Alphian

Adult Scarlett Bloodsmoke wielding Ice

A race of half-animal, half-human creatures originally designed to be a weapon by Sheldon Steinfrank to take over Kelusia. Able to shapeshift into any animal of their type and wield a particular element, these creatures are considered to be immensely powerful and for this reason have claimed control over Keluisa, snatching the spot from the humans. The intelligence of a human combined with the instincts, reflexes, and senses of an animal, Alphians are primarily known for the multiple lives, shifting/elemental abilities, and resistance to most man-made weapons

# Biology

## Abilities

Alphians, created to be warriors, display a wide range of powers. Some are instinctive and involuntary (such as their weapon resistance, powerful senses, and healing rate) while others they must train to use well. It should be noted that the loss of a life and subsequent recovery can use up an Alphian’s magic for an extended length of time.

### Collective Abilities

* *Ability to control metabolism*: In times of stress, Alphians can alter their metabolism so they do not have to take in as much food to survive. They must rest more often, however.
* *Accelerated healing rate from nearly every weapon known*: Gained from the Forbidden Archipelago Shapeshifters, Alphians possess a heavy resistance to most manmade weapons and can heal from them within a few days. While they can choose to channel more magic into healing quicker, they do not match Rageryans in terms of healing speed.
* *Affinity for hand-to-hand combat*: Like a fish to water, Alphians take quickly to hand to hand combat training and often prefer to fight in close quarters rather than long distance. Alphians love to wrestle even from a young age, males and females alike.
* *Animal Speak*: Thanks to their Shapeshifter and Elemental blood, they can communicate telepathically with animals found on Kelusia.
* *Dream intrusion*: The newer generation cannot do it as easily since the skill has been lost due to the Council banning dream training. Unless trained, Alphians can only jump into the dreams of someone if they sleep touching them. However, with more training the range increases. The Hyde clan is considered to be the best at this with Zyvors being a close second.
* *Elemental Power*: Each Alphian can have mastery over one element and, if they are skilled enough, can have success with a single move from each of the other elements.
* *Gliding wings*: While non-Avian types cannot fly under their own power, all Alphians have a magical set of “Gliding” wings that allow them to safely descend from a high place.
* *Heighten Senses*: All Alphians have better eyesight, hearing, and smell than a human. This is both a blessing and a curse, as intense smells, bright lights, and loud noises are considered some of their major weaknesses.
* *Instinctual knowledge of body language*: Alphians rely more heavily on non-verbal communication than humans, giving them an advantage when it comes to reading the true motives of someone or their true mood. Alphians are physical by nature, and often use their body to say what they’re thinking rather speaking.
* *Natural Agility*: An amazing sense of balance and extraordinary flexibility, most Alphians are natural born free-runners and parkour experts (Iziervs and Zyvors are more built for strength). An accelerated healing rate helps them recover from parkour training injuries faster.
* *Quick stimuli processing*: Alphians retain sensory information far quicker than humans and even other species, which enables them to react faster in fights or high stress situations. This also means in highly urban environments Alphians can become overloaded.
* *Retractable claws regardless of type*: Much like other aspects on an Alphian, these claws are magically hidden away until an Alphian needs them, upon which their nails grow longer and sharper.
* *Shapeshifting*: Covered in Forms.
* *Six-inch wrist blade*: Like the power above, the wrist-blade hides within a magical sleeve at the wrist joint on the underside of the Alphian’s right arm.
* *Stronger pound for pound than a human of the same size*: While certain Alphians may not look stronger, compared to a human of the same size Alphians are stronger than they appear.
* *Stronger resistance to frostbite*: The Iziervs or those with Ice powers are the best at this, but it still applies to other clans. It takes longer for Alphians to develop frostbite than other species.
* *Temporary resistance from lava and fire*: Vulrys or those with Fire powers may be able to last the longest, but other clans can still withstand fire and lava for a limited amount of time.
* *Thirteen Lives*: One of the most well-known abilities outside of Shapeshifting, Alphians have a unique ability to receive a fatal wound yet come back to life afterwards, completely healed from the injury. Of course, there are exceptions to this and, depending on the environment they lose their life in/weapon they are wounded by, they may not be able to recover.

