Heartcore: Races

There are three notable species within Heartcore.

Demons

Demons are easily the longest lived of the races. There are several types ranging from various beasts, monsters and fantastical creatures. Some have even ascended from the human race, often by forming dark pacts or engineering great misdeeds in their mortal lives. Most demons are attuned to magic, but it can vary from only knowing a few spells in one school of magic to knowing dozens of spells in several schools. They all have formidable strength, generally have high speed, and are incredibly durable. Their alignment is neutral at best and chaotic evil at worst.

Every demon has a muse, a specific thing they are largely attracted to and will often go out of their way to pursue. For example, Demon King Royce loves cuisine, Amethyst loves video entertainment, and Carval loves pyrotechnics. Another thing all demons have in common is a need to devour heartcores, and they prefer human ones in particular. They will weaken over time without them, but will utterly refuse to die. They can weaken to a point where they are unable to do anything but are forced to live on regardless. The only way to kill a demon is to remove their heartcore or total destruction of the head.

Demons are acutely aware of any and all lifeforms. As a result demons can suffer from sensory overload if they are around too many. This is why Asgar suits them so well - most flora and fauna cannot survive there.

Their reproductive habits are largely undocumented, since it happens so infrequently.

Political system:      Absolute Monarchy
Habitat:                  Asgar, Midgard
Average lifespan:    10,000+ years, can be considered immortal if they aren't destroyed.

Beastmen

Demi-humans that vary based on what beasts they're related to. Most of them largely resemble humans, with the only differences in skin, ears, and the addition of a tail. They can be attuned to magic, but it isn't commonplace. Beastmen have the least advanced technology and largely live off of the land. They are physically stronger than humans, and sometimes can even match a younger demon's strength. Their homeland of Nifelheim was ravaged by a war waged against them by demonkind. It is unknown how many beastmen are left, as the survivors are either in hiding or moved on to other realms.

Political system:      Constitutional Monarchy
Habitat:                  Nifelheim, Midgard
Average lifespan:    150 years.

Humans

Humans are as typical as you and me. They are not attuned to magic, are short lived, and have the most advanced technology - but it's out of necessity. They are very hardy individuals, and have thrived despite a catastrophe that occurred prior. Humans rely on ancient technology in order to survive the harsh atmosphere. Their cities are located in incredibly large bio domes. They can survive outside of the domes, but only for a short length of time. It is rumored that there are some regions of the world where humans would not require bio domes, but they are currently unknown.

They are the primary foodsource for demons. Humans are aware of the demon's presence and have formed a task force to attempt to combat the problem.

Political system:      Democracy
Habitat:                  Nifelheim (now extinct from the realm), Midgard
Average lifespan:    60 years.

Heartcore: Glossary

Heartcore

What demons refer to as a creature's heart. When a demon plucks a heart out, it takes the form of a large stunning gem. A demon uses these as their foodsource. They require them to increase their strength and will otherwise weaken without them. The more they eat, the stronger they become, which is largely why older demons tend to be the strongest. Heartcores are ripe shortly after a creature reaches sexual maturity, and thus young adults become the primary targets. Virgins are especially delicious, according to demons. They prefer the heartcores of humans above all else, but will scrape by with other heartcores if necessary. Demons can heal crippling injuries at a rapid rate by gorging on them.

The War of the Beastmen

A war that occurred 10 years prior to the start of the story. In this war, demonkind was vying for control over the land that separated them from their primary foodsource. The beastmen had tolerated the demons' dietary needs and aided them in passage through the land...but only with a strict quota in place. Demon King Royce decided that he had enough of this, and set out to gain control over them. A lot of beastmen were killed, and the rest either went into hiding or moved on to other realms. Royce managed to possess the body of the beastman king using a dark ritual and also kidnapped a newborn beastman named Lutz. This negates any need for the beastman's cooperation...for now.

Overfiend

Generals of Demon King Royce's court. These ranks were obtained based on their contributions in The War of the Beastman. In ranked order they are: Asmodai Radinov, Slade Chasme, Amethyst Lashiec, Emerald Jaeger, Goristro Austerlitz, and Carval Jarvoc.

Gatekeeper

The title assigned to the beastman Lutz, who aids demons in passage through Nifelheim. Demons can suffer a sensory overload due to the lush prolific land of Nifelheim, and although they may be able to eventually find their way...the chance is very slim. That's where Lutz comes in.

Heartcore: Spells

Magic in the world of Heartcore can be used by demons and beastmen.

