Difference between revisions of "User:Slorbin"

From Lord of the Craft
Jump to: navigation, search
 
(13 intermediate revisions by one other user not shown)
Line 1: Line 1:
{{MagicImage
+
{{Race Table
|name =
+
|image =
|image = file:rock.jpg
+
|artist= Jerome Jacinto
|artist = God
+
|race= Musin
|classification = Evocation
+
|race tree= Beastfolk
|source = Voidal
+
|weight = Around 25 pounds.
 +
|height = 1'8 to 2'6
 +
|eye color = Red, pink, or black.
 +
|hair color = Anything a mouse can have!
 
}}
 
}}
 
+
Musin are the micemen of Almaris. These creatures are often seen thieving, yet are usually pacifistic in nature, running away rather than defending themselves. They are kind, small souls, prone less to fighting and more to play.
Earth – an element that is firm and unyielding, rigid and strong, yet holds power whose potential few recognize. The potential for those who harness the powers of the Earth is immense, allowing them a plethora of capabilities, from city building, to demolition, to terraformation. It was with this recognition in mind that mages sought and learned to conjure forth earthen power from the Void, applying it in a surplus of ways, the likes of which few scholars have seen.  
 
 
 
  
 
== History ==
 
== History ==
Earth Evocation is the conjuring of earthen materials from the Void and ‘casting’ it in a variety of ways. As most evocations, it is one of the more versatile arts of the Void, as well as far more durable than the others, allowing for multiple uses and applications which few evocations can call their own.
+
Add text about the history of the race.
 
 
== Learning & Teaching ==
 
Casting Earth Evocations requires a connection to the Void, creating their Mana Anchor from which they may draw their elements from the Void in exchange for their mana. This connection, however, is not a simple performance, repetitive practice with one’s connection being a preliminary for conjuring forth any elements of the earth. Struggle with connection is not uncommon, often discouraging many aspiring mages despite their predicament being quite normal.
 
 
 
In order to conjure earth, one must dedicate many years towards the study of the mundane element, requiring them to understand every little detail of stone and earth ever so accurately; from the texture of its surface, to how it tumbles down a hill. Having an adequate teacher is also a necessity for learning the ways of Earth Evocation, one who has mastered all aspects of the art. Once one has learned to connect to the Void and studied earth itself, they will be able to draw earth from the Void. They must connect, picture the earth in the void, form it, then summon it from the Void and project it. 
 
 
 
*Earth Evocation takes up [1] magic slot.
 
 
 
*Earth Evocation is a Voidal Art under the Evocation subtype.
 
 
 
*Earth Evocation can be practiced with a valid Earth Evocation [MA].
 
 
 
*Earth Evocation can be learned under a character with a valid Earth Evocation [TA].
 
 
 
*Earth Evocation requires a stable connection to the Void to cast. 
 
 
 
== Abilities ==
 
Earth Evocation is one of solidarity and firmness, centered around order and control, as opposed to more free and flowing evocations such as fire, water, and air. As a wave crashing against a rock wears it away over time, so too has time chiseled this arcane art to be applied in powerful and strange new ways.
 
 
 
Abbreviation Key:
 
 
 
N - Non-Combat
 
 
 
C - Combat
 
 
 
===Earth Evocation===
 
[N]
 
 
 
An earth evocationist can conjure sand, dirt, gems, or stone from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes — from creating mere artistic expression from rocks, to a large boulder which can push road-blocks out of the way.
 
 
 
====Conjure Earth====
 
Both the simplest form of Earth Evocation, yet also with the ability to be the most complex of all its practices. When conjured in this form, the rock is undefined, crumbling like dry dirt or sand unless shaped into a more defined form. This allows the mage to conjure and manipulate the earth they have summoned in any way, shape, or form they see fit so long as this remains out of combat. The detail of such shape depends on the tier of the mage.
 
 
 
=====Tier Progression=====
 
 
 
[T1] - Up to one meters of earth.
 
 
 
[T2] - Up to five meters of earth.
 
 
 
[T3] - Up to ten meters of earth.
 
 
 
[T4] - Up to fifteen meters of earth.
 
 
 
[T5] - Up to twenty meters of earth.
 
 
 
- Meters is rendered as blocks. One total block at Tier 1, two total blocks at Tier 2, etc etc.
 
 
 
- Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual earth. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a storm of earthen spikes, obviously it will take more than three emotes, likely closer to around six or seven.
 
