Aether II
Mixed

The following news files will give you information on the mixed breeds of Aether. If you would like to play a Mongrel or a Halfbreed, please read this information carefully, and contact a member of the staff if you have any questions.

[Origin | Halfbreed | Mongrel | Description
Society | Religion | Magic | Names]


Origin

Despite their differences in appearance, the four races are all basically humanoid, making it possible for them to mate with one another and produce offspring. The products of these interracial couplings are often considered "impure" or deformed, however. Yet these "deformities" are merely the result of mixed blood, since any child born of an Atlantean and an Empyrean, for example, would look a little odd. The aquatic aspects of the former and the wings of the latter might not mesh well, and the child would have a difficult time adapting--being a part of both races, yet not wholly one or the other. Thus, for centuries, unions between the races have been deemed "taboo," and both the offspring and the parents are often exiled or otherwise punished for this transgression.

The term 'Halfbreed' refers to any person bearing two bloods (and thus two primary racial traits) in proportions from 50/50 to 75/25. If one has more than 75% of one race's blood, that race becomes dominant and the person is almost indistinguishable from a pure-bred person of the same race. In many cases, this is still enough to damn them in the eyes of the pure-bred, especially in the noble classes where bloodlines are kept in an exacting science. In the lower classes, a small measure of another bloodline (especially if it brings with it a coveted magic) may be overlooked.

To add a third race to the mix (or fourth) has a tendency to dilute all racial characteristics, creating the final race of Aether: 'Mongrels'.

Two types of mixed breeds do not require any application. The first is any mix that has no distinguishing characteristics, or in other words: Mongrels.

The second is any character that appears to be full-blooded, but may have a slight impurity several generations in their past. This can be played without Staff approval, provided they can pass for a purebred. In this case, any mixed ancestry should be noted clearly in your character's background. Requesting an unusual magic due to an impurity in the bloodline will require an application, though.

Because true Halfbreeds are rare and have such a high concentration of magic, they must be applied for.

Please read "news applications" for the guidelines on Halfbreeds.

Back to Top


Halfbreed

In the major societies of Aether there is a distinct taboo against those of two different races producing offspring. This is supported by the natural tensions between the races. For an example, it is unlikely that an Atlantean, spending most of their time beneath the waves, would find themselves romantically inclined towards a fiery Varati, a lofty Empyrean, or an earth- loving Sylvan. However, these rare loves do happen and despite the taboos, there are children. There are also children from less loving unions.

When a child is a direct cross of two races, or the child of a cross and a pureblood, that child is typically known as a 'Halfbreed'. Coming from two races and yet fully a part of neither, they are usually outcast whether or not such ostracism is the intention of their family. While the parents may love their child, Halfbreeds typically exhibit qualities of both races, but without the strength of pure blood, these qualities are typically unable to measure up to that of their parents.

A Halfbreed of an Atlantean and any race is unlikely to be able to survive the depths of the ocean, and yet they still suffer when long absent from water. Those without pure Empyrean blood typically cannot fly, owing to stunted wings. Sylvan and Varati lines cross the most 'gracefully,' if such can be stated, but most Halfbreeds are clearly and obviously 'different' from their parents races. Even without the physical issues, there are still many difficulties ahead for Halfbreeds. Because of the imbalance in their blood, Halfbreeds are the most gifted with magic of any of the four pure races. Their gift comes with a particular curse. With the lack of balance in their blood, they rarely are able to achieve full control of their magic. Elementals are particularly susceptible and tend to leave destruction in their wake. The slightest emotional upset provokes their magic to overflow, and Halfbreeds are at the worst risk of consumption of any race. Because of the danger they present, Halfbreeds are almost universally shunned.

Back to Top


Mongrel

Mongrels are the ultimate result of the intermingled blood of the four pure races, making them essentially race-less as well as magic-less. Looked down upon or pitied by the pure races, they are often treated as merely slaves, servants or ignored as the embarrassing poor of Aether.

Over time, the mongrels have become an integral part of both the Varati and the Empyrean cultures. Many aspects of the economic structure of both societies depends heavily on the labor of the Mongrels who serve them as slaves and low-wage servants. In many ways, they can be called the 'backbone' of society. Even those Mongrels who are considered 'free' among those two races have little wealth or influence and are relegated to the poorest sections of the communities. A resourceful and ingenious Mongrel can carve a moderately comfortable life from their circumstances, but it is still a life of hard work and struggle.

While the Atlanteans and Sylvans do not take Mongrels as slaves, they generally overlook the race as pitiable or simply beneath their notice. A small number of free Mongrels have come to have a distinctly Atlantean or Sylvan bent, but they are far and few between. The water race has little place beneath the waves for air-breathing Mongrels, but they have been known to have amicable and helpful dealings with those who work the oceans as fishermen or sailors. Any Mongrel who is tolerated to live near Sylvan lands must respect the sanctity of the earth, or they will be driven off, or worse.