### Elemental Powers

When using their elemental powers, Alphians will display glowing markings with corresponding colors on their body. The strength of the glow and brightness of the markings depends on the skill level on an Alphian. For example, a young novice may only display a faint hint of color on their skin when using their elemental ability while an older, more powerful Alphian will have more vibrant and noticeable colors. This is a left-over trait from the Elemental Tribes that were used to create Alphians, and the colors are as follows:

* **Air**: Grey
* **Darkness**: Indigo
* **Earth**: Hazel
* **Fire**: Orange
* **Ice**: Turquoise
* **Lightning**: Pale Blue
* **Water**: Dark Blue

Elementals often used the brightness of their markings to have a better chance at getting a mate as Elementals with brighter colors were stronger and would more likely produce stronger offspring. Unfortunately, while Elementals can magically mask their markings to use their powers more secretly for activities such as hunting, Alphians cannot and must use things such as clothes or mud.

As with all powers, the strength and magnitude depends on the skill level of the user. For example, younger users can only make elemental familiars of small animals such as Tree Leapers or Tacrumels while older users may be able to create a familiar as big as a Lava Lurker. There is a Power Move for each element that can be used in times of distress without training but while it is an impressive show of power reaching up to 150 meters away from the user, an untrained user can cause severe damage to friend and foe alike. Alphians can only use their elemental powers so many times in one day before they become too exhausted. Their “shot limit” depends on their age.

