age— most, however, prefer to use magic than physically attack others as they have remarkable magic pools. Ezkavdarr serve as guardians to local communities more often than not and are generally quite passive— they view themselves as guardians of the wilds and thus only kill when hungry or defending their territory. They are also unusually capable of limited thermoregulation, as they do not appear to be cold-blooded like most other Regului. They possess potent Elementum Creo, oftentimes using Unda or Tempestas magic, but rarely utilising Fulmen— they are known for creating small storms and through the utilisation of Natura Animi, they oftentimes help small areas grow faster or they may heal the wounds of those caught within them. Ezkavdarr historically tend to associate themselves with Fae and Draconians and generally are wary of other Regului, especially during the reign of Nazsara, but were the first to take in refugees fleeing from her territory. Ezkavdarr are capable of breathing underwater and oftentimes spend their time residing within it— they are known for drowning their prey and their teeth are known for being capable of 'locking,' allowing them to maintain their grip. Ezkavdarr are highly venomous and whilst their venom is generally non-lethal, it is capable of inducing paralysis, dizziness, swelling, and affecting one's mental capacities despite being entirely painless in most circumstances at the initial bite. Balikdarr are found in Aloernarch and Udoxa, but they are also found in Barsaire, Fydrassi, Alnabi, and Tiryt in smaller numbers and oftentimes are far smaller in those regions.
Qezaldarr
Qezaldarr are the only truly winged fully-serpentine Regului, as they possess extensive wingspans and are capable of gliding long distances, should they have large wingspans. Qezaldarr are unusually long but slender, with the largest reaching up to one-hundred and twenty feet (42.67 metres) and having up to a two-hundred foot wingspan (60.96 metres) at the age of five thousand years old. Qezaldarr take on relatively vibrant hues of crimsons, scarlets, ambers, and golds— they are also usually mostly, if not entirely, covered in feathers. Qezaldarr, much like Ezkavdarr, utilise very different magics from most other Regului— Qezaldarr utilise Sol or Ignis magic more often than not, but can also produce illusions or even meld into light through Umbra et Lux quite readily, thus allowing themselves to dodge predators easier— they are quite nimble fliers, but their bright colours can make them easy to spot, and whilst they are decently fast, they rely on levitation through Elementum Creo to maintain any sort of aerodynamics, a process which can grow tiresome whilst in battle. Despite Qezaldarr being rather powerful mages and many being incredibly devout followers of Sseth'ak, most Qezaldarr do not have the traditional racial magics associated with Regului— despite many having more capable soulsight than most other Regului, many Qezaldarr are notoriously poor at inflicting soul damage like other Regului and rely entirely on imbuing it into select spells. This soulsight oftentimes takes the place of their species' natural usage of pit organs. Despite many Regului being nocturnal, Qezaldarr are entirely diurnal and hunt during the daylight— this is to their advantage, as most manipulate light rather than shadow,and they do not suffer competition from most Regului except for, rarely, Ezkavdarr. Qezaldarr spend much of their time in the air and thus avoid many other Regului communities, especially as they are able to live in colder regions due to their ability to thermoregulate through magic, but generally do not remain in those regions for long periods of time, especially if they are young. Qezaldarr are generally non-venomous, as managing to bite someone midst-flight is generally not the easiest act to perform, however, some Qezaldarr have adapted to consuming poisonous prey, especially those that reside in marshy regions, and will rub them on their bodies to serve as a deterrent to those that are not already resistant to toxins, such as certain variants of Draconian and other Regului. Qezaldarr are found in Aloernarch, but they are also found in Fydrassi, Alnabi, and Tiryt in smaller numbers and oftentimes are far smaller in those regions.
Region of Origin
Preferred Biome
Diet
Food Obtainment
History
Hierarchy
(Can add === Variant === if required.)
Social Attitudes and Etiquette
(Can add === Variant === if required.)
Common Behaviours and Rituals
(Can add ==== Variant ==== if required.)
Migration
Rites of Passage
Religion
Mating and Courting
Rearing Young
Naming
Death
Common Faiths
(Can add === Variant === and/or === Universal === if required.)
Common Magical Attributes
Mana | |||
---|---|---|---|
Variant | Innate Magical Potential | Magical Resistances | Magical Weaknesses |
All | Summa Substantiale
|
Summa Substantiale
|
Elementum Creo
|
Common Physical Attributes
Strength | ||||
---|---|---|---|---|
Variant | Deadlift / Drag Weight | Carry Weight | Striking Force | Bite Force |
Variant (Insert Form) |
|
|
|
|
Agility | |||||
---|---|---|---|---|---|
Variant | Running Speed | Flight Speed | Swim Speed | Reaction Speed | Striking Speed |
Variant (Insert Form) |
|
|
|
|
|
Ailments and Disorders
(State disorders and ailments that are specific to them and whether or not they suffer from other ‘normal’ diseases.)
Anatomy and Physiology
(Discuss differences in their anatomy and physiology from expected anatomy (e.g. Earth Humans. They could have multiple hearts, a different type of eye, etc. Can add === Variant === and/or === Universal === if required. You should also probably mention average weights. We have figured out formulas to calculate them, so if you need assistance, feel free to ask.)
Typical Appearances
(Can add === Variant === and/or === Universal === if required.)
Credit
(Put your username here, as well as anyone who helped you come up with the concept. E.G. Primarily contributed by: W Original concept by: X Adjustments made by: Y (Minor, Major, Moderate) additions made by: Z You get the picture.)