Mongrels are looked down upon, and most are accustomed to that way of life. To many, servitude to the Empyreans or Varati is the only life they or their ancestors knew. Occasionally a master will free a Mongrel from their service, but the opportunities presented to a free Mongrel are limited. Some grumble at their lot in life, but those not wise enough to keep their views quiet are often made an example of to other 'uppity' Mongrels. Such incident are rarely fair; the pure races are in control and rarely impartial when it comes to Mongrels.

For a brief number of years at the end of the last Empyrean/Varati war, Mongrels were given a taste of independence. One of Khalid Atar's stipulations in the treaty was for the Empyreans to hand over the province of Arelate to a fledgling Mongrel nation. Known as Avalon, free Mongrels flocked to the young nation, hoping to find a measure of the good life they had seen the pure races leading for most of their lives. Within a few years of its founding, though, Varati clans had begun to take advantage of their weak infrastructure and to claim whole sections of land along the borders. Unable to beat them back on their own, the government of Avalon turned to the Empyreans for help.

Taking Avalon under its figurative wing as a vassal state, the Empyreans helped drive out the Varati clans in exchange for taxes, resources and labor. For a few years, the relationship continued to be mutually beneficial, but soon the burden of taxes began to be increased. This understandably caused some unrest among the Mongrel leaders of Avalon. In 3917, the unrest turned into a full blaze of violence as the Mongrels fought to take the independence of their country back. Most of the violence occurred within Avalon's borders, but some riots occurred in surrounding territories. As might be expected, the superior military of the Empyreans quelled the rebels and the nation was absorbed back into the Empyre and became Arelate once more.

Mongrel characters may seem limited in their scope, and while that is true to a certain degree, a resourceful player can make a wonderful tale of the 'under-dog' story of a Mongrel. Beyond just slaves and servants, Mongrels can be gardeners, merchants, artists, thieves, smugglers, sailors, Cyprians, accountants, gladiators, craftsmen, guards, Velites, and so on. While a Mongrel may never hold a powerful or overtly influential position, there are numerous opportunities available for a resourceful character.

It must be stated, though, that a Mongrel player needs to understand that there is no Equal Rights Amendment on Aether, nor is there a concern for being 'politically correct.' Prejudice and bigotry are strong among all races, with much of that coming into focus against lowly Mongrels. Very often, scenes will involve unfair treatment from bigoted purebreds that have little regard for a Mongrel's life. Of course, this is from the characters, NOT the players, and it is that very tension that helps create a dynamic and interesting roleplaying environment.

As a last note, Mongrels often live to be anywhere from 70-90 years old. If you have any further questions, do not hesitate to contact a member of the staff.

Back to Top


Description

Halfbreeds typically display prominent aspects of the race of both of their parents, usually making them look a bit unusual. However, with the dilution of their bloodline, comes a large price to pay: these salient features rarely work as well as those of the full-blooded. They may have gills, but not actually be able to breath water or survive the depths of the ocean; they have wings, but are unable to fly. While some Halfbreeds are fortunate enough to be able to survive in the environments of their parents, most are outcast whether they will it or not, unable to follow where their parents go. As mentioned in several places, Halfbreeds require an application (see "news applications"). Be sure to include what races comprise your Halfbreed, what racial features they exhibit, and whether or not they are able to function.

Mongrels possess none of the distinguishing characteristics of the other races, such as wings, webbed fingers, or pointed ears. In form, they are no different from Earth's humans, and skin, hair, and eye-color vary depending on which race's blood flows most strongly through their veins. They are also hardier than the other races; sickness and disease are less common for them, and they generally possess a stronger endurance or stamina.

Back to Top


Society

Power resides with the pure races of Aether, leaving the mixed breeds at the fringes of society. Many conform as best they can to the culture to which they are bound, gaining a modicum of acceptance in servitude. Those that are not slaves or servants tend to live on the outskirts.

For most Mongrels and Halfbreeds, their culture echoes whichever race they live and work in closest proximity to. Clothing styles, religious leanings, holidays, recreational pastimes, and most biases are borrowed from the culture they work within. Even physical attributes tend to lean towards what is most favorable in that particular society -- Empyrean Mongrels are often fairer, with light skin and hair while their Varati counterparts are darker of complexion.

Within Parnassus, an area along the estuary at the base of the bluff upon which the city rests was originally intended to house many of the Mongrel slaves who worked the waters of the inlet and ocean beyond. Over time, it came to be known as 'Mongrel Town.' With the changes to the region, this section of the city quickly became home to many free Mongrels as well as some of the less successful members of other races. Mongrel Town itself is a mostly modest neighborhood with small and sturdy buildings. Close to the docks there are several taverns that have robust and bawdy reputations, and there is a rumor of a black market within the area, but there is still a modicum of civilization.

With the growth of the city and the influx of the outsiders seeking to find profit in the racially mixed region, the truly poor were slowly forced further away from the city. A shanty town soon grew at the outskirts of Mongrel Town, spreading out over the marshlands. Nicknamed the 'Bottoms' for its proximity to the ripe scents of the marshes and placement at the far base of the bluff, the area has become a haven of tolerance (or perhaps indifference) for the outcasts and impoverished of society.

