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Kamen History and Race Profiles

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Kamen History and Race Profiles

Post by Guest on Tue Jul 21, 2015 2:17 am

The Kamen began their journey as Elves, who were spread throughout Ancient Europe as a unified people. Culturally there were differences between them and the regions they inhabited but all together they acknowledged they were all one. They were ultimately bound to the lands that offered them their survival, and with they they held the utmost respect for the God known as Vis who governed over the elements. This mutual symbiosis continued for many centuries and worked well between the Elves and the Higher Deity until for an unknown purpose, he withdrew his graces from the lands and plunged the Noble Elves into famines and chaos. Some believe it was to teach the proud race a lesson, other believe it was simply the cruel face of greed..

At first, it was manageable and the Deity was sated with simple offerings of crops, being wheat and barely and other valuable grains. Within a few days, the rains would come and give the Earth it's water and growth would resume throughout. Soon it was seen it took progressively longer for the rains to arrive which to the Elves was a clear sign that Vis was growing displeased with their gifts. So it was decided that they were to deliver to him wines and precious stones and metals. Gifts that were sure to prove their undying love and loyalty to him who provided so much. However, the temperamental Deity was not amused and the famines continued.

Unsure of what else they could do, a council was drawn into order to find a solution, and it went for many days. With all other options exhausted, the Elven council came to terms that their next step was animal sacrifice. It was an all around solid solution to their impending crisis. Less livestock consuming grains meant more grains to sustain them through the droughts. They could survive easily without meats in their diets. Upon the nearest full moon an entire ceremony was conducted. Incenses and fresh flowers adorned their temple as the finest livestock was lead in. A sheep of the fairest wool, a goat that produced the most milk, and a bull that was sure to feed everyone happily were all sacrificed; the blood collected in separate basins and poured into small pits in the earth while still warm. As an added display of their ceremony, the carcasses were immediately burned so that all of their use was lost to the people. And yet, nothing had changes their circumstances. Vis withheld his graces still and the Elves could not fathom what the reasons were for it.

What they could have never understood was that their actions had called forth the attentions not of Vis, who governed the life giving elements, but that of Agenda, the Goddess of Blood, Magics and Sacrifice. She was enthused with their desperation and was curious of what they would do next. The Elven Council reconvened, distraught and worn thin from hunger and exhaustion. Animal sacrifice was ultimately not enough and the unthinkable was the only thing left. Giving an Elvish life. Self sacrifice was not an uncommon tradition in the days of old however, it had been disbanded from practice in their current times. Deemed unnecessary and holding no sway in the changes of seasons or weather, it was almost forgotten about. And now it was thrust back into thought no matter how much they were spiritually against it.

Nine days of deliberation passed. The Council was split evenly between bowing to Vis, or not and after the Ninth day, there was no conclusion to be found. Members had argued and fought between themselves and eventually dispersed back into their dying society. On that eve, one member was vehemently against letting his people die for the sake of one persons life and he vowed to save them. No matter the cost. At his home, he wrote a farewell letter and dressed himself in his finest clothing and solaced himself before going to the temple alone in the dead of night. It was his responsibility to the people and he would take his own life for them if that's what the God demanded. Knelt beneath the altar of Vis, he mumbled his last words and with the ceremonial blade, his wrist were sliced deeply enough that they would not heal without intervention. And with his wrists on the floor he let the life drain from them into the earthen pits in the ground.

An indeterminable amount of time had passed, and he was dizzy and weak to a sickly degree, wobbling to and fro as he struggled to remain knelt. Somehow he was still conscious. Somehow he was still breathing. Somehow he was still alive.. The blood on his wrists was cold and sticky and nearly dried as he looked to them with fuzzy eyes. It didn't make any sense but one thing did. He could hear a thunderous rain outside, and a voice. “Aren't you brave.. taking your own life for everyone like it would even matter.” It was a cold voice. A female voice that was not the voice of Vis. Hazily, he looked to where the voice was. “Who are you?” He asked. A scoff, with an offended tone replied. “Who am I? Who am I? How dare you not recognize one of your precious Pillars.” The voice moved around the temple. It was hard to pin it down. “I.. am the one who gave you a gift. A wonderful gift for your amusing display of sacrifice. You humored me and that's not easily done, Elf.” His head began to hurt and his body ached all over, trembling and desperate. “Yes.. The rains.. Thank yo-”