 
 
-When entering combat, all conjured earth will immediately disappear..
 
 
 
- Refined substances like obsidian or metal cannot be summoned. One cannot conjure ores or metals.
 
 
 
- Materials as glowstone may be conjured for flavor only and have no other application.
 
 
 
- Conjured materials only last so long as the mage maintains their focus upon it. They vanish afterwards.
 
 
 
- May not be used for destructive purposes, and should anyone work against the evocation, they will be forced to use combat spells as entering combat.
 
 
 
 
 
 
 
 
 
Sand Offensive [C]
 
 
 
Similarly to conjuring rock and stone, an Earth Evocation may manifest earth in a far more granulated state, like that of sand or salt, able to apply this in various ways, such as greeting small blasts of sand to blind foes within a moment’s notice, to conjuring an entire furious storms of sand around them.
 
 
 
 
  Hide contents
 
 
 
 
 
 
Sand Blasts - A simple application of earth evocation to evoke sand for combative purposes, typically being the first spell taught to budding Earth Evocationists. It may be performed in [2] emotes [1 connect + 1 cast]. Should it be directed towards a target’s face, they will be temporarily blinded for up to [2] emotes afterwards, making it excellent for a quick escape or distraction.
 
 
 
 
  Hide contents
 
 
 
- Sand Blasts have a maximum range of ten meters, travelling at arrow-speed at most.
 
 
 
- Sand Blasts have no force and are simply a small ball or blast of loose, granulated sand. They may not cut, burn, or bruise targets.
 
 
 
- Blindness is not total blindness, and merely causes one’s eyes pain, forcing them to clench them shut. This does not cause permanent damage to the eyes, such as scratching them.
 
 
 
 
 
 
 
 
 
Sandstorm - A more advanced application of sand; summoning forth a flurry of sand which surrounds the designated target individual or area, causing blindness to all those within similarly to Sand Blast. It may be performed in [3] emotes [1 connect + 1 charge + 1 cast], and will have a maximum diameter of five meters, causing all those within it to be blinded so long as the spell remains, or up to [2] emotes after they emerge. Assuming the mage’s concentration goes unimpeded, it may be sustained for up to [4] emotes.
 
 
 
 
  Hide contents
 
 
 
- From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after.
 
 
 
- Sandstorm may be conjured up to fifteen blocks away from them. It is ill-advised for the mage to conjure it around themselves unless they have eye protection as the blindness will cause the storm to fail.
 
 
 
- Sand may wear away at skin lightly, though will not cause anything beyond perhaps very faint scratches and will not cause any permanent damage to eyes or anything else.
 
 
 
- The sandstorm has little force and does little to prevent movement within it.
 
 
 
- The formation of the storm is gradual and not instantaneous, the presence of the sand amassing gradually and noticeable over the course of the three emotes required to charge.
 
 
 
 
 
 
 
 
 
Earthen Defensive [C]
 
 
 
An aspect of Earth Evocation which may appeal to more defensive mages, allowing them to create powerful barriers which may sustain themselves against harsh attackers. Due to the unyielding and rigid nature of rocks, these barriers can be incredibly durable and effective.
 
 
 
 
  Hide contents
 
 
 
 
 
 
Earthen Barrier - The ability of an Earth Evocationist to conjure forth a barrier of earth in front of them, either spanning as a long wall, or as a towering shield. As they are conjured of earth, they are incredibly durable, assuming the mage maintains adequate concentration upon them. These barriers may span up to seven meters in length, standing two meters tall; or alternatively may stand upwards four meters in length, three. Regardless, they are not thicker than a meter at most, able to be cast over the course of [3] emotes [1 connect + 1 charge + 1 cast], able to be maintained for up to [7] emotes afterwards with adequate focus. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell.
 
 
 
 
  Hide contents
 
 
 
- Barriers may be summoned away from the mage or directly in front of them. It will never appear instantly, and will instead gradually form itself over the course of the emote count.
 
 
 
- Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons will be able to smash it after seven direct hits, dazing the mage for up to [1] emote afterwards.
 
 
 
- Barriers will appear as a wall which spans in long directions, or as a towering barrier. They would not completely surround an individual, rather, being positions likely in front of them.
 
 
 
- When dropping the wall voluntarily, they will need 1 emote of inaction to recupurate.
 