*Cushion*: Allows them to cushion a fall with a blast of air
*Extended Flight*: Allows them to manipulate currents to continue gliding for longer
*Extended Lung*: Allows them to create a bubble of air around their heads
*Familiar*: Allows them to create a temporary familiar of interwoven air
*High Jump*: Enables them to boost themselves higher via a blast of air
*Hover*: Allows them to “levitate” themselves or an object via air currents
*Knockout*: Allows them to cut off a person’s air long enough to knock them out
*Long Jump*: Enables them to give themselves a boost over long gaps via a blast of air
*Push*: Allows them to push opponents with a column of air
*Reinforced*: Creates claws of compressed air
*Shield*: Allows them to create a shield of air that can reflect or absorb projectiles
***Power Move***: *Tornado*: Creates a massive column of high-speed wind that can destroy buildings.
 Darkness
*Animation*: Allows them to manipulate shadows
*Blend*: Allows them to become invisible in shadows
*Dark Vine*: Creates a manipulatable vine of darkness
*Familiar*: Allows them to create a temporary familiar of shadows
*Night Sight*: Gives the ability to see in zero light
*Reinforced*: Creates claws of shadows
*Shadow Shard*: Allows them to shoot shards of darkness from their hands.
*Shadow Shield*: Allows them to create a shield of shadows that can reflect or absorb bullets
*Shadow Travel*: Allows the user to travel through shadows once a week.
*Sleeping Shadow*: Allows them to poison their opponent by channeling darkness through their bite
*Tar Trap*: Creates a patch of sticky shadows that functions much like a pit of tar
***Power Move***: *Eclipse*: Darkens the surrounding area, lowering the visibility to that similar during the night
 Earth
*Cavern Compass*: Gives them an outstanding ability to navigate caves and underground
*Earth Manipulation*: Allows them to manipulate the earth into different shapes
*Earthquake*: Summons an earthquake
*Familiar*: Creates a temporary familiar of ivy and stone.
*Gemstone Generation:* Creates stunning formations of different geodes and gemstones
*Geo-thermokinesis*: Ability to manipulate molten earth.
*Green Thumb*: Gives them an affinity for plant growth
*Metal Molder*: Allows them to manipulate metals or metal alloys
*Reinforced*: Creates claws of stone
*Shield*: Creates a shield of earth that can reflect or block bullets
*Stomp*: Causes the earth to buckle or spike in the direction of the stomp
*Tunneler*: Allows them to create tunnels or small caverns by shifting earth
*Vine Sprout*: Allows them to grow vines which they can then manipulate
***Power Move***: *Rupture*: Rips apart the very ground, opening a giant chasm. In some cases, it can cause a volcanic eruption if done over a tectonic hotspot.
 Fire
*Blinding Blaze*: Creates a burst of light so intense it can temporarily blind all in range
*Familiar*: Allows them to create a temporary familiar made of flame
*Fireball*: Allows them to set themselves of fire for a brief period of time
*Fire Breath*: Allows the user to spit fire.
*Flame fang*: Channels fire through the teeth of the user. Can temporarily render a bitten limb useless.
*Flame Shot*: Allows the user to shoot flames from their hands
*Geo-thermokinesis*: Ability to manipulate molten earth.
*Heated Habitat*: Gives them a better resistance to heat and/or fire.
*Nova*: Creates an explosion that spreads outwards from the user a radius of 20 feet.
*Reinforced*: Creates claws of fire
*Ring of Fire*: Creates a ring of fire around a specified area created by the user.
*Shield*: Creates a shield of interwoven flames
*Thermokinesis*: Ability to manipulate heat.
***Power Move***: *Supernova*: A far more powerful variant of Nova, this can torch the surrounding area in a violent explosion of flames.
 Ice
*Arctic Adaptation*: Gives them resistance to cold and or/ice and snow.
*Familiar*: Allows them to create a temporary familiar made of ice.
*Frost Breath*: Allows them to breath frost and temporarily freeze an opponent.
*Frostbite*: Channels ice through the teeth of the user. Can temporarily render a bitten limb useless.
*Frosty Fingers*: Allows them to freeze something with their touch.
*Glacial Digger*: Can create tunnels and caverns in large sheets of ice.
*Reflect*: Allows the user to briefly become invisible, so long as they remain still
*Reinforced*: Creates claws of ice
*Shard Shot*: Allows the user to shoot shards of ice from their palms.
*Shield*: Creates a shield of ice
*Slick Spot*: Creates an icy sheet on the ground
*Stomp*: Creates large ice spikes in the direction of the stomp
***Power Move***: *Hailstorm*: Freezes the water in the air and causes a downpour of ice shards
 Lightning
*Ball Blast*: Creates an explosion of lightning at a certain area.
*Boltstrike*: Allows them to shoot bolts of lightning from their hands
*Charged*: Allows them to “charge” and release a small to large blast of electricity
*Familiar*: Allows them to create a temporary familiar of plasma and lighting
*Hunter*: Allows them to track or hunt by sensing electromagnetic frequencies
*Plasma Manipulation*: Lets them manipulate plasma
*Reinforced*: Creates claws of lightning and plasma
*Shield*: Creates a shield of plasma
*Shock Resistance*: Gives them a resistance to being shocked and/or electrocuted
*Shock*: Allows them to shock someone or start up electrical equipment
*Storm Call*: Allows them to summon thunderstorms
*Stungun*: Allows them to stun an opponent
***Power Move***: *Supercharged*: Releases a massive surge of energy enough to short circuit an entire building or spaceship
 Water
*Erosion*: Allows them to wear away the land with water.
*Familiar*: Allows them to create a temporary familiar of interwoven water
*Healing Touch*: Allows the user to heal wounds via water
*Jetstream*: Manipulates water currents to propel themselves faster through the water
*Puppet*: Allows the user to control others physically by controlling blood within them
*Reinforced*: Creates claws of interwoven water
*Shield*: Creates a shield of water
*Showers*: Allows them to create a rainstorm
*Super Soaker*: Douses an opponent in a large blast of water
*Water Walker*: Allows them to walk or run across water
*Waterbreather*: Allows them to breath underwater for a limited amount of time
*Wave*: Creates a wave of water (stronger if in water).
*Whirlpool*: If in water, can manipulate the water currents to create a maelstrom.
***Power Move***: *Flashflood*: Draws in water from the air for a sudden and violent flood regardless of location.

Multiple elemental users, if trained, can combine their elemental moves together to create power combinations. Some moves will combine, while some will not. For example, the **Darkness** power *Blend* can combine with the **Ice** power *Reflect* to render the users invisible and able to move. Likewise, the **Water** power *Super Soaker* can combine with the **Earth** power *Earthquake* can create quicksand. However, the **Fire** power *Blinding Blaze* combined with the **Air** power *Hover* will do nothing. Given the unpredictable nature of combinations, it is not advised to try combining powers together unless the Alphians have both the training and knowledge of what they are trying to result from. Under no circumstances should Alphians attempt to combine Power Moves.

