Seraii Species in Masters of Illuria | World Anvil

Seraii

by CB Ash using HeroForge
 
The seraii are a rare species from the outer rim systems of the Worldspace and were contacted by the Coalition of Worlds a century before the Final War. After first contact, seraii cultures integrated with the Coalition, even to the point of establishing settlements on a few of the Core Worlds of the Coalition. However, during the events of the Collapse, the seraii suffered perhaps more than any other species.
 
During the time of the Collapse, waves of dark matter and necromantic-fueled inter-dimensional energy blasted across the Worldspace. As happened on many worlds, ones inhabited by the seraii species were devastated. Seraii cultures refer to those times as the Great Illness where a third of the entire species was wiped out seemingly overnight.
 
In the five hundred years since the Collapse, the species has recovered and settled in locations such as the Dragon Isles region of Illuria, their own home system of Vilienne, and the ringed moon of Mandrake.
 

Origins in Mystery

 
This species’ origin has been blurred by history. The seraii are possibly a far older species than even humans, arkanae, and others. But, they became known much more recenlty in the timeline of the Worldspace. For many generations, the seraii were isolated, found exclusively in the Vilienne star system in the Pyrennes Cluster, not far from the Crystal Sea nebula.
 
Ancient records from the Vilienne system describe an ancient people called the Xinids. Reference to the Xinids have been found in a dozen cultures across the worlds. According to legend, the Xinids were a highly advanced culture who were masters of bio-engineering through technological and magical processes.
 
These legends suggest that that the seraii were a Xinid experiment to create a species resembling outer planar beings. As to the Xinid’s eventual goal, no one is certain, and the Xinid vanished from their systems hundreds of generations ago.
 
The Xinid were known to try and manipulate other cultures, so one theory is that the creation of the seraii was perhaps another plan to manipulate one or more of the “younger” civilizations at the time. As the Xinid language is resistant to technological and magical translation, their records are still a mystery to this day.
 
Partial translations suggest that in the end, the Xinids believed the seraii not strong enough for whatever plans the bio-engineers had in mind. Therefore the seraii were abandoned by the Xinid, who expected their creations to go extinct. Instead, they thrived.
 

Traits of the Bloodline

 
Seraii, despite the mulit-colored membraned wings, are humanoid in appearance. They have a light blue skin that has a faint iridescent shine in certain lighting conditions. Their facial features are elegant with a human shape to their details from eyes to ears.
 
They have hair much like other humanoids like an elf, seraii have a lack of any other kind of body hair. The hair they can grow has a fine texture with white, gold, purple, green, or blue shades of color.
 
Beyond that are their wings. Seraii wings are appropriate sized for their body to allow them to fly. They are often described as “butterfly” or “pixie” like with multiple color patterns and hues similar to butterfly breeds.
 
These wings act as more than just a means to fly for the seraii. They are also one of the main methods of ambient energy collection. The species’ primary food source is ambient energy in the form of positive mana, solar, stellar, and positive empathic energy from other beings, particularly sapient species.
 
They store this energy to slowly consume over time. Seraii are also able to use this energy store to perform healing surges or other magical like feats for those in need.
Author's Note: This species was first imagined by the lovely and talented Jarissa. It inspired this writeup that tried to remain faithful to her ideas. It's dedicated to her.

Contents

 
 
Scientific Name
homo solcomend sapiens
Average Height
5.1 feet to 6.5 feet
Average Weight
An adult weighs 110 to 130 pounds on the average

Starting Attributes

 
Strength
-1
Influence
0
Maneuver
+1
Fortitude
-1
Mind
+1
Vitality
12

Diet and Food

 
Seraii can eat food like any other species. When they do, it’s as much for the experience as it is for the nourishment.
 
They are generally omnivorous in their food choices but tend toward carnivorous as they can extract energy more readily from meat. However, edible plants and meat isn’t their primary source of nutrition.
 
This species primarily subsists on ambient energy collection of solar, stellar, and mana energies. This is specifically through their wing membranes and any exposed skin surface. Seraii that travel underground often bring mana stones as rations.
 
If a seraii is deprived of ambient energy sources to ‘eat’, they can consume food such as travel bread or other edible food in an emergency. However, this could cause the particular seraii to become malnourished after an extended period of time.

Ancestry Traits

When playing an seraii, the character gains these following special traits.
 
Flight
Seraii are born with membranous wings that allow them to fly and absorb ambient energy or mana as food. These wings are large, multi-hued membranes that can fold in to lay flat along the seraii’s back. At which time they resemble a short to medium ‘cape’.
 
You can fly. However, you are not strong enough to carry another person, only you and your belongings. But while flying you are very nimble and maneuverable. While you are in flight, any Maneuver type Moves are made with Advantage.
 
Fortitude Surge
You can use some of the stored ambient energy to release a wave of positive charged energy toward one to three targets that are within touching range of you to help them recover from mental or physical trauma. Roll+Mind.
 
  • On a 6- : Nothing happens.
  • On a 7-9 : The target rolls +Fortitude with a +1 forward. If they succeed, you may spend a Vitality point up to a total of 6 points to help the target recover. You lose those Vitality points until you can Rest and recharge.
  • On a 10+ : The target rolls +Fortitude with Advantage. If they succeed, you may spend a Vitality point up to a total of 6 points to help the target recover. You do not lose those Vitality points, instead you are able to recharge them immediately.
  •  
    Sensitive to Mana
    Your affinity to mana also results in being sensitive to certain negative magical effects. When targeted or in Close range to Necromantic magic, Roll+Fortitude.
     
  • On a 6- : You are overwhelmed by the magic! Select two conditions below and take a -1 wound to your Vitality. These remain until you can rest for at least an hour.
  • On a 7-9 : You feel a mild mana burn from the necromantic magic. Pick one condition below. This will last until you can rest for at least an hour.
  • On a 10+ : You are able to withstand the necromantic mana burn.

  • Options
  • Headache! This also leaves you with slightly blurry vision. Take -1 forward on any rolls involving vision.
  • Fatigue! You suddenly feel so drained. Take a -1 forward on all Maneuver rolls.
  • A sharp ringing is echoing in your ears. Take a -1 forward on any rolls involving hearing.
  • A sharp mana flash goes off in front of your eyes! Mana induced spots dance in front of your eyes and any attempt to use Fortitude Surge is rolled at Disadvantage until you can Rest. If you have taken this once already, take an additional -1 Vitality.


  • Cover image: by Dreamstime Stock Art

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