 
 
- While one conjures the barrier, they will be unable to move at more than a walking pace or make any sudden movements. Assuming their focus isn’t broken, they will be able to sustain it for [7] emotes unless it is destroyed by harsh attacks prior to that, still unable to move more than walking pace.
 
 
 
 
 
 
 
 
 
Earthen Dome - A more refined practice of Earthen Barrier, allowing the evocationist to conjure a defensive dome around themselves and their allies, sustaining it with their mana and concentration. Such may be performed over the course of [4] emotes [1 connect + 2 charge + 1 cast], the dome spanning up a three-meter radius around the Earth Evocationist, able to be maintained for up to [7] emotes afterwards with adequate focus. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell.
 
 
 
 
  Hide contents
 
 
 
- Domes can only be summoned directly around the Earth Evocationist. It will never appear instantly, and will instead gradually form itself over the course of the emote count.
 
 
 
- The dome will only be maintained so long as the mage’s concentration is upon it, preventing them from moving or casting so long as they are focused upon the barrier. When dropping the dome voluntarily, they will need 1 emote of inaction to recupurate.
 
 
 
- Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons will be able to smash it after six direct hits, dazing the mage for up to [2] emotes afterwards.
 
 
 
 
 
 
 
 
 
Earthen Offensive [C]
 
 
 
Earthen Offensive employs the use of Earth Evocation in projectiles which may be directed towards the mage’s opponents, often being the most used of all the art’s evocative combat capabilities. Such projectiles may be used for anything from creating harmless pebbles, to entire flurries of earth to decimate foes.
 
 
 
 
  Hide contents
 
 
 
 
 
 
Pebbles - The first combative spell of an Earth Evocationist, in which they employ the conjuring and solidification of earth; creating a small projectile which may be used to annoy, irritate, or even daze, though being mostly harmless. Pebbles may be conjured in [1] emote [1 connect/cast] typically, though should one conjure more than three it would require [2] emotes [1 connect + 1 cast], able to maintain up to seven of these at once and fling them towards opponents.
 
 
 
 
  Hide contents
 
 
 
- Pebbles are relatively harmless, able to cause at most minor bruises upon exposed flesh, though will do nothing against, say, armor of virtually any kind. They may have enough potency to disrupt a mage’s casting, or perhaps the concentration of an archer aiming an arrow.
 
 
 
- Pebbles only move as fast as one would be able to throw them normally.
 
 
 
 
 
 
 
 
 
Rocks/Spikes - A more common application of rock projectiles, creating rocks or shards of earth which may be flung or directed towards an opponent for concussive damage, in the case of rocks, or penetration in the case of spikes. Rocks may be conjured in [3] emotes [1 connect + 1 charge + 1 cast], able to bruise flesh and fracture bone upon direct contact with unarmoured individuals, though only able to lightly dent plate and cause light bruising at most in the case of an armored opponent. Spike projectiles, meanwhile, require at least [4] emotes to perform [1 connect + 2 charge + 1 cast], and may leave cuts and bruises, with heavy impact of a heavy hammer on armor- but may never pierce through a target.
 
 
 
 
  Hide contents
 
 
 
- One can have up to three rocks/spikes conjured at once, requiring [1] additional emote per additional projectile. So conjuring three rock projectiles would take [5] emotes total, and double the concentration.
 
 
 
- At most, blunt rocks will cause the fracturing of bones upon exposed flesh, and a well-placed shot to an exposed head could induce concussions and perhaps knock an individual out if hard enough, though it wouldn't cave their head in by any means, for example. Spikes, meanwhile, will be able to puncture exposed flesh up to the bone, and could skewer an individual’s head were it not protected sufficiently. It will be unable to penetrate armor or helmets and would likely crumble upon impact with such.
 
 
 
- Projectiles will never exceed the size of a baseball if blunt, nor the size of an arrow if sharp.
 
 
 
- An Earth Evocationist can only conjure one or the other at once. One cannot conjure a mix of the two.
 
 
 
- Projectiles will not fly faster than a thrown baseball (rock) or an arrow (spike), both able to be dodged with sufficient distance, timing, and awareness of the target.  
 
  
- All projectiles, if fired simultaneously, must be fired in the same general direction.  
+
== Physical Appearance ==
 +
Musin are small, fluffy creatures, characterized by their resemblance to mice. The majority of their body is covered in a thin layer of fur, ranging in colors from tan, brown, black, white, or even mottled. The insides of the ears, hands, feet, and tail are barren. They are much smaller than their Ratiki ancestors, only ranging from 1'8 to 2'6 at the tallest. Their eyes are usually pitch-black, but crimson colorations occur in about 1 in every 10 Musin. Their faces and bodies are softer and cleaner than a rat's. Musin have two large incisors, far larger than the rest of their teeth, at the front of their maxilla.
  