Spells can be cast using the spell's name, incantations, gestures, or a combination of the three. Some lower-end spells may only require a simple gesture, and some higher-end spells may require a long incantation with precise movements ending in the spell name. The term 'spell name' can be replaced depending on which branch of magic is used. For dark magic: chaos words. For holy magic: holy words. For elemental magic: power words.

Particularly powerful magic users can speed up cast time for spells they are proficient at. Some can even bypass incantations and using the spell name! Sometimes this will effect it's power, range, or utility. This can usually be made up for by catching others by surprise or being in close range. Characters able to pull this off with particular spells will be noted with (*) next to their name.

Spells have eight schools:
fire, ice, lightning, nature, psychic, earth, dark, and holy.

Charisma Command
Known Casters: Asmodai (*)

An overwhelming power of persuasion engulfs the victim. The caster can influence their captives' actions and speech, but only for a limited time. The caster is required to be at close range, regardless of skill level.

Cruor Wrap
Known Casters: Royce (*), Lilium

A tentacle based attack that can pin down, strangle, and crush opponents. It is initially manipulated by the caster using blood - either their own, or blood already on the battlefield. It becomes a medium for the tentacles, which have roughly a 20 foot range from the blood source.

Devil Drive
Known Casters: Amethyst

A powerful amalgamation of dark magic and fire magic. It is the spell equal to Fel Overdrive. It calls upon the power of two demonlords and can assault both mind and body. If the spell doesn't connect with an organism, it loses half of it's effectiveness and only the fire portion of the spell causes any area of effect. This is still fairly destructive, however.

The spell is named after two things: First, the old saying of "Needs must when the devil drives." which means that when you are desperate, you must do things you ordinarily would not do. Second, a 19th century poem "The Devil's Drive."

Devouring Inferno
Known Casters: Royce

The strongest fire spell known thus far. It concentrates on searing pain over raw damage, and can stop demons in their tracks immediately. It flays the victim and ignites their blood. The damage may be lower than one would expect, but it is very long term and incredibly painful.

Dominate Demon
Known Casters: Royce, Lilium (*)

The souped up version of Charisma Command. The caster's influence and range is strongly increased based on their individual power. It's best described as mind control. It can also assault the victim from the mental plane, resulting in deep psychological damage over time.

Fel Overdrive
Known Casters: Asmodai

A powerful amalgamation of dark magic and ice magic. It is the spell equal to Devil Drive. It calls upon the power of two demonlords and can assault both mind and body. If the spell doesn't connect with an organism, it loses half of it's effectiveness and only the ice portion of the spell causes any area of effect. This is still fairly destructive, however.

Fireball
Known Casters: Amethyst

A typical fire spell. Quick with a strong payoff.

Float
Known Casters: Syranon (*)

Condenses air within a short range. Can be used to slow a fall/cushion impact in the area or make a platform if the area is concentrated and the caster is skilled enough.

Mega Volt
Known Casters: Slade (*)

A strong surge of electricity emits from the caster's fingers. The spell is very short range, but also quite effective.

Ragna Flare
Known Casters: Carval

A decent amalgamation of fire and earth magic. Incredibly quick and with a strong payoff, considering.

Ritual of Possession
Known Casters: Royce

A dark spell specific to a certain type of demon (necromancer). This enables the user to possess another body (usually dead) and gain the pros and cons of such. The user becomes a lich, and the body very slowly decomposes over time. Requires a sacrifice - which demons can survive but humans and beastmen cannot.

Shadow of Samael
Known Casters: Ame

The user and anything in close proximity is cloaked in shadows. It also shields from being detected. This can be used to disorient foes or hide. The spell must be channeled, so the user cannot move. This spell is easily broken simply by attacking the user. Handy, but has some drawbacks. The easiest spell in the school of dark magic.

Shape Shift
Known Casters: Ame (*)

Allows the user to change one's shape and size. Skilled casters can use it to quickly evade and even cast it on others. Very handy!

Silence
Known Casters: Lilium

A very high-end psychic spell that can silence the victim for a certain amount of time, dependant on the power of the caster. Has a very long cast time, but has an incredible payoff.

Twin Needle
Known Casters: Emerald

A strong nature spell that does piercing damage. If the incantation for the spell is completed, it also has a chance to poison the victim.

Vepar Vice
Known Casters: Lilium

The strongest ice spell known thus far. It concentrates on slowing down the opponent, and can freeze lesser demons for a significant amount of time. It's the perfect mix of damage and utility, as the icicles can pierce the victim in several places.


Heartcore © 2010 Tara Welker-Stewart. All rights reserved.


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