Species

Ethren

Subtypes: Mythren

Species Stats

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Species Abilities

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Behaviour

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Notes

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Diet

  • Ethren are omnivores and can eat any edible food. They can survive without eating as uncomfortable as it may be.


Height

Reproduction

  • Ethren can not reproduce. 




Lore and Information

  • EthrenAnatomy.png



    Ethren are a rare but respected species among Elyxium, and many beings know of their existence and creation. Ethrens are commonly found in roles of intelligence or experience, such as scholars, teachers, leaders and writers. They are immortal in the sense that they will not die of old age or lack of nutrition, but lethal injuries can still end an Ethren's life. They are treated as royalty in Elyxium, which often results in mistreatment from beings that find this bias unfair to those who do not get such special treatment. 

    Creation
    Ethrens are the result when a soul has gone through every transition of a vessel on earth, and is in its final experience. This is usually a main species of intelligence. Once their last body has fallen, their soul's flame burns out and becomes a new substance entirely, a material between a soul and Gracelight. This liquid energy fills the empty vessel, which can take a few days, to years to reconstruct, and creates what we know as Ethrens. The flesh is warped into the Ethren anatomy, and the final scars of the vessel are imprinted on the skin, usually as glowing markings but this can vary drastically. 

    Aside from immortality, Ethrens possess a faster regeneration speed than most species, and can also sense the rough lifespan of those around them. Aside from these magical afflictions, Ethrens gain one important ability, the ability to remember the knowledge of every life they have ever experienced. From the humble crab to a great dragon, they can recall any knowledge that may aid in their survival. Some call this a blessing, while those who possess this gift often call it a curse. Remembering knowledge also results in remembering loss and the experience and strength gained from these memories. It takes great resilience for an Ethren to continue on a gracious path with the weight of these experiences with them. 

     

 

Soul Lore

  • Ethren do not posses "souls" but the resulting essence of a burnt-out soul, which carries the memories and experiences of every life they have lived. When a soul is created, they begin as the smallest organism, usually bacteria, and work its way up in size and intelligence over thousands of years. 

 

Traits

    • Face/Scar Traits
      EthrenTraits.png

      Scars must show on the Ethren in any form. To identify these scars, it is best to write the body part where they show. For example 
      Transparent Scars| God (Knee) etc
      You can write this placement in the notes section of a trait. 
      Scars can be abstract, in patterns, or more closely resemble the method of death. It is up to artistic interpretation how to represent these markings. 

  • Body Mutations
    EthrenMutations.png

    *Editor Note: Any normal ears are optional to add as a common trait (1 pair). 

  • For reference, below are the old trait sheets. Do not use these for future designs!
    Body Reference +Arcanas and position
    Body Traits

     

 

Traits

Body Mutations

Fur/Furless

Any type of fur is allowed. Length can not exceed 2x body size. Fur is optional. Should not mimic feather trait or fins trait. 

Natural Ears

Any type of natural ears. One pair. It can be hidden like a reptile's. Should not be bigger than 1.5x the head size. 

Natural Tail

Common tail should loosely appear as examples. Tails with fins require the fin trait, and tails with spikes require the Horn/Spike trait. Spaded tails can vary in shape. 

Belly Scales

Can vary in shape. Can be placed on the throat, chest, stomach, and tail. 

Dwarf Wings

Dwarf wings can not sustain flight, and can not be larger than half the body length. Insect wings that come in 2 pairs connected at the base are considered 1 trait. Multiple trait tokens are required for each seperate pairs of wings. 

Horns and Spikes

Generally allows horns on the head and/or spikes on the body. Does not overwrite specific limb traits such as Aphex snout shapes and Shingaling Bell growths etc. 

Small Scales

Can vary in appearance. Scales are small.

Extra Tail

One extra tail per trait token. 

Feathers

Any style of feathers on the body. Can create feathered tails and capes. 

Fins

Unlocks finned tails. Also allows cerata growths. Fins can appear as examples or stylized. 

Glowing Features

Glowing patterns are not controllable. Can either be constantly visible or only in dark settings. 

Large Wings

Large wings that can sustain flight. Insect wings that come in 2 pairs connected at the base are considered 1 trait. Multiple trait tokens are required for each seperate pairs of wings. Wing type selection is the same as dwarf wings. 

Tentacles

Can replace the tail, extra tail traits needed if multiple large tentacles are placed on the lower back mimicking tails. Tentacles are prehensile.

Chitin Armour

Spike trait is not needed for protusions on the armor only. Armor can not be placed on parts of the body that may mimic other traits (armored snout etc). 

Mineral Growth

Mineral Growth can be any of the following: Metals, gems, pearls, or synthetic gems (One mineral per trait token). This trait applies mineral growth to the skin patterns and existing traits! You need a spikes/horn trait to have growths. Entire body can not be covered in mineral growth. 

Special Blood

Allows glitter, glowing, or gradient blood appearance. One mutation per trait token. 

Extra Eyes
God

Allows extra eyes on the body (a reasonable number to function). Extra eyes do not need eye traits to customize the pupil. 

Gel Skin
God

Gel skin can be placed anywhere on the body. Can turn muscles underneath transparent as well to show organs and bones. 

Mineral Head
God

Makes the entire head of one type of mineral. Allows any sort of horn/spike/crown growth allowed on the head without other traits. 

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