Shadow Beasts

Shadow beasts, or TSBs, are a condition that every human is born with. People of Krea refer to them as simply Shadow Beasts, Birth Magic, Magic Shadows, Spirit Creatures, or similar dependent on the region and person's opinion of them. They are generally nearly black and resemble a tattoo, despite being a birthmark.   This article is about shadow beasts's classification. To read more about shadow beasts and their interactions with people please go here.  

Variations

Appearence

The Marking
The mark itself appears on every human on Krea when they are born. The mark, while appearing like a birthmark, resembles a tattoo due to its dark color and clean shapes.   The size of the marking on the body doesn't change anything, and can range from the size of a nickle to covering a whole limb. Additionally, it can be located on any part of the body, which also doesn't change anything with the shadow beast, but can prove more or less difficult if someone were to desire to hide it.   The mark generally resembles a regular animal (including extinct or mythological ones) or a feature of an animal that is reminiscent of the TSB. This could be a snake couling around the arm for a long dragon-like shadow beast, or a pair of wings on the face for a griffon-like one, or even a hoof print on the ankle for a horse-like beast.  
The Beast
Shadow Beasts's appearance and abilities are both genetic, including their elemental attribute. This means the appearance, element, and capacity of the parent's Shadow Beasts influence the child's.   To start off, shadow beasts always have blue eyes, no matter the element or type. This can be a lighter or darker blue, but is more often lighter. Some shadow beasts might appear to have black or white eyes, however this is due to a cap or eyelid usually covering the eye.   Shadow beasts come in almost any shape or form, and are as unique as the human race themselves. Some have wings, some have fins, some are bipedal, some are quadruped. The only thing a shadow beast cannot look like is a human. While some in the past have come close, appearing more like an ape or a humanoid shaped animal, they are incapable of replicating a human appearance fully. It is unknown why this is, but is unknown if selective breeding of humans could produce a humanoid looking shadow beast.  

Classifications

TSBs have four total classifications, capacity, element, type, and whether they are normal or fractured.  

Element

There are 11 elemental types in total, Fire, Lava, Light, Lightning, Nature, Wind, Water, Ice, Dark, Earth, and Metal.The type of element they are classified as defines the aspect of the ability they possess.   TSBs can only have one element, it is impossible for them to have two or have abilities pertaining to another elemental type. Additionally, oftentimes they have aspects of their element in their appearance, for example an ice type having ice spikes in their fur, or an earth type covered in rocks.   There are more elements than the 11, such as space, time, mana, psychological, plasma, etc, but those have been lost to the ages and are only known by Penta and Shen's kind, and TSBs cannot currently use them.  

Capacity

The names for the capacities are dependent on the element, but they can be summarized to low, average, large, and max. The higher the capacity, the greater stamina (mana) available the shadow beast has in their element. However, larger spells cost more stamina to use, so that doesn't mean higher capacities can always outlast lower ones.   The four capacity types can be summed up as follows:
  • Low capacities generally mean the ability of the TSB is not harmful or dangerous, and their abilities are minimal.
  • Average capacities are able to use basic and intermediate abilities. The name of the capacity (which depends on the element) often describes what the abilities they can use can do fairly well. They can be dangerous depending on the element and use, but often aren't.
  • Large capacities are where abilities are getting into the fairly dangerous territory; these can kill without much effort and can even have area effects.
  • Max capacities are the maximum ability. These shadow beasts have full capacity in their element and can do some massive area damage and easily hurt people. Sometimes they also have difficulty toning it down, causing them to not be as practical.
  • Additionally, the higher capacity a shadow beast has, the longer it can usually remain outside its host (as long as it doesn't use too much magic).  

    Fractured

    Shadow Beasts aren't always cut and dry. In rare cases, they can be what's called "Fractured." These Shadow Beasts deviate from the norm, their magic manifesting in unexpected or even inconvenient ways.   Think of it like a prism refracting light. A "normal" Shadow Beast focuses its magical energy to create a specific effect, like fire. But a Fractured Shadow Beast's magic bends in an unusual way, resulting in something different – maybe just smoke or heat, the building blocks of fire but not the full flame itself.   This unpredictability can be a double-edged sword. In one way it can be useful, in the case of a Fire type only generating smoke or heat can be useful for generating smoke screens or used for forging or warmth. However, Fractured Shadow Beasts can also be a source of frustration. In the case of the previous, maybe the heat makes it impossible to touch the shadow beast, or an Ice type being too cold to touch without getting frostbite.   Sometimes it can require a touch of creativity to utilize their offbeat magic effectively.  