“FOOL. The rains were coming if you did or didn't drain yourself. Vis has no need for petty elven blood. I gave you a blessing. Only you. You gave your life and now, you will never have to give it again.” She laughed almost viciously. Gifts from the gods were rarely true gifts that were without dire consequence. He doubled over on the floor, violently groaning and clawing at the earth.. His whole body was in such pain but strangely he felt no need to cry out. He was salivating from hunger. Such a hunger as he'd never felt before in his life.. A woman grabbed him roughly by the collar of his garb and hauled him up off the floor. Her shape was still hazy and he balanced himself enough to stay upright. Another laugh echoed as she pressed her palm to his head and Agenda focused an energy into him that began to change him into a beast unlike any to walk the Earth until then. A snake like monster to prey upon the living. “Go. Spread my gift. That is your purpose now.”

Eranoch, a gentle man devoted to his people, had become the monster to be known as the Basilisk and terrorized his Elven brethren. Each one he fed from would turn and spread the Basilisk Disease becoming known as Vlos Lodias, or Blood People. Over the coming centuries, they would become a powerful civilization that hunted the night and grew into things of legends and nightmares. Hiding from humans in the wilderness, they soon became too genetically close and disbanded into three clans who took residence in different parts of Europe. This cause a shift in the clans and how they evolved into current years, each making distinct changes and alterations to themselves as a whole. They remained in Europe peacefully until modern marvels brought wars and threatened their survival. Some remained in their homelands but other fled, immigrating to other countries which only served to further spread their diseased gift from Agenda, pleasing her more.

Society blossomed with technology and science and while older generations had become weary of their gift and had done everything they could to breed it out of their blood, they younger generations were doing the opposite. Centuries of dilutions through mixing bloodlines had weakened their gift til they could no longer take the form of snakes. It had also bred them into looking more like snakes instead of being snakes. The young wanted that which was taken from them and developed a puritan race of Vlos Lodias to regain it. This is what has become the race known as Kamen.


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The Druu'giir

Post by Guest on Tue Jul 21, 2015 2:22 am

Introduction: The Druu'giir are the mountain based clan, or relative sub genus, and are the most highly evolved and adapted of the Vlos Lodias. After the first their kind decided it was mutually beneficial to separate into different clans, the newly named Druu'giir began their slow evolution. Solitary and ferocious, their bodies morphed into an almost goblin like creature, making them the most misunderstood, feared and least recognizable of the three clans, let alone the Vlos Lodias. Over the centuries they became the most hated and are the main contributors to the vile and repulsive legends of old.
Continent of Origin: Due to the origins and histories of this clan being orally based and not written in any kind of records, the original place of origin is currently unknown, however this race is most prevalent in the Carpathian mountainous regions of Romania and Czech Republic.

Representative Population:

Gender Distribution: One male to One female

Age Distribution:
Infant: 1%
Child: 3%
Youth: 15%
Adult: 38%
Mature: 24%
Elder: 19%

Growth Rate: The Druu'giir reach maturity at an astonishing pace compared to the rest of the Vlos Lodias. Often they will reach maturity within 7-10 years, almost half the time for a regular human, with females peaking sooner than males. Once at this peak, the aging process almost stops completely and little to no change is seen physically. Because of their accelerated growth process, the Druu'giir also tend to have the lesser lifespan however, the extent of it has not been recorded due to the intensely solitary nature of their clan. It is assumed they can live approximately to several hundred years despite the lack of research.

Classes: There is no class structure within the Druu'giir given that their population is so sparse and that they are unlikely to even recognize one another. The closest thing to a class is really just brutal displays of dominance over a certain expanse of territory but, this also heavily depends on the individuals age and health.

Species Immunity:
Given the Druu'giir's high altitude, mountainous habitat, they are not easily affected by cold or frost magic mostly due to their increased body temperature. They have an immunity to disease or sicknesses transmitted through humans or animals. With extensive regenerative capabilities, enhanced strength and senses they are immune to heavy damage as well though, it is not to say that they are completely unaffected by it. The Druu'giir, along with the other clans of Vlos Lodias, are immune to age and age related demise, meaning that they cannot simply die from length of years.