## Forms

Alphians have five total modes. They favor the Beta mode the most, with Feral being a close second. However, Alphians hardly ever use Primal. Omega and Alpha are considered opposites, with Alpha being used in situations calling for displays of power and Omega being used to lay low around other creatures. In all forms, it is important to note that a female Alphian will not display breasts unless they are nursing or in ovulation. After their fertile years have ended, they will no longer display breasts at any point.

### **Omega, the Blender**

Omega is the weakest mode an Alphian can take. No sign of their Alphian attributes can be seen and they stand roughly eight inches shorter than in Beta mode. In this form, they have the best chance of blending in with humans as they cannot be told apart by a species that does not rely on scent. In this form they also have both the benefit and curse of duller senses. For an Alphian who for whatever reason wishes to work in an environment with loud noise and overpowering smells, this is the best form.

### **Beta, the Everyday**

Without doubt the most used form by Alphians, Beta mode is what other species think of whenever they think of the Alphians as a species. Standing anywhere from 6’5”-7’2”, Alphians in this form bear the ears, lower legs, and tail of their type. In the case of some types, certain Alphians will retain human ears (but still hear better than average) or the lower legs of a human. Alphians in Beta form have no white in their eyes, slightly more ovular pupils, and longer than average canine teeth. Their nails may also be slightly sharper. A vast majority of Alphians in all sorts of occupations will use this form in day-to-day life.

### **Alpha, the Survivalist**

Less used than Feral but still more used than Omega or Primal, Alphians in Alpha form resemble the anthropomorphic version of their type. Sometimes clothed, sometimes not, Alpha form Alphians stand roughly a foot above their Beta form height. While all Alphians do not find bare chests on males or females inherently sexual, this is even more true in Alpha form. All types will have legs and arms even if their specific animal does not. Alpha form gives the Alphian stronger senses and heightened instincts, which leads to many Alphians using this form to live off the grid.

### **Feral, the Beast**

Not to be confused with “going feral”, this is the mode in which an Alphian shifts into a creature of their type. For example, an Alphian with the type of Feline may shift into either a Kelusine or Tacrumel while an Alphian with the type of Canine may shift into either a Shadolve or Artic Wolf. Alphians in their feral form are often impossible to tell apart from true beasts. While shifting from feral to one of the three above forms, a layer of mist will envelope the beast and when it dissipates the Alphian is wearing whatever they were before the shift. As with Alpha mode, Alphians that are less than 80% full Alphian only have one creature they can shift into. While in this form, Alphians have the greatest senses and instincts while still remaining safe from the animal half buried within.

### **Primal, the Monster**

According to legend, all creatures were once humanoid. Not quite beasts, yet not quite anthropomorphic either. It is not really known *how* Alphians inherited this form when they were created, as it was not something chosen by their creator. In fact, not much is known about how the form itself works. What is known is Alphians in this form are larger (rarely below 9”), stronger, and better suited to battle than any form. Possessing the strength of their feral form, the ability to wield weapons of the Omega, Beta, and Alpha forms, a far greater resistance to pain, quicker healing properties, and a far stronger ability to use their elemental power, this form is the most powerful. Yet, it is also the most dangerous and exhausting. Alphians run a risk of passing the threshold of sanity, losing themselves to the animal within, and remaining stuck in Primal form until they lose a life. Even if they do manage to shift back into a lesser mode without external intervention, the average Alphian falls into a coma for 1-3 Kelusian days. Given the high price of this form, Alphians only use it in times of severe distress.

## Types

Each Alphian has a certain animal type which they display the traits of. It is also the only type of animals they can shift into in Feral mode. There are many distinct types, but there have been cases of certain types mixing together. Given Alphians were meant to be warriors and fighters, Alphians can only have the type of a carnivore or omnivore. This includes Dragons, but they can only shift into False Dragons such as the Flaming Divebomber or Molten Maw but not True Dragons such as the Lava Lurker and Mystic Magi. Pseudo dragons are possible, but without a crystal to recharge most Alphians will use up their magic for the day.
Alphians have seven total Types, one for each of the Second Borns.