+
Musin have lost the dreaded fangs common in the Ratiki, although their incisors still hold a significant edge. Most micefolk gnaw on hardwoods throughout their life to blunt and file down their teeth. A Musin’s tail is shorter and thinner than a Ratiki’s relative to their own weight, although it is still tactile.
  
+
A Musin’s senses are more balanced for living above-ground, although they are still sub-par to the other sentient races. Musin have no need to wear goggles above ground, and can see with mediocre distance in the day. Their ears are less powerful than a Ratiki’s, but they do hear higher and lower frequencies much farther than a human’s. They are able to locate the sources of sounds with ease.
  
Boulders - A larger variant of rock projectiles, employed by more adept or even expert Earth Evocationists, its size making it an incredibly damaging spell to both its targets and the surrounding environment, able to knock over individuals or even crush them totally, smashing whatever they may come into contact with. Boulders may be conjured over the span of [5] emotes [1 connect + 3 charge + 1 cast], spanning up to two meters in diameter, making it relatively larger. Despite its apparent destructive nature, it is a much slower attack, not moving faster than the speed of an arrow at the very most. May move five blocks per emote, saving for itself in the beginning cast.
+
A Musin’s diet is completely omnivorous, yet their stomachs are more sensitive than a rat’s. As such, they tend to get sick if they continue to eat undercooked meat. They tend to enjoy the taste of something sweet or crunchy more than a nice, juicy steak. A thick, hard graham cracker smothered in peanut butter will invariably charm even the toughest of Musin, while a filet mignon only warrants a passing glance. Despite the popular notion, Musin have a distaste for cheese. While they can eat it, ninety percent of Musin are lactose intolerant and feel sick for days afterwards.  
  
+
Musin closely resemble upright mice of the mus musculus variety, with several human-like features. Their heads and bodies are covered in fur, with significantly less hair appearing around the hands, feet, and tails. Musin heads resemble the head of a mouse. Unlike their cousins the Ratiki, their noses are pointed and less blunt, their tails are thin, their bodies are more slender and their ears are far larger, proportionally.
  Hide contents
 
  
- The damage boulders may cause to an individual would be enough to knock the wind out of them upon direct hit, causing them to topple over should there be nothing behind them. Should the boulder make contact with an individual up against a hard enough wall, it would surely crush nearly every bone in their body, likely killing them instantly if not leaving them on the brink of death. It would have enough force to create a crater in concrete, and perhaps even smash through materials as wood.  
+
The height of a Musin ranges from 1’8” (or 50 cm) to 2’6 (or 77 cm). Their tails are as long as they are tall, give or take 3 inches. Healthy Musin weigh anywhere from 20 to 30 pounds. Their eyes can be three colors: Red, pink, or black. The whites of their eyes are visible. Their fur color can be any fur color expressed by mus musculus, or the common house mouse. This includes the fancy mouse variety. This is any combination of two of the following colors: White, grey, orange, brown, black, and tan. For information on exact color limits, visit https://www.afrma.org/fancymice.htm
  
- In order to cast this spell, the Earth Evocationist must dedicate an incredible amount of concentration, unable to move more than a walking pace while conjuring, sudden movements or dodges causing the spell to falter, as they must dedicate all their attention upon the boulder while casting it.
+
Musin are far cleaner than their rattish brethren. As a result of wishing to fit in with the modern world, they have taken up bathing and grooming themselves. No longer are they puss-ridden rodents wallowing in their own filth! Musin groom their fur to a silky-smooth state at least twice a day, whether it be with a brush or their own fingers.
  
- The boulder will travel up to fifteen meters before vanishing, unless the mage continuously maintains their focus upon it, allowing it to move for up to twenty-five meters. Should this be the case, they cannot move while doing this, nor can they change its direction once fired.  
+
Musin men and women are hard to tell apart. Musin women do not have mammaries, or any significant features that separate them from men. They will try to style themselves with makeup or fur trimmings to make them look more feminine or masculine, combined with differing clothing for the race. Females have a different sounding voice than males.  
  
