Equos
Highly Magical - (Generic Species)
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Lore
What are Equos?
One of the more elusive species, perhaps due to them being a rare kind with 6 limbs. They stick to their own unless it benefits them and may look down on lesser, two-legged species, despite being able to shift to such a form themselves. Outside of their own, Equos are often not viewed fondly thanks to their arrogance. Some even go as far as using them as a work force, taking advantage of their intellect and strong bodies. In turn, some Equos take pleasure in torturing the hooveless. They generally come in horse-form (Horseling), but rarely they take on deer form as well (Deerling). Below, you will find the common subtypes of Equos!
Bracing the Elements
An equos subtype corresponds with an element: Air for the aeria, fire for the ignis, water for the aqua and earth for the terra. The mysterious Infernalis seem to be dark aligned, but often present a mix of the existing subtypes. For some Equos, their element is something to be reverred. They are capable of learning how to bend them to their will, but this inate talent is related to their blood: An equos ignis will be able to learn how to manipulate fire, but can never rule over the waters. Their magic is not uncommon and very ingrained in society. Taking flight, for example, is part of air magic that almost every aeria learns!
Knights and Honor
Within Velarune, amongst equos, the title of knight is one that most strive towards aquiring. Although it originated from equos only, nowadays any species is capable of earing it - given they fulfill the requirements for it. What is seen asknightly varies greatly, and is usually decided by the elusive leaders of each area:
- Aeria: Joining the ranks of the Aeria guard, even if shortly. Accompanying them on missions and make an impact by lending them strength and support. If one manages to catch an eye of a higher ranking official, they may be granted the title.
- Aqua: Only the best Equos Aqua can reach the deepsea ruins. The way there is pitch black, full of potentially dangerous plants and wildlife, and so deep that the pressure is nearly unbearable. If someone brings back a keepsake from the deepsea ruins, they will be granted the title.
- Ignis: Their element is fire, and so one should be able to handle fire in many ways to earn the title. For this, one must learn how to dance, fight with, or endure flames. Either of these will grant the title.
- Terra: As the most grounded of all, the Terra want to figure out if one is capable of surviving alone off of nature. They will award the title to anyone that survives in the forests for seven days, without relying on outside help.
Features
All equos have the following features:
- Hooved feet (deer or horse like)
- thicc fur reaches up to mid-thigh (except for aqua/some infernalis)
- Horse or deer like ears
- at the top of their head
- can slightly vary in shape (rounder, bigger, more pointed..)
- no human ears
- a deer or horse like taur form
- a tail (subtype dependant, please check below!)
- Horseling tails are long! Horse like (Terra/Aeria), lion like (Ignis), fish like (Aqua)
- Deerling tails tend to be short! Deer like (Terra/Aeria), short lion like (Ignis), stubby/short fish like (Aqua)
- For Infernalis this is not strict as they are messed up as is
- human eyes with a white sclera
- exception: Equos Infernalis, they can have colored sclera / missing pupil / iris
Depending on their subtype, they have additional other features as seen below!
Subtypes
Aqua (Equos Subtype)
The water-based Equos Aqua are masters at swimming and their gills allow them to breathe underwater.
- no wings
- no fur
- no horns
- back and tail fins
- gills
- may have scales
- human skin tones or grey tones
- scales/markings can be any color, markings not highly detailed unless they are tattoos
Infernalis (Equos Subtype)
The nether-based Equos Infernalis are not a natural thing. As such they are often a weird mix of features. A common Equos Infernalis would sport the following features:
- horns or no horns
- feathered or bat wings
- furry or smooth legs
- tail of any subtype, or a thin demon tail.
- skin can be any color even vibrant ones
- fur/markings can be any color, markings not highly detailed unless they are tattoos
MYO Slots
Category: MYO
Uses: Equos MYO
A bright horse figure that shines like a pearl in the sun. There seems to be some magic lingering around it.
This item, upon usage, will grant you an Equos MYO slot of any subtype except Infernalis, with all common traits!
Stocks at:
Category: MYO
Uses: Equos MYO
A dark horse figurine. It emits something...bad, sending shivers down your spine.
This item, upon usage, will grant you an Equos MYO slot of the Infernalis subtype, with all common traits!
Stocks at:
Traits
Headless (Rare) Masterlist Examples
Some Equos have lost their heads..literally. Thanks to their magic, this is not lethal, albeit a bit cumbersome at times. Their head is connected to their body via a string of strong magic that is very hard to break. Breaking this bond would lead to the demise of the Equos, same as losing a head would to any Equos without this special trait. Excessive gore/blood is NOT allowed for this trait.
Multi-legged (Extraordinary) Masterlist Examples
Although more easily visible in their taur form, some equos have six to eight legs. This also results in slightly altered hooves/legs when turning into a humanoid.
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).
Transformations
Horseling Masterlist Examples
The original form of an Equos! Any Equos has the ability to shift into taur form, if they choose to. This more common form resembles a horse. At minimum it is also the size of a horse and can comfortably give you a ride. But some Equos, especially the Infernalis, can grow way past that size! Regardless of the subtype, horseling will always have a long tail and a horse like body.
Deerling Masterlist Examples
Some Equos take the form of smaller, deer like creatures! This form is usually smaller than the Horselings, but way more nimble. It may still be big enough to ride. They are generally much better climbers and jumpers, giving them the edge in difficult terrain, but lack the stamina and strength of Horselings. Regardless of their subtype, a deerling will always have a short stumpy tail and a deer like lower body.