* *Avians*: Creatures such as Liavins, Avystals, and Sky Assaults.
* *Canines*: Creatures such as Shadolves, Arctic Wolves, and Mottled Rockjumpers.
* *Felines*: Creatures such as Kelusines, Tacrumels, and Flaming Divebombers.
* *Lizards*: Creatures such as Swamp Striders, Jungle Leapers, and Molten Maws.
* *Sharks*\*: Creatures such as Black Tip Sharks, Marinexs, and Majestic Oceandivers.
* *Snakes*: Creatures such as Timber Cobras, Enervipers, and Tundra Stalkers.
* *Ursines*: Creatures such as Polar Prowlers, Battle Beasts, and Frigid Rockwings.

-\**It should be noted that while Sharks are labeled as such, they can include other non-shark predatory ocean species.*

### Primary Type

Alphians have a single creature whose traits they display while in Beta, Alpha, and Primal mode. For example, a Feline type Alphian can shift into the feral form of any feline species on Kelusia but when in the aforementioned three modes they can only display the traits of a Kelusine. Another example is a Canine type who can shift into the feral form of any canine species, but in Beta/Alpha/Primal they will always show the traits of a Shadolve.

### Appearance Variation

While the stereotypical image of a Beta mode Alphian is a human with the ears, tail, and lower legs of a beast, certain types may lack these features. It should be noted that if a Primary Type has horns/wings/feathers/extra limbs, these will not show in Beta form. They will, however, show in Alpha or Primal. In Alpha or Primal, Alphians will have at least two arms/two legs no matter what. This includes Avian, Snake, Shark, and certain Lizards. All of these creatures will have feet adapted to walk in an upright position.

Below are the differences in Beta form appearance.

* *Avian*: Will only show the lower legs of their Primary Type unless the Primary Type is a species with a “solid” tail or one that has exterior ears.
* *Feline*: Will show the lower legs, ears, and tail of their Primary Form.
* *Canine*: Will show the lower legs, ears, and tail of their Primary Type.
* *Lizards*: Will only show the lower legs and tail of their Primary Type unless the Primary type has exterior ears.
* *Sharks*: Will only show the tail of their Primary Type, although toes and fingers will always be webbed.
* *Snakes*: Will only show the tail of their Primary Type. Canine teeth are often longer, however.
* *Ursines*: Will show the lower legs, ears, and tail of their Primary Form.

### Type Benefits

While the abilities of an Alphian are overall the same across the board, each of the types has certain "perks".

* *Avian*: Enhanced eyesight
* *Canine*: Enhanced sense of hearing
* *Feline*: Enhanced reflexes/flexibility
* *Lizards*: Better resistance to radiation
* *Sharks*: Better temperature regulation
* *Snakes*: Better resistance to poisons/venom
* *Ursines*: Better sense of smell