While most Mongrels tend to emulate the culture in which they live, there has been a growing segment of the race that has slowly been developing its own customs. Calling themselves the Baxtalo, they are most clearly characterized by a fierce pride in their durability and their 'family.' A clannish, insular society, they are well aware of their precarious position in the midst of the more powerful pure-breeds, so they are very careful to protect and shelter one another.

Family is of the utmost importance to the Baxtalo, but family tends to have a looser definition amongst a people who are accustomed to losing blood relatives to the slave blocks. As a result, a Baxtalo family group may consist of several Mongrels who bear no common blood between them. One should never underestimate their dedication to one another, though. New Mongrels are occasionally inducted into the culture, but they are carefully judged and measured to ensure they will have the same dedication to the family and the Baxtalo way of life. Conversely, betrayal is dealt with in a ruthless and merciless manner. Any Mongrel known to have betrayed another can count on their life being forfeit if they come within reach of any Baxtalo group.

Each family group is led by an elder who is chosen because of their wisdom and common sense. They are expected to keep the clan out of trouble, but still uphold their collective self-worth. Called a Phuro, the leader can be either male or female and is chosen by a trial of storytelling, ensuring that the Phuro can hold their own amongst the duplicitous purebreeds. The Phuro holds clan meetings in the Divanos, a meeting place kept secret by the Baxtalo. Usually in the poorest section of town, the Divanos is a place where the family can gather without as much worry.

As part of their cultural identity, the Baxtalo each are given a name that is shared only among other Baxtalo. While each may wear a name that is suitable to use with other Mongrels or the purebreeds, when in private they use their Baxtalo name nearly exclusively. These names are usually a mish-mash of names from other cultures. They strive not to be recognized as a name from any particular group, but seek pleasing sounds.

Back to Top


Religion

Mongrel beliefs are generally influenced by the culture they are most familiar with. The majority of Mongrels will either pray to Atar or to the Gods of the Pantheon, depending on whether they serve the Varati or the Empyreans.

The rare freed Mongrels may end up coming to live in an area near either the Sylvans or Atlanteans, and be influenced by their beliefs. Farmers living near Sylvans are expected to respect the "Earth Mother" and strike a balance with their surroundings or be driven off. Again, shore-side dwelling Mongrels may pray to Pasiphae or follow one of the other water-influenced religious practices of the Atlanteans.

Many outcasts of society have happened upon the goddess Tyche from the Empyrean pantheon. As the embodiment of fortune (good or bad) she is particularly appealing to the downtrodden, who pray to her for a reversal of their luck.

Back to Top


Magic

Those of mixed blood cross a wide range in the use of magic. Halfbreeds bear a double curse. Almost all of them have some affinity for magic, but that magic is invariably wild and difficult to control. Halfbreeds are often considered a threat through no fault of their own. Elemental Halfbreeds, especially, are viewed with fear and suspicion, and it is not unknown for some groups (especially the Askari) to exterminate the ones that are beyond hope of instruction and training.

Halfbreeds may choose any magic available to either race of their lineage. Therefore a Halfbreed Varati/Sylvan has both Elemental Earth and Elemental Fire available to them for choice, as well as any other magic their races can choose. Because being a Halfbreed is considered to be one 'special' quality, it becomes increasingly difficult to be approved for a Halfbreed that also has more than one magic (dual magics being a second 'special' quality). It is advisable that in applying for a Halfbreed, you choose only one magic.

Despite the laws and warnings, Halfbreeds are continually produced, and in turn have offspring of their own. As the "pure" blood is diluted, the chance of an affinity for magic grows slim, and the results of generations of mixed breeding are the hardy yet unmagical "Mongrels."

But that hardiness comes with a price. The affinity for magic is all but impossible for mongrel children, for their diluted blood cuts them off from the magic inherent in Aether. Instead, they must rely on wits, ingenuity, skill, and hard work to make their mark -- if, in fact, they are given the chance. As said before, crossbreeding is deemed taboo in each of the four cultures, and the products of it are seen as "tainted." If you choose to create a PC with mixed blood, do not be surprised to find your character the victim of prejudice and dislike.

Back to Top


Names

While the four pure races of Aether tend to draw their names from various cultures, Mongrels and Halfbreeds hearken back to the days of original fantasy names. Nearly anything original is appropriate, so long as it is not a break from the fantasy theme of Aether.

Having no long-term culture of their own, Mongrels tend to draw the conventions of their naming from all cultures. Many take a surname of their trade, such as Allys Candlemaker or Rinn Carter. Others may mimic the naming conventions of the races with which they are associated.

For ideas of names taken from other cultures, see:

Empyrean Names | Varati Names | Sylvan Names | Atlantean Names

Back to Top

News Staff Players Links Gallery Logs Library Updates Contact Us Home Connect to the Game