legendary is the term used for various creatures of myth and legend. legendary creatures will require much research and any legendary creature is available for play. there are a few, listed below, that we've had in abundance before and are more than welcome to be played. we implore you to do your research, you can find a huge list of legendary creatures HERE
. you are more than welcome to put your own spin on a legendary creature and, should they be a creature that consisted of more than one (ie: harpies), you are allowed to set the standard for the legend as it appears here. gods, goddesses, and demi-gods/goddesses
are not allowed, neither are dopplegangers
. legendary creatures cannot be turned by vampires or shifters and, in very rare instances, they can be reborn as valkyrie or angels. DO REMEMBER
that various cultures that these legends originate in do not exist here. you will have to edit accordingly and you can decide which other species created said legend, or popularized it.
for things that have an animal form, they can shift into that form. griffins, for example, can shift into a creature with the torso of a feline and head of an bird, but also have a human form. this goes for any legendary with an animal form. like ancients, legendaries do not get a familiar. as well, legendaries cannot be halflings. if one parent is a legendary, either the children will be a legendary or the species of the other parent. if you want to bend the rules of a certain legendary, i suggest you run it by an admin first. unicorn lore written by dot, minotaur lore written by christine.
griffins hail mainly from north ocoris or zion, around the faerie and elven territories, and are notable pack animals. because they live so far from water, most griffins do not get the chance to learn how to swim. griffins live in harmony with nature, but they are not always a peaceful group. they are lead by an alpha male and female and are not always a mated pair, at that. when it comes time for an alpha to step down, a battle will be held in order to choose the next alpha (this applies to both male and females). griffins are half feline, half bird (bottom half feline, top half bird) and can be any feline/bird combination. griffins don't often venture out of their comfort zones very often, but scouts and hunters are typically the first candidates for scoping out the other areas. griffins can live for up to 30,000 years, and upon their deaths, griffins are buried to given back to the land they so love, nourishing their forests. griffin's powers vary greatly but are always elemental based. they a language of their own but it consists of bird whistles, chirps, screeches, and feline sounds but no name. their pack dynamics are very similar to shifter dynamics.
ghosts and spirits can travel to an alternate realm where they exist more freely. there isn't much of a difference in this realm, save for numerous 'ghost towns' that are freely populated by spirits. so, when you see a 'ghost town', you can rest assured that, in their realm, it looks much different and is fully populated. ghosts will live the same way they did when they were alive and they are able to pass between their realm and the realm of the living freely, if they have the energy. being in the spirit realm is like watching the 'real' realm through a mirror. if you are a medium or psychic, you can freely travel into the spirit realm, but you cannot stay there long, lest you run the risk of being unable to get back. there is no government in this realm because there's really no need. ghosts and spirits can gather energy needed to have a corporeal form, but it takes a lot of energy, usually drained from other people or mechanical equipment. it depends on which type of spirit you are, of course, because malevolent spirits have an easier time gathering energy. they can interact with others but often can't be seen or touch the living.
minotaurs originated in what is now known as 'ruins', taking the form of a bull-headed monster. the legend of the minotaur being part of a labyrinth is actually true, but it was due to sorcerers keeping them as slaves, brainwashing and turning them into the beasts they became known for. a group of minotaurs, after freeing themselves from under sorcerer rule, remained in the ruins of rose while others went out and explored the world, and those that remained built up their own society. fairly secluded, the minotaurs took over the ruins of rose, built right around dahlia lake. they grew to be craftsmen, soldiers, and religious figures in their society, and a religion was created centered around those three things called the trópos. minotaurs are raised in a 'spartan-like' family unit, wherein the mother is the real defining influence on the children. while the father is around, minotaurs hold women in very high regards, and if a women dies in childbirth she is given the highest of honors, and heralded a hero.
minotaurs do not associate sex with love very often and they are often very sexually promiscuous because of it; sex for love is possible, but not given the same type of stigma in their society. minotaurs also hold dragons sacred, partially because they see not only physical similarities, but social ones as well. minotaurs would use cultivated dragon blood as a ritualistic drink that all of the religious hopefuls would need to drink before being accepted into the priesthood. they also see a kinship in the way dragons have been treated throughout history. minotaurs have powers in the realm of physical feats and strength. they can not do anything elementally related. they have come to terms with the fact that sorcerers exist, but anyone with the gift of spellcasting is usually a bit more of an anomaly to them and something to be feared. some minotaurs believe that those with the power of spellcasting are using dark magic and should be treated as lesser beings due to a bad history of being used by them. all minotaurs that are made should be people of color. minotaurs can live for hundreds of thousands of years and are always buried and mourned.