## Subspecies

*First Born*: Tengherra
*Founder*: Agora
*Elemental Clan Basis*: Agile Cloud Jumpers
*Common Types*: Avian and Canine
*Common Element*: Air
*Basic Temperament*: Rational, analytical, objective.
*Scent*: Cold stone, dry wind, and snowmelt.
*Common Environment*: High altitude mountains and snowy peaks.
*Base Architecture*: Agors are known for their love of open concept living spaces and use of cool tones such as blue and greys. Large windows allow for spectacular views and inflow of natural light. Like most company bases, Agors have a central living space. With multiple levels topped by a massive skylight and laced with an array of catwalks, this central chamber is sleek and sparsely decorated. Higher levels in the central spire are used for gym equipment and entertainment spaces while the lower levels contain the eating areas. The sleeping quarters are separate from the central chamber and are located in small connected towers with tall spires. Each member had two floors, with a lower work space with large windows and an upper loft used for sleeping. Base hangers are often separate from the primary structure.
*Strengths*: Gliding, strategy, agility, deductive reasoning, navigation of heights, resistance to cold.
*Weaknesses*: Strength, tight spaces, underground, dark areas, have trouble thinking on their feet, arrogance, seemingly cold hearted at times.
*Allies*: Jekyls
*Enemies*: Zyvors
*Overview*: Agor’s inhabit chilly high-altitude mountains and are known for their love of heights and spectacular views. Perhaps the most agile clan as well, many non-company-bound Agors work as dancers, trapeze artists, acrobats, or competitive free-runners. Their love of heights makes them wonderful pilots as well. Many Agors work as researchers too and are said to be one of the smartest clans, although this can result in certain Agors’ egos being quite high.
 Hyde
*First Born*: Ahnzeesa
*Founder*: Hyder
*Elemental Clan Basis*: Dreaded Nightstalkers
*Common Types*: Feline and Canine
*Common Element*: Darkness
*Basic Temperament*: Tenacious, cunning, protective, independent.
*Scent*: Pine sap, cedar, woodsmoke, petrichor, and leaf litter.
*Common Environment*: Heavily forested mountains, temperate rainforests, and semi-temperate jungles.
*Base Architecture*: Often described as “organized chaos” with warm greens browns and reds, Hyde bases have lots of inner catwalks, outer decks and pathways, multileveled open rooms, slides, ladders, and interior plants. An open central chamber extends all the way up to the top of the base (5-6 stories) and has a central lift with rope or wooden barriers as well as many cat walks and rope bridges spanning the gaps. With the meeting room, living areas, and eating areas arranged around the central chamber and either open to the chamber or separated by a low wooden wall. Sleeping quarters are on upper levels and are separate from the central chamber, taking two floors each with a loft and workspace plus a small balcony. The hanger and vehicle bay are a separate building from the central building while the gym often takes up the lowest level of the main building.
*Strengths*: Pack mentality, night navigation, lucid dreaming, stamina, strength, quick thinking, accepting nature.
*Weaknesses*: Overly dry/hot environments, bright lights, sleep deprivation, loneliness, stubborn, aggressive streak, vengeful.
*Allies*: Xandal and Vulry
*Enemies*: Jekyl
*Overview*: A clan often slandered by rumors of bloodlust and revenge, Hydes do have a reputation for being natural born fighters. Both agile and strong, they nearly rival Agors in free running ability yet can hold their own against stronger clans like Iziervs and Zyvors. They do have issues with grudges and have a strong sense of “eye for an eye”. Initially cautious of strangers, once trust is founded Hydes are extremely loyal and protective of those they care about. Possessing a strong survival instinct, Hydes are among the most adaptable clans and some of the best hunters of prey… and traitors.
 Izierv
*First Born*: Kullanik
*Founder*: Iziervon
*Elemental Clan Basis*: Sharp Tongued Ice Breathers
*Common Types*: Ursine and Feline
*Common Element*: Ice
*Basic Temperament*: Sarcastic, tenacious, territorial, proud.
*Scent*: Ice, sharp wind, cold air, icy water.
*Common Environment*: Taiga, tundra, polar deserts, ice sheets, massive glaciers.
*Base Architecture*: A sleek and futuristic looking base with whites, greys, and blues. Located in very cold and barren landscapes, Iziervs prefer a minimalistic approach that reflects their bleak environment. A large central boxy structure has passageways on three sides jutting off leading to smaller circular buildings. An open multilevel central meeting room and garage is located in the central main building with the doors on the side with no passageways. The living, eating, and gym spaces are located on different levels in the main building as well while the sleeping quarters are in the smaller offshoot buildings.
*Strengths*: Stamina, strength, resistance to cold, can survive being frozen solid for certain periods of time, tracking on ice, low metabolism, resistance to frost bite.