Species Weaknesses:
Sunlight is a key weakness, especially among the Druu'giir since they rarely, if ever, come out of their cavernous abodes during daylight hours. If caught un-sheltered in sunlight, they will begin to burn rather violently, and with their thin and delicate skin, will almost certainly die. They cannot metabolize foreign substances in the blood well, bet it alcohol or drugs of any sort, and will become inebriated the same as their victims were in life, with the effect lasting much longer. This is due to the fact that they absorb close to 100% of whatever they ingest, versus humans where there is a certain amount of waste. Overall they are the weakest of the Vlos Lodias, since they are small, fragile and few in numbers. They have lost their ability to communicate as well as their vision which makes them quite vulnerable if caught or trapped. Fire, or any extreme heat source can do vast amounts of damage as well, though not as effective as daylight and due to their lack of intelligence, they are easily manipulated or induced by mind control or telekinesis
Physical Characteristics:
Appearance: The Druu'giir are far from the enchanting beauty that is lesser known to this race. They are quite horrid in features and possess large, round heads that bare thin, slit like nostrils, small and beady eyes if any at all and wispy, pointed ears. Inside the mouth lies rows of sharpened teeth, black gums and tongue and copious amounts of saliva. Their bodies are long, muscular but almost scraggly and ungainly which thoroughly hides their impressive swiftness and stealth. Long, thin arms and legs with large hands and feet enable them to climb seemingly unimaginable surfaces, and when still they posses a stance similar to a primate. A striking feature of this clan is their delicate strands of hair apparent lack of it, in any manner, as well as their seeming indistinguishable genders. Both males and females look the same aside from genitalia however, the females tend to not have breasts at all. Over the many centuries, they lost the need of them and with their loss of eyesight, the appeal of them was also unnecessary. Druu'giir are commonly pallid in skin tone, matching their surroundings well and vary from slate-y gray to earthy browns depending on elevations.
Female Typical Characteristics
Height: 4'0 - 5'0
Weight: 90lb - 110lb
Measurements: N/A
Bra Sizes: N/A
Male Typical Characteristics
Height: 4'8 - 5'10
Weight: 115lb - 130lb
Common Skin Tones
Druu'giir skin is thick and leathery in appearance and texture. Common pigmentation for this clan ranges from earthy brown to light gray and mostly relies on the elevation the individual resides at. Some mottling or spots or even lighter striping can be seen on some, which acts as a mild type of camouflage. There have been instances where white or brown markings have been observed as well as moss like adhesion to the back and limbs. The hands and feet from the wrists and ankles down are normally black in color though it's not clear if this is actual skin color or dirt and blood residue. On rare occasions, albino-ism and melanism, resulting in completely black individuals can occur and generally does not affect this clan much but albino Druu'giir are less likely to survive simply because of heightened light sensitivity.

Common Hair Colors
If they should possess any at all, the Druu'giir will have hair color that is fairly similar to their skin color. Grey ones will have grey hair, and so forth and this stretches into the realm of the abnormal as well. Albino will typically have white hair and vice verse for Melanistic. However, hair is rarely seen on them as it is usually too fine and will fall out as they mature. This makes the age of a Druu'giir easy to define as younger ones are more often to have it, than older ones. Their hair never grows past the shoulders since its delicate nature prevents it.
Common Eye Pigmentation
Newer generations will not have eyes at all but the older, more mature ones have small beady eyes that are brown or black in color. This hardly varies unless the Druu'giir is stricken with albino-ism, in which case the eyes are white or pink in color.
Longevity: The lifespan of the Druu'giir is not well recorded or well known as persons collecting data rarely survive either the clan themselves or the rigorous terrain. It is estimated that the Druu'giir can live as long as 1000 plus years, but they are not as long lived as the other two clans. Males tend to live longer seeing as females sometimes die during the annual mating frenzy or starve during pregnancy. This race is not considered immortal since there are many things that can kill a Druu'giir naturally, although old age is not one of them.
Infant: 0.0 – 0.5
Child: 0.5 – 1.5
Youth: 1.5 - 3
Adult: 3 - 5
Mature Adult: 5- 10
Elder: 10 - Death

Significant Biological Characteristics:
Eyes and Ears
Since the Druu'giir reside deep withing the caverns and crevasses of the mountains they have lost their ability to see. New generations completely lack the orbital socket and have replaced traditional eyesight with a thin, hollow chamber that produces, amplifies and receives sound waves emitted from it. This highly efficient system acts as sonar, or echolocation, and allows the Druu'giir to see in more detail than normal by translating sound into image. This function varies to the individual and is not well documented. Older generations of mature adults can have eyes, and are seen in various transitional phases ranging from entire eyes, small beady eyes, to none at all. If eyes are present, the eyesight is naturally atrocious and barely worth being a function which it is believed to be the reason for the evolution.

