Post by The Pantheon on Aug 24, 2017 13:38:27 GMT -5
The Kairos
Race Packet:
docs.google.com/document/d/1axYru_NCPZ8QtB7OrE3zyh9tWmCiFAmyFsKsRstF_F4/edit?usp=sharing
The Kairos, like the Lya's Own, were created to give something that didn’t normally have a consistent voice in the shaping of New Olympus exactly that; a way to express themselves without being overtly violent or completely silent. While Artemis’ experiment in creating Lya, and eventually the Wildern race, was a success, the Kairos, to many, are considered a failure of that same experiment. However, it was Apollo that attempted this experiment, and while Artemis had taken the soul of a human and placed it into a new body, Apollo took the essence of nature itself and placed it into a living, functional human. The result was catastrophic, the human vessel, not attuned in any way with Apollo or nature, rejected the powerful, untamed force of nature, and died, writhing on the ground furiously and painfully.
It was thought that the soul of this man had passed on for good, until years later, a man, seemingly made of ice and flesh, appeared in the middle of Demeter’s city-state. As it turns out, Apollo had instead reached into the spirit world and grabbed the tormented soul or the former human, and shoved it forcefully into yet another vessel, tainted still with the essence of nature. Many believe that this was the first instance of Necromancy, but none will speak against Apollo about it. The man called himself Nethali of Winter, and he cast the city-state into an ice age for years. Apollo was silent on the matter, and even became antagonistic to Patrons who approached him about it. Almost as if to satiate the cries of the other Patrons and his dying city-state, a woman arrived in the city-state, blazing hot of fire and calling herself Arynchelle of Sun. Nethali was highly offended that Apollo would create an opposite and equal to him, and the two creatures of fire and ice fought. Arynchelle had every advantage though, and supposedly put an end to Nethali. She restored the city-state from its ice age, and blessed four women with children, those four children were the first Kairos, and they together were the foundation of the new race.
Advantages
The Kairos are powerful magi, known for their unmatched power over the elements. While using elemental magic of the type they are born, it costs no essence to declare into or out of that element. Additionally, for every essence used to throw a packet of the declared element, an additional packet of that same element may be thrown at the same target for free.
Disadvantages
Being creatures of element, they are wise in the way of their people. However, many Kairos know little of their own birth, most not having any knowledge of how they came about. As representatives of the sun, ice, winds and earth, Kairos may never use arcane magic, and take double damage from all arcane spells.
*All Kairos must have makeup or prothetics around the eyes that represent Ice(Blue and White), Sun(Yellow and Red), Wind (Silver and White), or Terra (Brown and Green).*
Sun Kairos
Make Up & Costuming Requirements:
Sun Kairos are not made of fire, and their skin does not typically burn flesh. However, large parts of their body will have solar flares that erupt from their body, and every Sun Kairos has designated areas that emit flames that engulf that particular part of the body. These may be represented through makeup, burned clothing in the area of the sun spot, or other creative ways that may be approved by staff. Female Sun Kairos enjoy flowing skirts of bright colors, while men prefer allow them to be agile. Armor is usually only something worn when absolutely required, and Sun Kairos try to wear only a few, thin layers of sheer material when possible, so as to feel the sun's rays much as possible.
Roleplay Suggestions:
Sun Kairos are friendly, jovial, jubilant people who take every chance to express themselves. They are rarely caught standing in the same place more than a few minutes, and are constantly finding reasons to dance, sing, or bring attention to themselves. If there is an opportunity to brighten a room with a joke or a story, Sun Kairos will jump (literally) at the chance. At every opportunity, they will bask in the sun's rays, and find reasons to avoid going inside if they have no reason to. They are the embodiment of radiant energy, always smiling and laughing. However, the wrath of a sun Kairos is not one to be taken lightly. While they do not hold grudges often, they are quick to punish personal offense or wrong doing. Once the punishment (as seen fit by the Kairos) is finished, forgiveness is easily gained, and it is as if the incident never happened.
Ice Kairos
Makeup and costuming requirements:
Ice Kairos are forever afraid of overheating, due to the tales of Nethali's defeat and the end of the ice age by Arynchelle of Sun. They prefer enchanted armor that wards them against other elemental attacks, or craft their own elemental-based armor from ice. Ice Kairos could either have dark blue skin, or pale flesh-toned skin, both with chunks of ice. Their costuming tends to be a progressive style of nordic, due to the Ice age being over, and the weather being warm. They don't like to have large patches of skin uncovered, but will prefer that than to overheat.
Roleplay Suggestions:
Like their 'father' Nethali, Ice Kairos are cold, grim people. Everything about their demeanor says that they do not befriend others (especially those not of their city-state or race) very quickly. Ice Kairos are patient, willing to wait out an enemy for long periods of time to catch them unaware or set the perfect trap. They prefer to quietly listen and understand a situation before commenting, and don't typically have much to say if it isn't relevant to their own agendas. They are not necessarily mean people, but they have a very realistic perspective on most things, and prefer to prepare for the worst instead of hoping for the best. As most Kairos, they are very close to their own kind, but find the antics of Sun Kairos difficult to put up with for long periods of time. They stick to the shadows and indoors, out of the suns rays, and are reluctant to leave them without purpose.