- The boulder will never move faster than an arrow.  
+
== Mentality ==
 +
Add text about the general mentality of the race.
  
+
== Aging ==
 +
As a result of their cleanliness and gift, Musin live far longer than their Ratiki brethren. Musin live up to 70 years old in good health, with the longest recorded individual living to 78. They look relatively young through the majority of their lives to outsiders, although Musin are able to tell the minute differences between a young adult and an older fellow.
  
+
A Musin’s life begins as a young mouse pup, barely larger than an apple. It is blind and weak, yet grows fast. Within a few months the Musin is considered a toddler, and acts like such. Their growth begins to stunt somewhat from here, deviating from the usual path of the short-lived Ratiki. They reach physical maturity at around age 12, and mental maturity around the age of 15, which is when they are considered a young adult.
  
Earthen Cyclone - The epitome of the Earth Evocationist’s power, summoning forth a furious storm of earthen spikes which rain down upon their foes, decimating them. Such requires, at the very minimum, [7] emotes to perform, [1 connect + 5 charge + 1 cast], as well as an incredible amount of focus and mana. The storm will span in a diameter of ten meters, raining down sharp stalactites and rocks upon those within. These stalactites are only slightly smaller than that of an arrow, able to pierce unarmored or exposed flesh right through, causing terrible dents and bruises upon armored foes, though not piercing these inherently. Such may be maintained for up to [4] emotes after with adequate focus.
+
Musin usually have a litter of 2-3 children at once, although it is not uncommon for mouselings to die in infancy. Musin are only pregnant for 3 months, and are able to rear new children soon afterwards. However, most Musin try to limit themselves to a few children at a time, so as to prevent a dreaded horde. It is taboo to care for more than 5 children at once.
  
+
Only a few key differences make an old Musin look different than a young Musin. Old Musin’s exposed skin, like their paws and tails, grow increasingly paler after the age of 65. By the age of 70, their pink paws and tails have lost most pigment.
  Hide contents
 
  
- The storm requires an incredible amount of mana and focus to cast. As such, while casting this spell, the mage will be completely unable to move in any way whatsoever, requiring that they focus their attention solely upon the storm. After the storm is conjured, they must maintain their focus upon it so long as they wish it to be sustained, able to do such for up to [4] emotes before becoming exhausted. Should they be disrupted in any way, even slightly, the spell may very well fail due to the amount of concentration required.
+
== Curse ==
 +
Due to the thievery built into their blood by whatever daemon created the Ratiki, Musin have am intense desire to use things that aren't quite theirs. At the very best, Musin may recycle trash laying around in a dump for their own devices- but at the worst, a gang of Musin will pull off a large, pilfering heist. Musin tend to not steal from other mousefolk nowadays, far more interested in descendant relics- higher-quality goods then their own. And, why not? They have so much stuff!
  
- The formation of the storm is incredibly noticeable, being seen as a gathering mass of earthen material above the designated area. Such must be performed in [#rp] chat at the very least. Additionally, the mage must emote their character’s locked focus upon the area explicitly, as this two is noticeable.  
+
== Culture ==
 +
Add a brief description of the races culture.
  
- The storm may be conjured up to twenty meters away from the mage.
+
=== Language ===
 +
Musin speak common. However, many Musin speak with a slight, skaven-like accent, a leftover relic from their days as Ratiki.
  
- The storm cannot be moved while the mage casts or even after it is conjured.
+
=== Family ===
 +
Musin have 2-3 children in a litter at once, and their amount of children in a household at once usually does not exceed 5.
  
- Once the storm is fully conjured, regardless of how long they sustain it, they will be unable to cast for the rest of the encounter, brought to such great exhaustion that they may even faint.
+
=== Fashion ===
 +
Musin clothing is usually either ill-fitting or shoddy in quality. Given their extreme size difference from all other races, Musin either have to steal children's clothing, or craft their own out of patches and quarters. Rarely is a Musin seen clad in fine cloth! Despite these shortcomings, Musin try to look their best. They are quite fond of bright colors, and will gleefully scavenge any colorful scraps. They will attempt to patchwork their collections into a mosaic of fabric, although it often results in a jumbled, vibrant mess.
  