The ears of this clan are medium length and pointed, averaging 6”-7” long and are a bleak reminder of their higher existence in history. They are especially sensitive and can pick up sounds from long distances, even able to discern true sound from echo and other alterations from the mountain. Again, a generational distinction can be seen throughout the Druu'giir whereas the younger have shortened ears due to the advanced melon they possess which requires less sensitive hearing.

If anything, the mouth of any Druu'giir could conjure nightmares in the bravest of souls. A gnashing assortment of ragged, broken and hand filed teeth that keenly resembles the mouth of a shark. They have several layers of reserve teeth that will fall down into place when one is lost or broken and they protrude from their black or gray gums. Because the teeth have grown so high up in the gums, the racial 'venom' sac has been lost and so their potent secretions taint their saliva instead along with the anti coagulant properties it already has. This makes the bite of a Druu'giir almost always fatal due to rapid blood loss or infection which will slowly turn the victim, or kill them, depending on how strong they are. This clan, along with two relative clans, have a 'lock jaw' mechanism that once a bite has occurred, the Druu'giir are nearly impossible to dislodge aside from brute force or death. There is no anti-venom for this or any other of the Vlos Lodias, nor potion, that can reverse or halt the transition or spread of infection once it has started.

Druu'giir blood is deep red, nearly black in color and has a thick viscosity from the high elevations. Out of the Vlos Lodias, this clan has the most oxygen enriched blood and this allows them to survive in the thinner air. As useful as this is, it's not without its drawbacks as the Druu'giir need to feed much more often to keep their blood fresh and circulating. The denseness of the blood makes it prone to clotting and thickening further so a constant supply of thinner blood keeps it flowing. As all Vlos Lodias are dependent on blood for their survival, they are also at the mercy of its effects on the body. When deprived, the Druu'giir are highly susceptible to withdrawal like symptoms. Fatigue, hunger, anger etc. The toll begins physically, making the body ache and hurt as well as drying of the esophagus and mouth. As the physical effects drain the body, the mental effects begin to take hold making the individual more agitated, violent and unpredictable. A state of hunger turns to a furious need to obtain sustenance. Only blood can quench this desire and return the individual to a relatively normal state. The blood of the Druu'giir does not hold any pharmaceutical properties nor is it used for any rituals, or concoctions.

Contrary to common knowledge, the skin of this clan is remarkably fragile and thin on their undersides and is extremely vulnerable to damage. It can almost have a translucent quality in some areas but is typically lighter in color that the skin in exposed regions. Here, it is thick and leathery in texture creating a type of plated armor system, or even scales. It can develop bumps and pocks as well as retain simple forms of mosses, even develop seasonal changes where it can lighten and darken given the season. However, the skin on the fingertips and toes is most intriguing as instead of finger prints as one would expect, the digits have fine grooves that harbor microscopic hairs that form a suction when pressed to a solid object. How this came to pass is not well known but it does give the Druu'giir an unimaginable advantage over the other Vlos Lodias as they can scale walls vertically and upside down if need be. They have no nails as they would interfere with this function and it is believed that this is why they almost always have black hands and feet.

Nervous System  and Musculature
Druu'giir have similar muscle mass and structure to humanoids aside from the excess muscles in the abdomen that replace the organs. The increased oxygen in the blood boosts the recovery time and makes their physical strength and stamina almost limitless. As far as the nervous system is concerned, it is far more responsive than regular humanoids taking only 1/8 to 1/16th the amount of time to react, respond or heal to any thing.

Bones and Organs
On a skeletal level, the Vlos Lodias, including the Druu'giir clan, are much the same as humans aside from a few distinct differences. The most pronounced is an elongated and thickened rib cage that completely encapsulates the the vital organs. The sternum essentially is in two parts; one for the original 'human' rib cage and a second for the Vlos Lodian rib cage to connect them together and to the spine. Bones are harder and denser than humans and less prone to damage aside from the juncture between the sternums which is a universal weakness. A feature of the Druu'giir is that their cranium is smaller to allow for the melon like sac to rest safely. They also have elongated limbs and digits for climbing.

Organ wise, the Vlos Lodias are all the same. Larger lungs and hearts coupled with the absence of bowels, being the intestinal tract and bladder. This is from the stomach which has developed into a super organ that can dissolve and pull nutrients at nearly 100% efficiency eliminating the need for waste.