Terra Kairos
Roleplay Suggestions:
Terra Kairos are rough around the edges, both physically and in terms of their demeanor. They are impatient and hostile, usually willing to push the problem aside or fight through it instead of resolving it peacefully, if it means diplomacy will take longer. They are loud, sharing the trait with the Sun Kairos of being the center of attention, but usually for much different reasons. Terra Kairos often butt heads with the Ice Kairos, their approach to situations being much different, even if the intent is to gain the same result. Apart from that, Terra Kairos are generally sociable and will try to encourage community with other Kairos, and even other races. They are consistently ready to fight, and will rarely prepare before a battle, believing their physical fortitude will push them through. Terra Kairos do not do well in water, which only further encourages the grudge between them and the Ice Kairos.
Makeup and costuming requirements:
Like other Kairos, Terra Kairos are not made of dirt. Their skin has darker tones, with patches of grass, rock, and vines growing from places on their bodies. As they get older, these vines and patches of rock or grass get larger or longer, and eventually cover most of their form, but the remain fleshy.
Wind Kairos
Roleplay suggestions:
Wind Kairos are often considered flighty, unwilling to commit, and inconsistent. This often comes from their choices to go where life takes them, enjoy each moment as it comes, and spend as much time as they can appreciating their circumstances, before quickly moving on. Wind Kairos are fully aware that this style of life makes them seem unreliable, but they also believe that life is best lived in fleeting moments. They are patient, like the Ice Kairos, but jubilant like the Sun Kairos. They don't spend much time considering options before taking action like the Terra Kairos, but are much more willing to abandon their choices if a better opportunity arises. This makes them an intriguing, unpredictable enigma, but they're vast experiences and willingness to learn from their mistakes makes them among the wisest of the Kairos, despite how they portray themselves. They speak gently and calmly, rarely get upset, and even more rarely seek to change the mood of any other. In time, all things will drift away in the current.
Make-up and costuming requirements:
Wind Kairos use the four winds to determine they direction of their path, quite literally. They wear clothing that blows in the wind, and when there is a strong current coming in the opposite direction, it is often taken as a sign of deterrent. Wind Kairos have very indistinct features, and they are the only Kairos required to have all exposed skin covered in shades of white and shades of blue. They prefer dark colors, but have no preference on style.
Race Packet:
docs.google.com/document/d/1axYru_NCPZ8QtB7OrE3zyh9tWmCiFAmyFsKsRstF_F4/edit?usp=sharing
The Kairos, like the Lya's Own, were created to give something that didn’t normally have a consistent voice in the shaping of New Olympus exactly that; a way to express themselves without being overtly violent or completely silent. While Artemis’ experiment in creating Lya, and eventually the Wildern race, was a success, the Kairos, to many, are considered a failure of that same experiment. However, it was Apollo that attempted this experiment, and while Artemis had taken the soul of a human and placed it into a new body, Apollo took the essence of nature itself and placed it into a living, functional human. The result was catastrophic, the human vessel, not attuned in any way with Apollo or nature, rejected the powerful, untamed force of nature, and died, writhing on the ground furiously and painfully.
It was thought that the soul of this man had passed on for good, until years later, a man, seemingly made of ice and flesh, appeared in the middle of Demeter’s city-state. As it turns out, Apollo had instead reached into the spirit world and grabbed the tormented soul or the former human, and shoved it forcefully into yet another vessel, tainted still with the essence of nature. Many believe that this was the first instance of Necromancy, but none will speak against Apollo about it. The man called himself Nethali of Winter, and he cast the city-state into an ice age for years. Apollo was silent on the matter, and even became antagonistic to Patrons who approached him about it. Almost as if to satiate the cries of the other Patrons and his dying city-state, a woman arrived in the city-state, blazing hot of fire and calling herself Arynchelle of Sun. Nethali was highly offended that Apollo would create an opposite and equal to him, and the two creatures of fire and ice fought. Arynchelle had every advantage though, and supposedly put an end to Nethali. She restored the city-state from its ice age, and blessed four women with children, those four children were the first Kairos, and they together were the foundation of the new race.
Advantages
The Kairos are powerful magi, known for their unmatched power over the elements. While using elemental magic of the type they are born, it costs no essence to declare into or out of that element. Additionally, for every essence used to throw a packet of the declared element, an additional packet of that same element may be thrown at the same target for free.
Disadvantages
Being creatures of element, they are wise in the way of their people. However, many Kairos know little of their own birth, most not having any knowledge of how they came about. As representatives of the sun, ice, winds and earth, Kairos may never use arcane magic, and take double damage from all arcane spells.
