World Building: Aqrabs

A warrior race renowned for physical prowess and built in weaponry.

Unlike Elementalists and Immortalized, their abilities are hereditary thus allowing families in which nearly every member exhibits the trait. This gene is understood to be recessive with individuals exhibiting the trait despite their parents not. 

Elements of athleticism are enhanced in Aqrabs to varying levels:

  • Accuracy: Lead White
  • Agility: Ultramarine
  • Balance: Carbon Black
  • Coordination: Umber
  • Endurance: Green Earth
  • Flexibility: Kermes Red
  • Power: Ochre
  • Speed: Tyrian Purple
  • Stamina: Indigo
  • Strength: Malachite Green

An Aqrab is not confirmed until they reach sexual maturity at which time a mark appears on their inner wrist. The color denotes their strongest athletic characteristic.

If they gain mastery of a handheld weapon, they undergo the Uamelu ritual earning a life-size tattoo of said weapon. Once healed they can ‘draw’ this weapon from their skin. It can then be ‘recalled’ at will. Ammunition such as arrows are included in a finite amount, but can also be recalled. An individual can don up to seven weapons in this manner (weapons that come in pairs count as one)– space permitting.

Common Types of Weapons:

  • Blade/Sickle
  • Bow w/ Arrows
  • Chain (e.g. a chain with blades/spikes/weights on either end)
  • Crossbow w/ Arrows
  • Melee
  • Polearm (e.g. javelin, spear)
  • Staff
  • Sword
  • Throwing Balls (e.g. a cord with weights on either end)
  • Whip (e.g. single, multi tailed, blades)

Also setting them apart from Elementalists and Immortalized, Aqrabs experience a lifespan in line with the average population. When maturity is reached between their 18th and 26th year, they become locked in their ‘physical prime’ for the following three-fifths of their lifespan. Once the final stage begins they resume the aging process to completion.

With knowledge of this limited lifespan, some elect to avoid mastering weapons altogether and instead apply their heightened abilities towards other ventures. 

Whether in times of conflict or peace, they are highly sought after. In times of peace they are often recruited for sport with many training grounds (military & athletic) run by Aqrabs in some capacity. 

World Building: Elementalists

Similar to Immortalized Beings, Elementalists have many theories surrounding their existence though three are most common. There are those who view them as reincarnated mortal souls while others think they are selected by deities or nature itself. No matter their origins, each is bestowed a connection to one of ten elements (excluding Aether) at birth. 


  1. Aether – only ethereal beings have ties to this element
  2. Air
  3. Darkness
  4. Earth
  5. Fire
  6. Ice
  7. Lava
  8. Light
  9. Lightning
  10. Thunder
  11. Water

When a new Elementalist begins their cycle, all mature Elementalists with a link to their same element experience a ‘calling’. Only when a ritual is performed bonding a mentor and protégé (infant/child) does this sensation disappear. This bonding is not permanent and can be severed although the ‘calling’ will start anew until the adolescent reaches maturity. 

While mortal, they experience a lifespan four times the average population for an approximation of 500 years. As such, they are not considered ‘mature’ until sometime between their 75th and 104th year. If one elects to have children there is minimal guarantee they will share the same fate- regardless of the partner chosen. It is common for an Elementalist to outlive generations of their descendants.  

Even though each is born with a link to a singular element- they can build connections with up to five in total. In most cases, these supplemental elements are related to the initial one.

Elementalists are denoted by primary element as well as how many elements they gain access to.

Primary Element

  • Air -> Gypsums
  • Darkness -> Galenas
  • Earth – > Siennas
  • Fire -> Vermillions
  • Ice -> Celestines
  • Lava -> Carnels
  • Light -> Pearls
  • Lightning -> Orpimens
  • Thunder -> Teks
  • Water -> Kyans

Number of Elements

  • 5 -> Iapancinnu
  • 4 -> Catlimtha
  • 3 -> Estrusuam
  • 2 -> Vimstiyanis
  • 1 -> Desprhuli

Example Title

  • Thunder+5= “Tek Iapancinnu”
  • Earth+4= “Sienna Catlimtha”
  • Lava+3= “Carnel Estrusuam”
  • Air+2= “Gypsum Vimstiyanis”
  • Water+1= “Kyan Desprhuli”

Having a connection to more than one element does not necessarily dictate a level of importance or hierarchy. There are Desprhulis who are unmatched just as there are Iapancinnu with moderate capabilities in each. 

World Building: Immortalized Beings

When a mortal soul completes its cycle, there exists a chance to become Immortalized. Some believe deities select the soul, some believe nature itself decides, some believe an Immortalized must self sacrifice for another to take their place, and others believe it’s all left to chance. 

If one were to ask The Sybil, she will explain there can never be more than 354 Immortalized in existence- one for each day in a standard year. Each Immortalized has a date of esse denoting their death with no two sharing the same date. Only beings who have surpassed their twenty-first year can become Immortalized. They are unable to procreate.  

Once Rituals of Esse have been performed, twenty-nine nights must pass before a being may reawaken. While in their dormant state: lingering wounds or ailments heal, permanent markings adorn their skin reflecting their month of esse, and their hair or eyes take on an unnatural hue.

Within moments of their first breath, an animal is at their side waiting to lead them to The Sybil who serves as a guide into their new existence.

Their animal companion will never stray too far nor will its cycle complete unless the Immortalized chooses to complete their own cycle for a final time. If an Immortalized should choose to complete their cycle, they can seek out The Sybil who will perform the ritual.