Out of the Vlos Lodias, the Druu'giir are the weakest when it comes to the mind simply because of the cranium, which has shrunk to accommodate the melon like addition. They are primitive in nature and are easily manipulated by higher functioned creatures or peoples and also submit quickly to strong displays of dominance or force. The Druu'giir have three basic instincts; feed, fight, or flight and they are supremely cautious of their surroundings. If given the choice most will flee danger before putting themselves in harms way. Their instinct to feed it the strongest of all their basic needs but the will to survive can and will trump it if absolutely necessary. A unique feature of this clan is that they have a hive mind function and they will commune sporadically by the will of the Alpha to breed. This occurrence is only known through the hive mind and cannot be readily tracked by outsiders as it can change rapidly in date and location. The Alpha can be compared to a queen bee and when in proximity to it, the lower individuals frenzy to breed with it, and each other and become prone to swarming type behaviours. However, as the Alpha can provide collective strength, it can also be a debilitating weakness if it taken control of by a stronger mind. This can effectively make the Druu'giir an army of violent and unpredictable soldiers.

Copulation does not happen often within the clan from the severe level of seclusion and self independence. Only once a year does this clan group together in a type of swarm to procreate and further the gene pool, however inbreeding can occur since the feral nature doesn't allow the Druu'giir to clearly identify those of their own bloodline. Mating is a first come, first serve basis and is rather aggressive in nature, which causes fatalities in rare instances and barely lasts further than ejaculation. Impregnation is equally hit or miss and gestation is rather short, only lasting about 3-5 months. A Druu'giir infant is nearly half grown by birth and this enormous growth rate can cause damage to the carrying female, even cause death. Maternal and paternal instinct is not strong within this clan and most infant Druu'giir are left to their own devices by the age of two or three and are capable of breeding by six years for males and four to five years for females.

Culture and Lifestyle:

The Druu'giir have little to no societal or communal aspects of their culture. Despite once belonging to the strongly united Vlos Lodias, in which they served as the scouting, trapping and surveillance, it has all but dissolved. It is believed that their ancestral duties are the reason they chose such a reclusive area to inhabit. In the lower hills of  the mountains there can be found the remains of communal living in the rubble outlines of small houses and settlements but these were forsaken for the allure of the caverns and caves that naturally occurred on the mountain which only increased their seclusion from each other. Living in such a way as this, their familial bonds also began to degrade and the Druu'giir grew overly territorial of their homes even against other family members. Since this clan has essentially grown feral over the centuries, all written and oral records have been lost.

Historically being trappers and scouts, the Druu'giir often lure their prey, animals and humans alike, into their caverns by imitating the screeches and howls of lost or injured comrades. Once inside, the prey seeks out to rescue their comrade and soon becomes ensnared in a labyrinth of passage ways and tunnels. With no hope of escape, the prey becomes frantic and initiates the hunting instinct in the Druu'giir with the rise of fear based hormones and adrenaline and they are dispatched violently and efficiently. A unique feature of this clan is that they do not only feed upon the blood, but the flesh as well and carcasses are usually kept in specific locales either as displays of the cavern dwellers aggressiveness or status or for use later to eat when fresh kill is much more difficult to procure.

Druu'giir are surprisingly efficient feeders, not wasting a single ounce of nourishment, despite their abysmal hunting methods. When they have a victim, they will drag them deeper into their lair because only in complete safety will they actually feed. This is due to the fact of they become completely unresponsive to outside stimuli and will not stop until finished. As seen above, the remains are kept for later usage.

Being part of the Vlos Lodias, the Druu'giir used to worship the old gods and goddesses of the elements;  fire, water, earth, air and spirit. However since their curse was invoked by a god, the majority of the Vlos Lodias have forsaken them entirely, though some still cling to old traditions. As they evolved and slowly lost the ability to vocalize themselves, the Druu'giir do not worship anything anymore, nor take part in any type of communal religious activity nor keep any type of shrines to the old deities.

This particular clan, out of the three, has the least developed communication ability due to having a telekinetic connection to other members. Their physiology would not allow for any normally functioning ability to speak either as their mouths are small, and full of jagged teeth which are meant for eating, not talking. On the telekinetic side, the level of communication is not so much verbal as it is visual. Often sending flashes of regions or things to each other as a way of revealing location or resources. Mature generations may include short, broken words or sentences but younger generations would not understand.


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