1. Races

Elenire

Elenire are a mythical race of shapeshifters that draw their origins to the early age of Maradul before the arrival of Nothum. Other than their powerful and versatile abilities in shapeshifting, elenires all must abide by the rules of Favor of the Hunt, a peculiar ability that their powers are said to stem from. These rules, succinctly, require that any elenire must offer a favor to any of those who catch them. While it is difficult to spot an elenire, when alterted or startle, most elenire will extend a pair of rectangular antennae from their heads, which in addition to being a telltale sign of their true nature, allows them to sense predators and even communicate with one another. It is told, often by elenires themselves, that the creation of their species was a joint effort between both Keiva and Sevantus, a peculiarly uncharacteristic venture for the latter.

Biology

Elenire are a sexless species, though many tend to settle into preferred gender identities. Elenire do not appear to mate in any capacity outside of pleasure, and do not produce elenire offspring; other species that mate with a shifted elenire will produce children of their own species. Elenire do not seem to die of old age, but can be killed. It is said that there are always a consistent number of elenires in the world, and that when one is removed, another is created in that instant to take its place.

Elenire do not seem to have a "base" form, and are always shifted into the form of another species; however, all elenire have a pair of rectangular antennae that will manifest upon the head, or closest approximation of a head, of their chosen form. These antennae are generally folded downwards into their skin and are almost completely imperceptible when not in use, but will stand straight upwards when in use, generally appearing red, green, or most commonly, blue.

Abilities

Shapeshifting

Elenire are powerful shapeshifters and can take on a multitude of forms and sizes. The limits of this ability are based on both the physical size and skills of an elenire; larger elenire with more "raw material" to work with tend to have an easier time stretching their mass into larger beasts, while smaller specimens find an easier time compressing their physicality into tiny creatures. While shifted into a form, an elenire will gain access to its physical characteristics, and will be bound by its particular constraints. For example, shifting into a creature that requires air to survive would mean that the elenire would also require air.

Sensory Antennae

All elenire are equipped with oblong, angular antennae they can fold into the sides of their head when not in use. When they are startled or alert, the antennae will "flick" upwards. Most antennae are blue in hue, though an elenire currently being hunted has green antennae, and those that have just finished a hunt are red. These antennae are highly useful to elenire, allowing them to sense their surroundings without reliance on their current form.

Unique Ability

Each elenire is afforded a unique ability, though they often come with a variety of rules and stipulations. An example of this is the "Leap" ability utilized by the elenire Kyther; in order to use the ability, the elenire must first snap their fingers. Any time after, the elenire may jump to a location exactly 50 feet away, a feat that takes 6 seconds to accomplish. However, if the elenire does not jump after snapping, the distance and speed is cumulatively doubled for each 6 seconds that pass until they jump.

Favor of the Hunt

All elenire are bound to a set of rules generally known as the Favor of the Hunt, adherence to which gives the species their unique abilities. The basic gist of the "game" is to catch the elenire in some manner, though both parties must follow the exact rules detailed below; the Hunter refers to the person hunting the elenire, and the elenire is the Prey.

  1. The Hunter must make themselves know to the Prey by audibly declaring their intention to hunt them within earshot
  2. The Prey may not avoid a Hunt if it has been 20 days since the last Hunt
  3. The Prey must make their best effort to escape the Hunter
  4. In order to be considered caught, the Prey must be kept in place by the Hunter for 10 seconds
  5. The Prey must be caught by some intention of the Hunter; if caught by chance, the Hunt ends
  6. If the Hunter dies, the Hunt ends
  7. If the Prey dies, the Hunt ends
  8. If the Prey evades capture for 3 days, the Hunt ends
  9. If the Hunter catches the Prey, the Prey must provide one favor to the Hunter
  10. The Prey must make their best effort to fulfill the favor, but may abandon the task if they cannot achieve it within 20 days

The favor recieved by the Hunter should not be compared to a wish; elenire are not capable of suddenly generating wealth or acquiring fame, for example. All favors must be achieved through the hard work and dedication of the Prey, and they will use any tools at their disposal to get a task done. To this end, not all elenire are equally capable; lazier and easier to catch elenire tend to be less able to fulfill grander tasks than their harder working cousins.

Some examples of favors that have been fulfilled in the past:

  • Generate 10,000 curicans (currency of the Dominion of Stalli)
  • Acquire the Hunter a date to the prince of Delthar's ball
  • Build a fortress for the Hunter
  • Clean out the royal stables of Rotherlund
  • Slay Kilcannir, the 20-headed great serpent
  • Assassinate Duke Ferborath
  • Surpass the Trial of 22 Stones
  • Model a selection of dresses
  • Spit into a glass vial
  • Till a 20-acre field
  • Rig the tounament of Orsamundi in the Hunter's favor

It is said that if an elenire breaks any rules of the Hunt, they will be forever trapped in their current form, and will be unable to use any of their other abilities until their death.