Races of Project Mystica in Project Mystica | World Anvil
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Races of Project Mystica

Core Races

Collectively known as the “Mortal races”, the following are the most common forms of sentient life found in the world. Original character creation is highly encouraged!   Humans - Humans might be the most prolific and common race in the galaxy, for good reason: well-rounded, robust, adaptable, ambitious and survivable, the Humans of the Old Empire were the backbone of all operations. They typically learn fast and use their individual abilities to great effect to face the horrors of their broken world.   Ethnicities seem to run the gamut among the Human population, given the haphazard and random placements of the lucky few who escaped the devastation that followed the Ascension, and can be found just about anywhere life managed to cling.     Dragoons - Much less populous than Humans, they are the result of survivors of the Ascension mating with Neo-Dragoons still active in the aftermath. Dragoons are blessed with the superior genetics of their Neo parent, and the innate qualities of their Human parent, they boast a great number of advantages as a result. Powerful builds, accentuated beauty, and strong magical aptitudes help them excel in almost any capacity. Dragoons are proud of their heritage, and are more particular than other Mortal races about their lineages as a result. Often, they can even develop special abilities that can be traced back to their Neo-Dragoon progenitor!   However, Dragoons react extremely poorly to cybernetic implants, which their bodies reject, and suffer terribly in the presence of Corruption, falling easily to the diseases and mutations of the volatile energy. This limits their ability to explore and fight against their natural enemies, but they still risk everything to help their communities and families.     Fairyfolk - The Fairyfolk are incredibly new peoples who sprang forth as a result of the Ascension. The world suffered tremendous damage, and the majority of the Old Empire’s population was lost during the tumultuous event. Some of the souls of those unfortunate enough not to find shelter were able to pass on, yet so many died so quickly that a great number became lost and unable to find rest.   Some souls managed to find new life in the form of new Elementals that spun into being due to the Ascension, and the resulting fusion created the small-bodied, incredibly potent magical creatures now known as the “Fairyfolk”. They appear young throughout most of their lives, sporting ethereal and uniquely patterned wings, though they do show signs of aging and have similar lifespans to the rest of the Mortal races.   Because of their frail bodies, they quickly learned to lean heavily on their magical aptitude to survive. They are quick-witted, highly intelligent, and are dextrous and nimble, making them excellent craftspeople and spellcasters. They also have an intuitive, almost mystical affinity for machinery, making them highly sought-after technicians, mechanics, and builders. They also sport the highest known population of the mysterious “Technomancers”, esoteric shamans with spiritual connections to machinery. Unfortunately, their capacity for magic is so much in demand that some of the more nefarious factions of the world actively hunt them for body parts, to be used in dark rituals...     Anthros - Alongside Humans, Anthropomorphic humanoids were almost as numerous in the Old Empire, as it once drew conscripts and volunteers from their vast territories across the galaxy. The Anthros are essentially similar to Humans, with anequivocal amount of robustness and adaptability. They also maintain unique animal-like traits that make them excellent at navigating and surviving in certain types of terrain.   There are 4 dominant varieties, though others can be found in very localized environments: the Canines, the Felines, the Ursines, and the Vulpines. They have innate magical affinities for nature-based magic, and are exceptionally resilient against the Corruption, making them ideal scouts, salvagers, and survivalists.     Primarchs - While not necessarily uncommon, the people of the Primacy are rarely seen outside of their own nation. They are vain and indulgent in their appearance, although it is not entirely known if it is a hereditary trait or a combination of various cultural factors. Nearly all Primarchs are dark-skinned and exotically idealized, both in their manner of dress and behavior. They sport horns of wildly different shapes and sizes, though all of them are artfully maintained. They have slender, wiry builds that lends them the appearance of being exceptionally physically adept, and their seductive bodies are often put on display, even in dangerous situations, as if to taunt and dare fate to do its worst.   Regardless of their brash and flamboyant shared characteristics, they are ruthlessly efficient in work and in battle, are highly competitive and have access to some of the finest technology and magic in the world, due mostly to their unrestrained advances in the salvaging and reverse-engineering of Old Empire relics and resources.    