*Weaknesses*: Speed, heat, fire, untrusting, pugnacious, short tempered, negotiating, patience.
*Allies*: Xandal
*Enemies*: Jekyl, Vulry (on principle)
*Overview*: One of the strongest and hardiest clans, Iziervs are renowned for their strength and wrestling abilities. Strong and independent with a fighting spirit, Iziervs are also highly tenacious and quite territorial. When they find a spot to call their own, they do not give it up easily. The same applies for any plan they have. Despite their sarcastic and pugnacious nature, Iziervs possess a natural curiosity and enjoy carrying out research or doing experiments. Extremely loyal to other members of their family as well, they are known for hunting down any who wrong them.
 Jekyl
*First Born*: Damudi
*Founder*: Jekyl
*Elemental Clan Basis*: Strong Willed Storm Summoners
*Common Types*: Lizard and Canine
*Common Element*: Lightning
*Basic Temperament*: Ambitious, militaristic, resourceful, tenacious.
*Scent*: Dry air, sand, scorched rock, carrion, and dry brush.
*Common Environment*: Steppe, scrubland, equatorial deserts, chaparral.
*Base Architecture*: Favoring open concept bases with warm golds, tans, and the occasional cream that reflect their arid environment as well as various colored glass, Jekyl organize other buildings around a massive glass dome area. Five small two story circular buildings serve as personal rooms while a sixth large multistory building serves as garage, eating area, and meeting area. The central dome serves as a workout space with various plants and exercise equipment arranged around a wade pool that reaches three feet at the deepest part.
*Strengths*: Heat resistance, stamina, low water dependence, courageous, resource rationing, leadership, steadfast, disciplined.
*Weaknesses*: Arrogance, low resistance to cold, “end justify the means”, stubborn, bad swimmers.
*Allies*: Zyvor and Agor
*Enemies*: Hyde, Xandal, Iziervs
*Overview*: Rough and coarse just like the deserts in which they have traditionally resided in since the formation of their clan, Jekyls have a bad reputation among nearly every clan. Some clans say the heat gets to them while others say sand gets in places it shouldn’t. A very militaristic clan as well, they take tremendous pride in accomplishments in battle and enjoy showing feats of strength. That said, Jekyls display intense loyalty and commitment to their fellow clanmates and allies and will gladly go through hell for them. They are also seen as key members of any exploratory team since they can survive in the bleakest of conditions and rival Iziervs in terms of hardiness.
 Vulry
*First Born*: Yonkazan
*Founder*: Vulryo
*Elemental Clan Basis*: Volatile Pyromaniacs
*Common Types*: Avian Raptors and Lizard
*Common Element*: Fire
*Basic Temperament*: Fun loving, artistic, friendly, generous.
*Scent*: Sulfur, molten rock, ash, cinders, hot air.
*Common Environment*: Volcanic mountains, lava fields, magma tunnels, and ash forests.
*Base Architecture*: Given the distinct types of environments in the Vulry’s home (Volcanic mountain, lava-fields, sparse jungle, jungle coastline, ect), Vulry’s can have different types of bases structure wise and are not characterized by any set layout. Regardless of the environment, however, every type of Vulry building has roofs similar to the dark, angled roofs of ancient Japanese temples. The multi-story central building houses the meeting, workout, and eating spaces with a single spiral staircase in the center. The vehicle bay and personal quarters, as well as extra living spaces, are arranged around the main building in whatever manner the terrain allows. A must for Vulrys is a garden or area to relax, since although they love an adrenaline rush, they still enjoy the occasional peace and quiet to recharge.
*Strengths*: Can survive lava submersion, fire immunity, optimistic, kind-hearted, welcoming, courageous, creativity, quick thinking.
*Weaknesses*: Ice or cold environments, reckless, struggle being serious, stubborn, don’t take orders well, showy, overwhelming personalities, brash.
*Allies*: Hyde and Zyvor
*Enemies*: Xandal (on principle), Izierv (on principle)
*Overview*: Perhaps one of the friendliest clans alongside their theoretical rivals the Xandals, Vulrys are perhaps the only clan to have no true enemies. While their element may conflict with both Iziervs and Xandals, the amiable attitude displayed by most Vulrys allow them to get along with the clans anyways. Vulrys are highly creative as well, making them some of the best sculptors and artists. In additional to a love of the arts, Vulrys love adrenaline rushes and delight in things such as racing, skydiving, and mock dogfights both in and out of the atmosphere.
 Xandal
*First Born*: Saa’taga
*Founder*: Xandalan
*Elemental Clan Basis*: Peaceful Sea Dwellers
*Common Types*: Shark and Lizard
*Common Element*: Water
*Basic Temperament*: Curious, compassionate, adventurous, community driven.
*Scent*: Seaweed, salt water, slightly fishy, faint floral hint.
*Common Environment*: Coral reefs, rainforests, seagrass beds, coastal inlets, small island chains, kelp forests, rock forests located in shallow waters.