in early legend, foxes appear frequently and in various ancient cultures, the fox was something to be revered or reviled. according to lore, a fox is a yōkai--a phantom--with the ability to shapeshift at will and employ this shapeshifting to trick others. the tricksters of ancient folklore, a kitsune can be either benevolent or malicious. the true test of nature comes when the kitsune is born, whether its first breaths of life are done with curiosity and wonder, or if they crack a smile; a devious grin that splits their face in two. those are the kistune that are known to possess others. to enter through the mouths or eyes, dig their way into a person's soul, and suck them dry until they are naught but a husk, and move along. those kitsune are reviled by the world around them and they give other kitsune a bad name. the benevolent kitsune live their lives amongst others in peace, sometimes with tricks up their sleeves (they've been known to be fast-talkers and swindlers), but with families, lovers, and friends. numerous in nature, the legend of the kitsune has existed in elion for centuries. jealousy of the humans, they say, is the reason why some kitsune turn to malevolence. boredom is the true reason.
born with only one tail, a second one develops after fifty years, the third comes on their hundredth birthday. by the time they receive their third tail, they are deemed an adult, no longer a teenager, and free to do as they please without being under the thumb of their elder's rule. kitsune culture is deeply rooted in pack mentality and in respect for your elders. you obey your parents, your sire and dame, until you are of age, and can form your own family unit. many kitsune stay with their original packs even long after they are of age. the older a kitsune grows, the more tails develop over time. it is only after spiritual, emotional, and intelligent growth (and usually some thousand years) before a kitsune will be granted all nine of its tails. most kistune never make it past five tails. only the oldest and wisest of kitsune will ever earn their nine tails, and those are often leaders of kitsune clans. powers in a kitsune vary, and all kitsune have that one, singular power that sets them apart from anyone else. natural kitsune powers include the ability to dreamwalk, steal the energy of others, manipulate fire or lightning, and apply illusions to the world around them. kitsune may only be red, silver, or cross in coloration, only the oldest and wisest alphas are white or gold.
elusive and mysterious creatures, today, unicorns are believed to have originated mainly from zion and potentially from the northernmost reaches of north ocoris. an ancient species of beauty, grace, and purity, they used to live in herds, like their horse cousins, but hunting has driven many into hiding among humans in their shifted forms, with few herds daring to remain in their natural state and what may remain of their homes. most were hunted for the healing properties of their blood, which runs silver in their natural state, and their horns. herds were typically lead by a mated lead mare and stallion, though unicorns did not chase off young stallions born into their herds as often as their cousins. today, most unicorns live among humans, often doing work in which they can help others or make use of their artistic and creative tendencies.
a unicorn appears much like a horse, with a single horn growing from its forehead, and almost always a variation of a cremello or light gray coat. however, as creatures of such a pure heart and so tied to their emotions, they are susceptible to a form of night sickness; contracted the same way as in angels, by spending too long in darkness or those of dark thoughts and nature, if a unicorn is kept in this state, their coat may begin to darken, fading to a dark gray, dappled gray, and, in more extended and extreme cases, possibly even black. while exposure to sunlight can assist in a unicorn's recovery, they will heal better and faster when surrounded again by those of love and compassion. their coat may fade back closer to their original colors or completely, or it may remain changed forever, depending on how long the unicorn was affected and their mental condition afterwards. in less extreme scenarios, they can simply be prone to times of depression, self-doubt, or conflict of self-identity when trying to balance others' emotions with their own. while they can be good judges of character, they must be careful, as they can also be incredibly trusting and look mostly for the best in someone while missing potentially dangerous flaws.
unicorn's horns can also vary in design and complexity. while it is a general rule that the older the unicorn, the longer, stronger, and more luminous its horn, some may have more curved horns, and their color may vary from a pearl-like shade to something like a blue-gray. these factors are believed to be buried in genetics alone, and therefore familial in nature. in darkness, a unicorn's horn tends to give off a soft, dazzling light.
all unicorns are capable of healing themselves and others through touch, though the more severe the injury, the more taxing it will be on the unicorn physically and mentally, and they are incapable of necromancy or bringing anyone back from the dead, and most will have some ability tied to emotions and compassion, such as empathy or telepathy. no documentation exists of their age, so many believe they are possibly immortal creatures, but it is, at least, possible for them to live many thousands of years.