 +
== Combat ==
 +
Fighting a Musin has been described like stepping on a pigeon- It’s exceedingly hard to land a hit, but once you do, they’re dead. Musin are the weakest of all the sentient races in Almaris, infamously shorter than even the shortest halflings. Unlike the halflings, however, they lack stock or strength, their arms spindly and twiggy. Their only true strength lies in their dexterity. Quick and nimble, a Musin can dodge attacks with ease- running between attacker’s legs, scampering to their sides, jumping to their heads- with acrobatic feats that rival a Hou-zi. Unfortunately, if they miss a dodge... They’re dead meat. A swing from a small dagger is enough to cause a fatal wound to a Musin, incapacitating them for the majority of the fight. Most Musin choose to flee when necessary, and those who stay and fight are rarely considered ‘brave’- moreso foolish.
  
== Progression ==
+
===Abilities===
How does one progress through the magic? How long do they need to study until their reach a new tier? Do they need an application?
+
Musin have a number of abilities that separate them from the other races. 
  
== Limitations ==
+
====Advanced Hearing====
===Properties===
+
Musin have greater hearing than most races, yet not as good as Ratiki. Loud and sudden noises will startle even the bravest of Musin, causing them to instinctively jump in the air or at least wince. They can allegedly hear things that humans can’t.
Being as diverse of an art as it is, Earth Evocation possesses a myriad of various traits and characteristics which set it apart from many other Voidal arts. Yet one who practices Earth Evocation must be steadfast and resolved in their learning, lest their will crumble like the desert sands within the dunes.
+
*Musin can hear frequencies from 15 Hz to 20 kHz, and do not lose their ability to hear higher frequencies overtime like humans do. A high-pitched buzzing that may be inaudible to a human is audible to a mouse.
  
*Earth Evocationists may conjure sand, dirt, rocks, and gems, each of these reflecting their real life counterpart/element. Sand is coarse and rough, while rocks are rather rigid, rarely being smooth.
+
====Sensitive Eyesight====
*Typically when conjuring earth, it would likely appear as if particles of sand or earthen material were to collect around the casting area, remaining granulated if applied as sand or another loose substance, or coming together and solidifying if being used as a rock barrier or projectile. However, one may adopt other aesthetics should they wish, so long as they do not change the function of the spell.
+
Musin have weaker eyesight than most races, yet they have evolved the ability to see in the sunlight over time. Their vision is normal at night, but hampered during the day.
*Any form of rock element may be conjured for aesthetic purposes (sandstone, basalt, etc), though will always have the same level of solidarity as regular stone. This applies to gems as well.  
+
*Musin can see at half clarity (24 blocks) during a sunny day, and at 100% clarity during cloudy days or nights (48 blocks)
*Gem materials may not be conjured until [T4], though this is purely aesthetic and offers no mechanical benefit, having the same solidarity and endurance as any stone, though perhaps appearing far more smoothed and refined than pure rock.
 
*Rocks and crystals will either crumble or shatter, respectively, with enough force upon contact with a hard enough surface, before vanishing back into the Void.
 
*Properties of Earth Evocation apply to all spells of the art and must be taken into consideration when casting unless explicitly stated otherwise in the mechanics or redlines of the spell.
 
  
 +
====Small Stature====
 +
Musin are the most nimble of the races, able to twist, dodge, and run away from attacks with ease. This ability comes from their miniature size, which comes with it’s own downsides. Musin cannot take a hit like a dwarf or human could without being seriously wounded.
 +
*A minor hit from a dagger turns into a severe or lethal blow on a little Musin. In general, react to being hit as if every wound is serious. If using the roll system, act as if every hit is one layer of severity higher.
 +
*A Musin takes to dodging quite well, although more in the sense of nimbleness. They can duck and swerve easily, but due to their small size it takes more time to move out of range.
 +
*Musin have FAR less strength than any other race. They cannot kill by hacking and cutting with intense muscle power like most, and have to rely on their dexterity. The only weapon a Musin can really truly cause damage with are finesse-based dueling weapons like rapiers- everything else is nigh uneffective.
  
  
 +
== Cities and Settlements ==
 +
* Mousehole, Urguan
  
 +
== Trivia ==
 +
* They are a CA race.
 +
* They are the smallest playable race.
 +
* They have lesser souls, and cannot learn voidal magics.
 
----
 
----
{{Navtable_Magic|class="mw-collapsible"}}
+
{{Navtable Races}}
<noinclude>[[Category:Backbones]]</noinclude>
 

Latest revision as of 11:12, 5 September 2021

Musin
noimg.png
Category: Beastfolk
Weight: Around 25 pounds.
Height: 1'8 to 2'6
Eye Color: Red, pink, or black.
Hair Color: Anything a mouse can have!