    Type

    Type refers mostly to the general appearance of the shadow beast to categorize it into a 'species'. Shadow Beast types are categorized into both a group of main categories and sub categories.
    The Main Categories are Terrestrial, Aquatic, Aerial, Amphibious, Volitant, Hydrovolar, and Versatile.
    The Sub Categories are Arthropod, Phantom, Hybrid, Furbeast, Scalekin, Avian, and Derma.  
    Main Categories
    Terrestrial types are primarily adapted for land environments. They typically have well-developed limbs for walking, running, or climbing, and may struggle in water or air. While they can briefly traverse other terrains, they're most efficient and comfortable on solid ground.   Aquatic types generally have trouble on land and in air. That doesn't necessarily mean they are a water element TSB, they just generally can't walk well, sometimes because they have features that make water travel easier, and other times because they're too heavy out of water.   Aerial types generally have trouble on land and in water. That doesn't necessarily mean they are a wind element TSB, they just typically have difficulty remaining grounded for extended periods. Their bodies are often lightweight with specialized adaptations like wings or air sacs that aid flight but can make ground movement awkward or strenuous.   Amphibious types can function effectively in both aquatic and terrestrial environments. They possess adaptations that allow them to transition between water and land with relative ease, though they may not be as specialized as purely Aquatic or Terrestrial types in either environment.   Volitant types possess the ability to glide or make short-distance flights but lack the sustained aerial capabilities of true Aerial types. They often have membranous extensions or limited wing structures that facilitate controlled descents or brief periods of flight, and unlike Aerial types can traverse land far more efficiently.   Hydrovolar types are specialized for both aquatic and aerial environments. They can transition between water and air with remarkable efficiency, though they typically struggle on land. Their bodies often feature dual-purpose adaptations that function effectively in both water and air.   Versatile types can operate effectively across multiple environments without significant disadvantages. While they may not excel in any single terrain the way specialized types do, they compensate with remarkable adaptability and can traverse land, water, and air with comparable proficiency.  
    Sub Categories
    Arthropod types have a firm exoskeleton and soft insides. They don't always resemble insects or crustaceans themselves, but if they have an exoskeleton or shell with no internal bone structure they are in this category. Many Arthropod types possess multiple jointed limbs that move with unsettling precision.   Phantom types are categorized by missing two, sometimes even three, of the following features:
  • Skin: Without the skin, the creature usually is pure muscle and tendons. It is never usually bloody, despite the fact.
  • Bones: Despite not having bones these creatures can still move normally, however they can also bend and twist in unnatural ways.
  • Organs: Despite not needing them, fully formed TSBs generally have organs inside them, but not always for some ghost types. This leaves more room for muscle, bone, or something else...
  • Presence: Phantom TSBs missing their presence cannot be perceived by those with a six sense. That feeling that someone's watching you? Not there.
  • They are still able to exist despite these things, and can generally do more than other creatures can do despite.   Furbeast types are characterized by a covering of fur, hair, or fibrous material across most of their body. Their fur may range from short and sleek to thick and shaggy, often appearing in varied patterns and colors, and the texture of their coat can be deceptive, sometimes appearing soft but feeling like steel wire or seeming coarse but proving remarkably plush to the touch. They typically, but not always, have a mammalian-like external appearance, regardless of their internal structure.   Scalekin types feature prominent scales, plates, or armored segments covering their bodies. These scales can be thick or thin, smooth or rough, and do not have to cover the entire body. While they might often resemble reptilian creatures in appearance, their internal biology can vary widely.   Avian types are distinguished solely by the presence of feathers, regardless of their other physical characteristics or mobility capabilities. Some Avian types have feathers covering their entire bodies while others are more patchy. The feathers themselves might be rigid or fluid, and can serve functions beyond the typical uses.   Derma types have exposed or fresh skin or flesh as their primary outer covering, without significant fur, scales, exoskeletons, or feathers. Their skin may be smooth, textured, leathery, or gelatinous. Their hides typically don't have much patterns or detail.   Hybrid types exhibit clear characteristics of two or more sub-categories simultaneously. Rather than showing subtle influences, these shadow beasts display prominent and unmistakable features from multiple classifications, creating unique combinations that don't fit neatly into other categories.  

    Origin

    History

    Unbeknownst to the people of Krea, there is a reason TSBs look like they do and are genetic with their abilities and design. Before the humans there were the People of Old, who inhabited Krea. These spiritual creatures had an advanced society and lived in harmony with the planet, watching over it and each other, using advanced magics and spells. They looked like beasts and were in tune with the world. When a great disruption occurred, many of their kind died, leaving Penta, Shen, and Kamun as the last three, before humans started popping up. These humans were the 'next generation' of the people of old, who had become hosts for the souls of the old generation, who had fused with the magics of the world.   Needless to say, humans are simply the old generation in disguise, separating themselves into two forms, one who has sentience, weakness, and versatility, and another who is spiritual, strong, and can control the magic.   Hypothetically speaking, if someone was to be born without the mark of a TSB, that simply means they are one with their TSB, and can change forms just like Penta and Shen can, as well as can use magic on their own.

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