Locked/Rare Races

The following races exist in some capacity, but are either too powerful or limited in number to allow for OC creation without approval. Please observe and respect my wish to restrict these options, as a courtesy to myself and those who participate in the official version of the setting.   Neo-Dragoons - The proud, vain and violent denizens of the Old Empire once enjoyed the best life had to offer as their Empire’s elite and powerful soldiers and enforcers. Even now,they wield god-like power, despite having declined in both population and efficacy since the collapse of their Empire. Among the Neo-Dragoons are the Dragoon Gods, deities each of them, having Ascended along with The Architect, albeit with less dramatic consequences.   The Dragoon Gods were almost solely responsible for the survival of the Mortal races and lesser Neo-Dragoons alike, as they spent their power erecting protective barriers as far and as wide as they could to preserve what now exist as the remains of the dying world.   Neo-Dragoons are powerful, and often use that power to gain control of tribes and territory for themselves, fashioning themselves as lords of the land no that no central power existed to bind them. However, many Neos opt to remain close to the survivors their gods protected, choosing instead to shepherd and safeguard the Mortal races. Regardless of how the Neos choose to spend their newfound freedoms, they all must beware a shared disadvantage: their Reposes. Neo-Dragoons no longer receive rations of “Focus” energy, and so must generate it themselves by entering a state of hibernation known as “Repose” to regenerate it. The longer they sleep, the more powerful they are when they reawaken.   Neo-Dragoons are a locked race, as their numbers are severely limited and their powers incredibly great. However, it is said there may be a way to achieve Neo-Dragoon status, should a Mortal prove worthy...     Trueborn - Even more rare and limited in number than Neo-Dragoons are a new breed of Dragoons known as the “Trueborn”. The common Dragoons are born from the union of a Mortal and a Neo-Drogoon or another common Dragoon. The Trueborn, however, are born from the union of two Neo-Dragoons, and it is a very dangerous affair for both of them.   A being of such power requires a prolonged stay in an egg, and requires at least half of each parent’s lifeforce to produce. It is not merely genetic code, but also the “Focus” energy each Neo-Dragoon stockpiles in order to use their power, and completion of the mating ritual will leave both parent Neos exhausted and vulnerable. Afterwards, the egg must be protected for anywhere between a few decades to a few centuries before their child hatches. That is the easy part.   Ultimately, not much is known about these mythical creatures other than their power can be magnitudes greater than both parents once they mature, and their potential is greater still...   This race is locked until the state of the world progresses further.     Pseudodragoon - The Primacy loudly declare themselves the new masters of the world, and the most devious among them recovered information from the Old Empire regarding the creation of Neo-Dragoons. Their experiments have failed to produce full Neo-Dragoons thus far, and the results are sad, bestial creatures derisively called “Pseudodragoons”. Although they are failed experiments, the Primacy still finds them useful as shock troopers, guinie pigs, and laborers. Rumor has it that some Pseudos can actually manifest Dragoon-like powers, at the cost of something other than “Focus” energy...   This race is locked until the state of the world progresses further.     Biosynth - It is unclear if these beings actually exist, although stories abound of these bio-synthetic humanoids appearing from the skies, traversing dangerous locales, often with entourages of other machines. They seem to be searching for something, although none can be sure, as all the stories tell of them disappearing as suddenly as they came.   The source of these stories are suspicious in and of themselves, as rumors abound of cults that worship the rings that surround the planet as a sort of intelligence all its own...     Corrupted - While the factions and nations of the world may sometimes conflict with and battle each other, these creatures are the bane to all life on the planet. The “Corrupt” is the moniker given to the horrid undead and mutated remains of those who succumb to the Corruption, a nefarious and malevolently sentient energy that afflicts great swaths of the world. The most terrible aspect of the Corrupt is how difficult it is to understand or categorize them, making them nigh impossible to fight against. While many of their ilk are little more than animals, the most dangerous of their kind are hyper intelligent, operate with strategic organization, and even go on the offensive to claim land from the Mortal races. No solid theories have yet to be agreed upon as to why they exist or even how the Corrupt manage to remain a threat for so long, and reports tell of their activity and influence increasing at an alarming rate...   This is not a race as much as it is a state of being. Characters who become Corrupt stand little to no chance of ever returning to normal, and are effectively considered deceased once they succumb.

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