Arma Caeli
Highly Magical - (Original Species)
If you have any questions, do not be shy and feel free to inquire on discord!
Lore
What are Arma caeli?
The Arma Caeli are a race of mostly warriors living high up in the sky. It is rumoured they are the original inhabitants of the reflection, but there is currently no solid proof of that available. The Arma Caeli have since eons prided themselves on conquering newer realms and are feared as a result. Their name more acurately describes the special armor they wear and honor, so much so that they use it to refer to their species itself. These beings primarily rely on a power called Vis that they are all born with. Vis is akin to an electric current running through their bodies, one they can shape and bend to their will as they get older. Vis is also the magnetic force that allows them to wear their armor directly on their skin, to fly, and to command their weapons. It seems to protect them naturally while inside the reflection. It is highly rare to ever meet a warrior Arma Caeli without their precious armor, and if it happens, it is a sign of great trust.
Base Form
In their base form, Arma Caeli are bipedal humanoids with clawed feet. Each feet has two claws at all times. Their ears are pointy and they posses horns. These horns can take many different shapes. Their halo signifies their Vis, and may manifest in many forms as well. A weak halo might be sign of an illness. Their eyes glow fainlty and may or may not posses a pupil and iris. Their coloration and patterns can vary from simple to very unqiue. Enery lines or Vis lines are usually visible somewhere on their body. Additionally, a lot of Arma Caeli choose to augment their abilities with technology, making artificial body parts a possibility.
ARMORED Form
The warriors among them will hardly ever be seen without their armor, as it is their pride and joy. The same goes for their weapons. But even though all Arma Caeli have the ability to wear armor on their bodies, not all of them choose to do it. Some have fashioned it to look more simple. Others go as far as wearing regular clothes. Although the armor of each individual evolves in its own way, they all go through three basic stages, although some never manage to upgrade. The Primary stage consists of only small appendages near the shoulders. Once it turns Illustrous, these will gain more detail. Finally, upon reaching the seraphic stage, new appendages on the lower back spawn.
Hierarchy
Arma Caeli live within a strict hierarchy. Simply put, the strong are revered, and there are certain bloodlines that have stayed on the top for centuries. Other than a common family name, in warriors, the length of ones hair can signify the prowess as a fighter - it is common for their hair to be cut upon a lost fight, as a sort of trophy. You can check out the hierarchy in detail here!
Lady of Day and Dawn & Lord of Night and Dusk
The two current highest ranking Arma Caeli. As such, often very overworked, and they take turns commanding. Like Day and Night, they depend on each other, only really being able to rest when their counterpart is awake. It was decided in order to keep the peace, there should be a representative of both day and night cycle at the same rank present.
Commander's of the Day, Dawn, Night and Dusk
These four will take over if something were to happen to their higher ups. Their identities are currently unknown
Champions
There are Arma Caeli which take up these spots as exceptional people.
Guardians
An unlimited number, and the highest rank a regular Arma Caeli can feasably reach.
Soldier
Soldiers who fight and protect under the command of a Guardian or higher individual.
Citizen
Those who prefer to not join the strict hierarchy and stay unranked.
Cycles and bloodlines
All Arma Caeli fall into one of four main Bloodlines, which you can generally tell by their main body color. These bloodlines fall into two cycles: the day cycle (day and dawn) and the night cycle (night and dusk). They tend to be proud of their legacy, and there is a certain rivalry between day and nightcycle Arma Caeli.
The main colors of their bloodline must take up at least 2/3 of the body, whereas markings and details of a color outside of their bloodline may only take up to 1/3 - for a split closer to 50/50, you may want to look into hybrids!
Features
Commonly, all Arma Caeli have:
- some kind of horns
- a colored sclera (that may miss iris and or pupil entirely)
- a star like gemstone somewhere (serving as their core)
- 2 toes with 2 claws
- their "halo" of Vis
- a primary stage armor
- main body color that fits into one of the bloodlines above
- The main colors of their bloodline must take up at least 2/3 of the body, whereas markings and details of a color outside of their bloodline may only take up to 1/3 - for a split closer to 50/50, you may want to look into hybrids!
- no fur / smooth body
Subtypes
Nightblood (Arma Caeli Subtype)
Arma Caeli born to the night, sporting mostly cool and dark colors.
Duskblood (Arma Caeli Subtype)
Arma Caeli born to the dusk, sporting mostly warm and dark colors.
Dayblood (Arma Caeli Subtype)
Arma Caeli born to the day, sporting mostly cool and light colors.
Dawnblood (Arma Caeli Subtype)
Arma Caeli born to the dawn, sporting mostly warm and light colors.
MYO Slots
Category: MYO
Uses: Arma Caeli MYO
A mark owned by those Arma Caeli born to the night cycle.
This item, upon usage, will grant you a Nightcycle Arma Caeli MYO slot with all common traits! This includes the night or dusk bloodline.
Stocks at:
Category: MYO
Uses: Arma Caeli MYO
A mark owned by those Arma Caeli born to the day cycle.
This item, upon usage, will grant you a Daycyle Arma Caeli MYO slot with all common traits!
Stocks at:
Traits
Illustrious (Uncommon) Masterlist Examples
For those Arma Caeli that have risen to the Illustrous stage. Recongizable by the detailed , multi-part upper back/wing armor pieces and no lower back/tail pieces.