*All Kairos must have makeup or prothetics around the eyes that represent Ice(Blue and White), Sun(Yellow and Red), Wind (Silver and White), or Terra (Brown and Green).*
Sun Kairos
Make Up & Costuming Requirements:
Sun Kairos are not made of fire, and their skin does not typically burn flesh. However, large parts of their body will have solar flares that erupt from their body, and every Sun Kairos has designated areas that emit flames that engulf that particular part of the body. These may be represented through makeup, burned clothing in the area of the sun spot, or other creative ways that may be approved by staff. Female Sun Kairos enjoy flowing skirts of bright colors, while men prefer allow them to be agile. Armor is usually only something worn when absolutely required, and Sun Kairos try to wear only a few, thin layers of sheer material when possible, so as to feel the sun's rays much as possible.
Roleplay Suggestions:
Sun Kairos are friendly, jovial, jubilant people who take every chance to express themselves. They are rarely caught standing in the same place more than a few minutes, and are constantly finding reasons to dance, sing, or bring attention to themselves. If there is an opportunity to brighten a room with a joke or a story, Sun Kairos will jump (literally) at the chance. At every opportunity, they will bask in the sun's rays, and find reasons to avoid going inside if they have no reason to. They are the embodiment of radiant energy, always smiling and laughing. However, the wrath of a sun Kairos is not one to be taken lightly. While they do not hold grudges often, they are quick to punish personal offense or wrong doing. Once the punishment (as seen fit by the Kairos) is finished, forgiveness is easily gained, and it is as if the incident never happened.
Ice Kairos
Makeup and costuming requirements:
Ice Kairos are forever afraid of overheating, due to the tales of Nethali's defeat and the end of the ice age by Arynchelle of Sun. They prefer enchanted armor that wards them against other elemental attacks, or craft their own elemental-based armor from ice. Ice Kairos could either have dark blue skin, or pale flesh-toned skin, both with chunks of ice. Their costuming tends to be a progressive style of nordic, due to the Ice age being over, and the weather being warm. They don't like to have large patches of skin uncovered, but will prefer that than to overheat.
Roleplay Suggestions:
Like their 'father' Nethali, Ice Kairos are cold, grim people. Everything about their demeanor says that they do not befriend others (especially those not of their city-state or race) very quickly. Ice Kairos are patient, willing to wait out an enemy for long periods of time to catch them unaware or set the perfect trap. They prefer to quietly listen and understand a situation before commenting, and don't typically have much to say if it isn't relevant to their own agendas. They are not necessarily mean people, but they have a very realistic perspective on most things, and prefer to prepare for the worst instead of hoping for the best. As most Kairos, they are very close to their own kind, but find the antics of Sun Kairos difficult to put up with for long periods of time. They stick to the shadows and indoors, out of the suns rays, and are reluctant to leave them without purpose.
Terra Kairos
Roleplay Suggestions:
Terra Kairos are rough around the edges, both physically and in terms of their demeanor. They are impatient and hostile, usually willing to push the problem aside or fight through it instead of resolving it peacefully, if it means diplomacy will take longer. They are loud, sharing the trait with the Sun Kairos of being the center of attention, but usually for much different reasons. Terra Kairos often butt heads with the Ice Kairos, their approach to situations being much different, even if the intent is to gain the same result. Apart from that, Terra Kairos are generally sociable and will try to encourage community with other Kairos, and even other races. They are consistently ready to fight, and will rarely prepare before a battle, believing their physical fortitude will push them through. Terra Kairos do not do well in water, which only further encourages the grudge between them and the Ice Kairos.
Makeup and costuming requirements:
Like other Kairos, Terra Kairos are not made of dirt. Their skin has darker tones, with patches of grass, rock, and vines growing from places on their bodies. As they get older, these vines and patches of rock or grass get larger or longer, and eventually cover most of their form, but the remain fleshy.
Wind Kairos
Roleplay suggestions:
Wind Kairos are often considered flighty, unwilling to commit, and inconsistent. This often comes from their choices to go where life takes them, enjoy each moment as it comes, and spend as much time as they can appreciating their circumstances, before quickly moving on. Wind Kairos are fully aware that this style of life makes them seem unreliable, but they also believe that life is best lived in fleeting moments. They are patient, like the Ice Kairos, but jubilant like the Sun Kairos. They don't spend much time considering options before taking action like the Terra Kairos, but are much more willing to abandon their choices if a better opportunity arises. This makes them an intriguing, unpredictable enigma, but they're vast experiences and willingness to learn from their mistakes makes them among the wisest of the Kairos, despite how they portray themselves. They speak gently and calmly, rarely get upset, and even more rarely seek to change the mood of any other. In time, all things will drift away in the current.
Make-up and costuming requirements:
Wind Kairos use the four winds to determine they direction of their path, quite literally. They wear clothing that blows in the wind, and when there is a strong current coming in the opposite direction, it is often taken as a sign of deterrent. Wind Kairos have very indistinct features, and they are the only Kairos required to have all exposed skin covered in shades of white and shades of blue. They prefer dark colors, but have no preference on style.