Musin are the micemen of Almaris. These creatures are often seen thieving, yet are usually pacifistic in nature, running away rather than defending themselves. They are kind, small souls, prone less to fighting and more to play.

History

Add text about the history of the race.

Physical Appearance

Musin are small, fluffy creatures, characterized by their resemblance to mice. The majority of their body is covered in a thin layer of fur, ranging in colors from tan, brown, black, white, or even mottled. The insides of the ears, hands, feet, and tail are barren. They are much smaller than their Ratiki ancestors, only ranging from 1'8 to 2'6 at the tallest. Their eyes are usually pitch-black, but crimson colorations occur in about 1 in every 10 Musin. Their faces and bodies are softer and cleaner than a rat's. Musin have two large incisors, far larger than the rest of their teeth, at the front of their maxilla.

Musin have lost the dreaded fangs common in the Ratiki, although their incisors still hold a significant edge. Most micefolk gnaw on hardwoods throughout their life to blunt and file down their teeth. A Musin’s tail is shorter and thinner than a Ratiki’s relative to their own weight, although it is still tactile.

A Musin’s senses are more balanced for living above-ground, although they are still sub-par to the other sentient races. Musin have no need to wear goggles above ground, and can see with mediocre distance in the day. Their ears are less powerful than a Ratiki’s, but they do hear higher and lower frequencies much farther than a human’s. They are able to locate the sources of sounds with ease.

A Musin’s diet is completely omnivorous, yet their stomachs are more sensitive than a rat’s. As such, they tend to get sick if they continue to eat undercooked meat. They tend to enjoy the taste of something sweet or crunchy more than a nice, juicy steak. A thick, hard graham cracker smothered in peanut butter will invariably charm even the toughest of Musin, while a filet mignon only warrants a passing glance. Despite the popular notion, Musin have a distaste for cheese. While they can eat it, ninety percent of Musin are lactose intolerant and feel sick for days afterwards.

Musin closely resemble upright mice of the mus musculus variety, with several human-like features. Their heads and bodies are covered in fur, with significantly less hair appearing around the hands, feet, and tails. Musin heads resemble the head of a mouse. Unlike their cousins the Ratiki, their noses are pointed and less blunt, their tails are thin, their bodies are more slender and their ears are far larger, proportionally.

The height of a Musin ranges from 1’8” (or 50 cm) to 2’6 (or 77 cm). Their tails are as long as they are tall, give or take 3 inches. Healthy Musin weigh anywhere from 20 to 30 pounds. Their eyes can be three colors: Red, pink, or black. The whites of their eyes are visible. Their fur color can be any fur color expressed by mus musculus, or the common house mouse. This includes the fancy mouse variety. This is any combination of two of the following colors: White, grey, orange, brown, black, and tan. For information on exact color limits, visit https://www.afrma.org/fancymice.htm

Musin are far cleaner than their rattish brethren. As a result of wishing to fit in with the modern world, they have taken up bathing and grooming themselves. No longer are they puss-ridden rodents wallowing in their own filth! Musin groom their fur to a silky-smooth state at least twice a day, whether it be with a brush or their own fingers.

Musin men and women are hard to tell apart. Musin women do not have mammaries, or any significant features that separate them from men. They will try to style themselves with makeup or fur trimmings to make them look more feminine or masculine, combined with differing clothing for the race. Females have a different sounding voice than males.

Mentality

Add text about the general mentality of the race.

Aging

As a result of their cleanliness and gift, Musin live far longer than their Ratiki brethren. Musin live up to 70 years old in good health, with the longest recorded individual living to 78. They look relatively young through the majority of their lives to outsiders, although Musin are able to tell the minute differences between a young adult and an older fellow.

A Musin’s life begins as a young mouse pup, barely larger than an apple. It is blind and weak, yet grows fast. Within a few months the Musin is considered a toddler, and acts like such. Their growth begins to stunt somewhat from here, deviating from the usual path of the short-lived Ratiki. They reach physical maturity at around age 12, and mental maturity around the age of 15, which is when they are considered a young adult.

Musin usually have a litter of 2-3 children at once, although it is not uncommon for mouselings to die in infancy. Musin are only pregnant for 3 months, and are able to rear new children soon afterwards. However, most Musin try to limit themselves to a few children at a time, so as to prevent a dreaded horde. It is taboo to care for more than 5 children at once.