*Base Architecture*: Amphibious dwellings half above and half below the water with color schemes of blues, greens, and whites, Xandal bases are built on shorelines with part of the base on the land and part in the water. A garage for land-based vehicles, the meeting room, and repair bay are both on shore with living, gym, and sleeping quarters are in the ocean. The aquatic vehicle bay, living, and gym area are all in the same large multilevel room while underwater sleeping quarters branch off from the aquatic based area and feature large windows for nice ocean or underwater views.
*Strengths*: Ability to hold breath for a long time, highly intelligent, amiable, not truly at odds with any clan, trustworthy, noble, creative, fast.
*Weaknesses*: Dry environments, fire/lava, higher water dependency, sometimes are *too* environmentally based, pacifists, strength.
*Allies*: Hyde and Izierv
*Enemies*: Vulry (on principle) and Jekyl
*Overview*: Xandals care deeply about the environments in which they live, taking care to blend their communities with their surroundings to maximize efficiency while not damaging them. Making their home along coastlines and in shallow seas, Xandals are the best clan when it comes to swimming and full blooded Xandals can breathe water briefly regardless of their power. Xandals enjoy aiding anyone they can and gladly help those less fortunate than themselves. Despite their warm nature, even they do not like Jekyls. Due to their skill with water-based trade and sea navigation, as well as their territory location, Xandals often engage with the Relk species in Itheria. Xandals were one of the first to discover how to use the polarity of water to generate electricity for ships.
 Zyvor
*First Born*: Orsga
*Founder*: Zyvoran
*Elemental Clan Basis*: Headstrong Earth Shakers
*Common Types*: Snake and Ursine
*Common Element*: Earth
*Basic Temperament*: Protective, level-headed, crafty, innovative.
*Scent*: Dry rock, arid air, sand, underground, wet stone.
*Common Environment*: Canyons, old magma tunnels, caverns, arid forests.
*Base Architecture*: Earthen works of synthetic and natural stone in a pyramid shaped structure. Partially above ground and partially below, the garage entry and meeting area on the top four levels with the industrial looking ship platform going down to the base floor. Every level has the windows showing the large lift. With primarily dull browns, tans, blacks, and the occasional yellow, their style is an echo of more industrial times merged with ancient stonework and charm. The gym, work space, and garage are on the three lowest levels, the living and eating spaces just above that. The sleeping quarters are located opposite to the living spaces across the central lift.
*Strengths*: Stamina, strength, strategy, underground navigation, ability to pick up faintest light, steadfast, clever, calm in stressful situations.
*Weaknesses*: Speed, quick thinking, heights, bright light, don’t take orders well, like to do their own thing.
*Allies*: Hyde and Jekyl (principal only)
*Enemies*: Agor
*Overview*: The only clan of Alphians comfortable underground or in tight spaces, Zyvors make the narrow canyons and vast tunnels of western Alphiana their home. One of the few clans who do not mind the smell of gunsmoke, coal, or diesel, many other clans joke that Zyvors have lost their sense of smell altogether. However, no one can deny Zyvors’ affinity for mechanics. Zyvors love nothing more than tinkering with various gears and wires to see what they can come up with. In multi-clan groups, Zyvors will often serve as the mechanic given their skill with machines. They take immense pride in their work, but this also makes it hard to convince them they’ve done something wrong and a well-meant suggestion can be taken as an insult. Ironically, no Zyvor can stand anyone who believes themselves better than anyone else, often putting them at odds with the Agor Clan and is the reason Zyvors want nothing to do with the Council.

## Weaknesses

* *High frequency sounds*: Alphians larger hearing range puts them at risk of things such as dog whistles
* *Chocolate*: Odd, yet similar to a human smoking. Alphians can eat it but it negatively affects their health in a way they don’t quickly recover from.
* *Strong overpowering smells*: Things such as coal smoke, diesel fumes, and gunsmoke may cause pain and headaches for Alphians.
* *Collars*: One of the few intended weaknesses of an Alphian. In case his Alphians decided they no longer wanted to serve him, Sheldon implemented a failsafe that “locks” all of an Alphians powers. A collar can be a literal collar or makeshift one like a belt or noose.
* *Kelusyte Crystal*: An unintended weakness not anticipated by Sheldon. Stemming from the Shapeshifter blood within Alphians, the Kelusyte crystal is considered one of the only non-magical weapons that can kill an Alphian regardless of the injury location.
* *Lack of experience when young*: Older Alphians are usually too powerful for humans to take on, but younger more inexperienced ones are easier prey. Because of this, Alphians younger than 30 are rarely found alone.
* *Pressure points*: Alphians have certain pressure points located at various points on their body that can temporarily paralyze them*.*