Seraphic (Rare) Masterlist Examples
For Arma Caeli that have reached the highest stage armor, Seraphic. Recongizable by the detailed , multi-part upper back/wing armor pieces and the additional back/tail pieces.
Fluffy (Rare) Masterlist Examples
Season: Winter
Individuals that inhabit cold climates may grow thicker and longer fur to keep warm. This fur may grow in areas that a species usually does not grow fur in, or just heavily amplify existing fur.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
NOTE: If a species naturally has some longer tufts of fur in an area, such as near the hooves of faun or equos, the fluffy trait is not needed.
Floral (Rare) Masterlist Examples
Season: Spring
Plant like growths on their bodies and a very in depth relationship with nature, these beings are quite the sight. This can range from sprouting flowers to having whole limbs made off of wood or plant matter. These parts may be disconnected or partly floating thanks to magical spells. There may also be floating flowers or petals around them.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
On Fire (Rare) Masterlist Examples
Fire/Lava like flames being summoned around their body. Better be cautious around these folks! This can range from candle like flames around them to entire limbs cloaked in flame. These parts may be disconnected or partly floating wisps of fire. Smoke is not covered by this trait, only flames. These Flames may glow like real fire.
Thunderstruck (Rare) Masterlist Examples
Sparks/Lightning around the individual. Shocking! It only gathers around the body / can be discharged from the body.
Smoke Cloaked (Rare) Masterlist Examples
Smoke, gas or mist gathering around the individual. These individuals often wear a mask that filter the potentially harmful bits of their smoke. The smoke can be cloud-like or wispy in form and may be semi-translucent.
Goopy (Rare) Masterlist Examples
Season: Summer
(ex. melting) The heat caused some of the features of these individuals to melt, or to turn into a type of wax or goo. Affected features may be deformed/have a pattern. It can affect parts such as horns & the body itself. This trait is not painful to the affected.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Mechanical (Rare) Masterlist Examples
Season: Autumn
Mechanical limbs and addons or decorations of all kinds, crafted and built by professionals for those who are more prone to science than magic. These can be made from any type of metal, with functioning joints. They cannot be translucent. These parts may also be disconnected or partly floating thanks to technology. The features of each species must be retained.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
NOTE: You don't need this trait to create prosthetics for your character. Mechanical only refers to highly sought after and technologically advanced robotic limbs that integrate with the body in a way that there is no notable difference between it and a regular limb, think fullmetal alchemist!
Zombiefied (Rare) Masterlist Examples
These individuals look like death incarnate. From their scarred, tinted skin to raw chunks of flesh, or with visible bones... Do you want you want your character to look like the walking dead? The individual cannot be a full on skeleton, rather, their flesh should be affected and some limbs may be replaced with bones! Other forms of decay may present depending on where the character lives: For aquatic beings, barnacles or dead coral (muted in color) may stick to them. For those on land, critters may wander around the decayed parts.
Spectral (Rare) Masterlist Examples
Season: Autumn
Some parts of these creatures seem to be dissolving into a spectral mass. The body part must visibly turn into spectral matter/fizzle out. These parts may be disconnected or partly floating. Spectral whisps may also float around the character.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Translucent (Rare) Masterlist Examples
Season: Autumn
Part of these individuals body have mysteriously turned translucent. This allows for any sort of translucent limbs, which may have visible bones or simply appear empty. Gore/Organs are not allowed!
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Crystallized (Rare) Masterlist Examples
Season: Winter
It's not quite clear how, but some individuals have developed crystallized features. This may affect horns/hooves/claws, or a whole limb. These parts may be disconnected or partly floating thanks to magical spells. It may also cause an icy / snowflake aura around the character, or floating crystals.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Plushified (Rare) Masterlist Examples
Season: Winter
Parts of these beings have turned into plush. How curious. This allows for the addition of plush patches, stitches or plush limbs made of fabric to a character. It also allows for yarn in place of strands of hair!
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Bioluminiscent (Rare) Masterlist Examples
Season: Spring
It's not quite clear how, but some individuals have developed glowing, bioluminicent body parts. This may affect horns/hooves/claws, markings or scales as well.
An Aura Trait only affects the characters surroundings, and cannot turn a limb into a different material!
NOTE: This trait is not needed for species that naturally glow such as Arma Caeli. You may add glow to things that naturally glow without needing this trait.
Earthen (Rare) Masterlist Examples
Season: Spring
These creatures have body parts made out of stone, clay or earth. These parts may be disconnected or partly floating thanks to magical spells. It can also simply cause floating stones or pieces around the character.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Watery (Rare) Masterlist Examples
Season: Summer
Water magic seems to affect bits of these characters body, turning them liquid. These parts may be disconnected or partly floating ripples of water. There may also be bubbles floating around the character.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Sparkling (Rare) Masterlist Examples
Season: Spring
These individuals shine so bright that they emanate sparkles or stars that surround them like an aura. The sparkles can be any shape or color.
An Aura Trait only affects the characters surroundings, and cannot turn a limb into a different material!
NOTE: You are free to add sparkle/shine to any artwork as a stylistical feature, this only concerns a very extreme sparkle effect that would be noticable in their world, and has taken on an almsot tangible form (similar to snowflakes floating).
Fungal (Rare) Masterlist Examples
Season: Autumn
Mushrooms have formed on the body of these creatures, either turning their limb into mushroom like material or sprouting mushrooms. This can cover any type of mushroom, and you may also add a bit of wood if they are reliant on growing on such.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).