Only a few key differences make an old Musin look different than a young Musin. Old Musin’s exposed skin, like their paws and tails, grow increasingly paler after the age of 65. By the age of 70, their pink paws and tails have lost most pigment.

Curse

Due to the thievery built into their blood by whatever daemon created the Ratiki, Musin have am intense desire to use things that aren't quite theirs. At the very best, Musin may recycle trash laying around in a dump for their own devices- but at the worst, a gang of Musin will pull off a large, pilfering heist. Musin tend to not steal from other mousefolk nowadays, far more interested in descendant relics- higher-quality goods then their own. And, why not? They have so much stuff!

Culture

Add a brief description of the races culture.

Language

Musin speak common. However, many Musin speak with a slight, skaven-like accent, a leftover relic from their days as Ratiki.

Family

Musin have 2-3 children in a litter at once, and their amount of children in a household at once usually does not exceed 5.

Fashion

Musin clothing is usually either ill-fitting or shoddy in quality. Given their extreme size difference from all other races, Musin either have to steal children's clothing, or craft their own out of patches and quarters. Rarely is a Musin seen clad in fine cloth! Despite these shortcomings, Musin try to look their best. They are quite fond of bright colors, and will gleefully scavenge any colorful scraps. They will attempt to patchwork their collections into a mosaic of fabric, although it often results in a jumbled, vibrant mess.

Combat

Fighting a Musin has been described like stepping on a pigeon- It’s exceedingly hard to land a hit, but once you do, they’re dead. Musin are the weakest of all the sentient races in Almaris, infamously shorter than even the shortest halflings. Unlike the halflings, however, they lack stock or strength, their arms spindly and twiggy. Their only true strength lies in their dexterity. Quick and nimble, a Musin can dodge attacks with ease- running between attacker’s legs, scampering to their sides, jumping to their heads- with acrobatic feats that rival a Hou-zi. Unfortunately, if they miss a dodge... They’re dead meat. A swing from a small dagger is enough to cause a fatal wound to a Musin, incapacitating them for the majority of the fight. Most Musin choose to flee when necessary, and those who stay and fight are rarely considered ‘brave’- moreso foolish.

Abilities

Musin have a number of abilities that separate them from the other races.

Advanced Hearing

Musin have greater hearing than most races, yet not as good as Ratiki. Loud and sudden noises will startle even the bravest of Musin, causing them to instinctively jump in the air or at least wince. They can allegedly hear things that humans can’t.

  • Musin can hear frequencies from 15 Hz to 20 kHz, and do not lose their ability to hear higher frequencies overtime like humans do. A high-pitched buzzing that may be inaudible to a human is audible to a mouse.

Sensitive Eyesight

Musin have weaker eyesight than most races, yet they have evolved the ability to see in the sunlight over time. Their vision is normal at night, but hampered during the day.

  • Musin can see at half clarity (24 blocks) during a sunny day, and at 100% clarity during cloudy days or nights (48 blocks)

Small Stature

Musin are the most nimble of the races, able to twist, dodge, and run away from attacks with ease. This ability comes from their miniature size, which comes with it’s own downsides. Musin cannot take a hit like a dwarf or human could without being seriously wounded.

  • A minor hit from a dagger turns into a severe or lethal blow on a little Musin. In general, react to being hit as if every wound is serious. If using the roll system, act as if every hit is one layer of severity higher.
  • A Musin takes to dodging quite well, although more in the sense of nimbleness. They can duck and swerve easily, but due to their small size it takes more time to move out of range.
  • Musin have FAR less strength than any other race. They cannot kill by hacking and cutting with intense muscle power like most, and have to rely on their dexterity. The only weapon a Musin can really truly cause damage with are finesse-based dueling weapons like rapiers- everything else is nigh uneffective.


Cities and Settlements

  • Mousehole, Urguan

Trivia

  • They are a CA race.
  • They are the smallest playable race.
  • They have lesser souls, and cannot learn voidal magics.

Playable Races & Creatures
Human Heartlander · Highlander · Farfolk · Adunian
Dwarves Mountain Dwarf · Cave Dwarf · Forest Dwarf · Dark Dwarf
Elves Wood Elf · High Elf · Dark Elf
Orcs Goblin · Uruks
Other Races Halfling
Creatures Kharajyr · Olog · Atronach · Golem · Izkuthii · Nephilim