Category:Vyr'omnai

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Contents

"Prime of the Vyr"

The Vyr'omnai are denizens of one of the thousands of shadow realms in existance, called the "Vyr" by its denizens. There are many speices that dwell in the Vyr, but only four have attained sentience enough to group together in expansive settlements. Most common to be encountered in a realm other than the Vyr, the Vyr'omnai are the most powerful in the sense of military might, and prosperous economy. Being the first of the people to forge their equipment from the naturally created "Void Steel" they are able to forge items with a protectiveness or edge of impervium, with an added effect of shadows infecting the wound and causing even a small knick to feel as if a major blow had been launched. Torture and pain are a passtime for the assassins and warlocks in Vyr'omnian culture, they do anything to cause their enemies to cry, beg, and plead for their lives, naturally such members of the species are generally thought of as deviants, but they are also the most skilled in their arts.

Social Aspects:

The lesser known aspects of the Vyr'omnai are the very fine-lined details that permeate each and every aspect of their lives. Be it simply their name and caste, or their loyalties to the queen it is all dictated simply by how their society is ran and how the people themselves follow the rules. These aspects known simply as their groupings are very hard to understand at first.

Castes

The Vyr'omnai are split into a very strict caste system. Very few are ever noted to ascend from their rank unless by marriage or by recieving a noble title from the queen.

The various names of the Vyr'omnai can deeply confuse many people, the biggest difference between Vyr'omnian names and over-world ones are the way the three names are presented. It is Personal Name, Occupational Name, Clan Name

The Middle Names Correspond to the job the Omnian was assigned upon their reaching maturity and for non-nobility consist of only three or less letters


Cor: Soldier, Non-officer Rank

Sha: Assassin

Vi: Warlock

Mah: Scout


The elite and noble castes have names that normally consist of Three or more letters.


Corrh: General

Corrhan: Elite Guard of the Queen

Shaa: Assassin Sect Leader

Shav: Elite Assassin

Shar: Personal Assassin to the Queen

Via: Elite Warlock

Vis: Royal Warlock

Vir: Grand Warlock of the Queen

Maha: Scout Leader

Mahaan: Scout Commander

Mahaach: Personal Scout to the Queen

Allignment

Vyr'omnai may be Hero, Vigilante, Villain, or Rogue. Depends on each individual personality. It is to be noted that Praetorian Vyr'omnai exist too, it is just a matter of where they emerge when they land/are exiled/are sent/are summoned.

Leadership

The Vyr'omnai are a matriarchy, generally all women have higher status than men. However it has been noted that most men tend to be as/more powerful than their female counterparts, it is simply who is ruling the throne that holds the most power. Females can order a male around but it is dependant on his personality on whether he will listen or not in the normal planes. Also to be noted is most Vyr'omnai still find themselves at least minorly loyal to their people and their queen, however some are completely berift of any form of loyalty to their own people.

Religion

The Vyr'omnai follow the church of High Shadows, which if you were to ask one of them they would have their own personal take on the religion, but for the most part the religion is based on what most other species would call Fate. There are plenty of Aetheists and even Demon Worshippers in the Vyr'omnian society.

Psychological Aspects:

There are standard issues with all Vyr dwellers, and amongst them are even bigger problems stemming from the including of the "surface worlds." Some of these are standardly developed lack of compassion and love. However it is needed to delve deeper into the psyche to find out what it would be like to shatter their "Fourth Wall" and introduce them to the harsh and beautiful world of love, happiness, jealousy, and fear. These aspects are as follows.

Common Personality Issues

Due to the Vyr being an elemental plane of shadows, the Vyr'omnai may have a problem adapting to the light, or even the sensation of feeling other than pain. Due to the darkness engrained into the plane of the Vyr, the world does not allow any emotions other than negative or simply neutral, good emotions and happiness is unheard of unless partaking of a dark act, such as murder, or killing. Vyr'omnai feeling this way have to act as if emotions are new to them, even going so far as if upset to not understand what tears are.

Light Adaptation Problems: Must constantly be noted to be squinting in the light, if one chooses this they must try to keep their character in shadows and dark until they feel they have adapted to the light

Emotion Stunting: Must have a feel to them that the world is new and even harsh to them. Not understanding their emotions or desires is a big part of it. Must act confused when the first time happy, relaxed, calm, or in love.

Quick Attaching: Due to their emotional frailty at first, Vyr'omnai may become attached to beings quite easily. Example: A Vyr'omnai finds a puppy after its arrival to the world, it takes the puppy in and keeps him as their pet. If said puppy was harmed by someone, they would be hunted to the ends of the earth due to the Vyr'omnai having formed such a loyalty and attachment to said puppy.

Authority Issues: Feeling free from the weight of being a follower of the queen may cause a "Rogue" Vyr'omnai to permanantly have authority issues with anyone trying to order them around.

Psychopathic Tendencies: As with any people, the Vyr'omnai have their fair share of mentally unfit members.

Racial Proficiencies

Generally Vyr'omnai are a people of a shadow realm, so due to their world they are granted many gifts from the plane itself. Such as control of shadows, or even the souls of those taken by the overwhelming gloom that the Vyr itself permeates through the air. Magicians are gifted in many forms of magic, but most common are shadow, fire, ice, telekinesis, and poison

Dark: Generally colored however you want, but must be noted as proficient in said colored shadow.

Fire: Another type colored how you want it, but must be noted as a dabbler in fire magics.

Ice: Darker colors or if lighter must be explained to be merged with certain color shadows.

Telekinesis: Any color, preferably dark.

Poison: Darker colors, no ties in to shadow but must be of the darker colors of black, red, green, purple, blue, or yellow.

Physical Aspects

The last and most intricate part of a Vyr'omnai is the physical side. As varied as any species in the surface worlds several things are universal as detailed by the previous tabs. Some are paler than others, some darker, some fatter.... and skinnier.

Physique

A Vyr'omnai can look like anything when it comes to its armor and generalized design, but a few things stand out. Due to the queens orders Males must have their faces covered at all times unless in private company with their female. Females do not require face coverings, but however may have individual markings. Horns have sprouted after so many generations of living near the Fountain of High Shadows, causing them to have a un-earthly look. The Artisans of the Vyr enjoy making armor and weapons pratical yet beautiful to its wearer/weilder, so spikes and skulls are common. Spikes to give an added weapon, Skulls to add to enemy anxiety in combat. Similar to their horn mutations the Vyr'omnai may also have tails, only a few different types have ever been noted, but those few have been widely accepted as interesting. Born as they were the Vyr'omnai normally have large feathered wings, but due to stunted growth or even taint from the plane itself may cause the wings to be small or even made out of bone/bio-armor.

Head: Must have the mouth covered (Male), Horned (Any horns will do), Once auras are attained must have glowing eyes, in or out of combat.

Body: Must have a spiked look, the Vyr'omnai are a race of lethality even when it comes to their costume design, skulls and other symbols of death suggested

Tail: Either Demon, Cat, or Mutant tails, animated or not.

Wings: Valkyrie, Veteran Feathered, Tiny Feathered, or Bone and Bio-armor (Must be noted as a Vyr Tainted Vyr'omnai)

Pages in category "Vyr'omnai"

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