Magical Creatures
There is a multitude of magical creatures in the KG world, and there are different classes, species, and some that exist outside of what are considered the "traditional classes".
Magic and Powers
Magical powers are a complicated thing in this world. Each person can have a specific power - such as, ability to create ice shards -, or a general power, such as control over water. Some powers are specific to certain species - unless otherwise stated in their section, all creatures have this specific or general magic, depending on their level.
Net Magic - In the world, there is a net amount of magic available to be used. In the past 300 years, this net magic is finally able to be accessed again, after having been closed for thousands of years. Magical creatures are coming forth once more with the ability to use channel their magic and use their powers.
With a net amount of magic available, not every creature can access the same amount - some can use a lot of magic (the Kings can use the most), and some can only use a very tiny amount. Obviously, the more magic you can access, the stronger and more general your magic is. For example, that ice and water examples from before- the one able to create ice shards can only access a small amount of magic to use, hence why he can only do ice shards, however the one able to control water can access much more, and therefore can control all water, not just little ice shards.
Soul Storage - Each magical creature, depending on the species, of course, also has a set amount of magic they can store in their bodies to be used at a moment's notice. This is generally used as a last resort; a magical creature will always save their soul store for when they are in great danger, as it is completely draining your life's energy for an amount of time, and the user will pass until it is refilled. Once used, the soul store takes time to "reload" - the more magic the user can use and store, the longer it takes.
A King with his magic drained will take up to 48 hours to recharge; someone with limited magic will be out for no less than 6 hours.
Most magical families also have inherent traits towards certain kinds of magic. For example, say a jackal is born to a mother and father who both create fire. This newly born jackal, will most likely drop into using fire as their power. The amount of net magic able to be used and soul store are also passed down family lines - if your mother and father do not have a lot of magic, chances are you aren't either.
Each magical creature has some small gift towards healing, especially life magic users. Magic in itself has healing properties - it helps the body resist aging, injury, infection, etc, and thus allows magic users to life slightly longer lives than their ordinary cousins. Again, the more magic the creature has, the longer they will live. (Take the average number of years for an ordinary species and times it by 5, and that is the magic-user lifetime expectancy for that species. To find the healing rate of a magic user, take how long it would take for the same injury to be healed in an ordinary person, and divide by half).
In this world, there are differing types of magic - some you are born with, and each draw their net magic from different sources. The life magic users and the undead magic users both draw from different places - which means the undead magic users are likely to be able to draw more out at a time than any life magic user.
Life Magic - The magic of life, magic obvious by it's green color; the users are identified by their green eyes, which glow when they are drawing magic. This group of magic users is the largest, and are born into this group. They use magic that is created by the growth of life on Earth; without things growing, there would be no life. Because of this, the most common powers in this group are focused around the elements - fire, water, earth, air, energy, healing. "Energy" abilities are only found in the life magic group, and is the most broad power, as energy can be used for just about anything. (See Queen's description in the next section for an example of energy magic). Healing, aforementioned, is present in all magic users, but some users develop their magic around healing and are able to heal the wounds of others quickly. This group includes any creature that doesn't fit any of the other groups.
Undead Magic - Characterized by its red color, creatures of this group are identified by red eyes. Undead magic is something of a virus type - it invades a host body and rearranges things to make itself comfortable. This group includes things like vampires, lycanthropes, demons, etc. They can be made into this group by many different ways; there are many different types of undead viruses that all creature their users in different ways. The viruses are usually considered as "living", despite being undead, and users in this group will often refer to themselves as having "another half" - the half the is afflicted by the virus, and the half that what they were beforehand, or their "true self".
For example; a lycanthrope may refer to themselves and their wolf as separate entities, and a vampire will say that the vampire in them wants to hunt, while the human wants to stay home. Those of this group often struggle between the two sides of themselves, as the "virus personality" often does not match their own. The magic in this group is usually specific, as most of their magic is used keeping their bodies alive; constantly regenerating.
Other Magic - Any magic that is completely species specific. This magic is incredibly rare. Phoenix' are one of the only species that is known to have magic other than red or green - their magic color corresponds with their feather colors. Because this group is so small, they are run and lawed by the Life Magic group.
Please see the "other magic" page for more information on different magical creatures!
Shapeshifting
Human Forms - All magic users are shapeshifters in some respect - in order to blend and go into human communities, they are able to take on a human form by drawing magic to change their shape. However, the more complete the change, the shorter amount of time they are able to hold it. Because of this, many users tend to keep some animal aspects in their human form; usually tails, ears, and/or paws (partial human). Maximum time alotted in this form is to those who may use an anthropomorphic form; their animal shape but only with human characteristics.
Full Human Form - Max 10 hours
Partial Human - Max 24 hours
Anthropomorphic - Max 48 hours
At the max time in these forms, and the creature will revert automatically back to it's original form. This is incredibly painful, and to prevent this it is recommended to whoever decides to entire the human population for an extended period of time, that they spend an hour or two in their original forms.
Shifting in general is a relatively painful experience, when going from original form > human, however the switch back is usually easier; even soothing. A shift into a new form can take anywhere from 5-15 minutes, depending on both the original animal's anatomy, and how human they are attempting to go.
Clothing- The type of clothing is important when shifting, if not trying to go full-human. Partial humans usually wear loose clothing, such as robes, and hoods to hide ears. They blend surprisingly well, especially in areas such as Egypt where robes and the like are common.
It is important to know that when a magician changes forms, they are not automatically wearing clothes!
Full Human Form - Max 10 hours
Partial Human - Max 24 hours
Anthropomorphic - Max 48 hours
At the max time in these forms, and the creature will revert automatically back to it's original form. This is incredibly painful, and to prevent this it is recommended to whoever decides to entire the human population for an extended period of time, that they spend an hour or two in their original forms.
Shifting in general is a relatively painful experience, when going from original form > human, however the switch back is usually easier; even soothing. A shift into a new form can take anywhere from 5-15 minutes, depending on both the original animal's anatomy, and how human they are attempting to go.
Clothing- The type of clothing is important when shifting, if not trying to go full-human. Partial humans usually wear loose clothing, such as robes, and hoods to hide ears. They blend surprisingly well, especially in areas such as Egypt where robes and the like are common.
It is important to know that when a magician changes forms, they are not automatically wearing clothes!
Earthly Animals
Earthly magical animals refers to animals that one would consider average and normal, but possess magic and abilities. These animals function under the "general or specific" powers, and have no additional species-specific gifts. Earthly magical animals are a part of the Life Magic group.
King, the Jackal, has completely general magic - he can mold it and create anything he wants, and do anything he wants with it. In The Jackal Project, you see him create a claw mechanism to pin down his attacker.
Queen, the Jackal, has specific Energy magic - she can fire bolts of magic her opponents.
Visit the "Magic VS Nonmagic" tab for lists of Earthly Animals that are able to use magic!
King, the Jackal, has completely general magic - he can mold it and create anything he wants, and do anything he wants with it. In The Jackal Project, you see him create a claw mechanism to pin down his attacker.
Queen, the Jackal, has specific Energy magic - she can fire bolts of magic her opponents.
Visit the "Magic VS Nonmagic" tab for lists of Earthly Animals that are able to use magic!
Magic Kings
While the human world rules themselves, the magical creatures are gaining their powers back and have their own ruling force - a council of the strongest of the Life Magic group, the largest magical group. Any laws within the magic community are made by the local King, or by the entire council.
Each continent has their own King; the strongest and most fitting for the job, and must be a Life Magic user. For the most part, the Undead are allowed to govern themselves, but they must always report to their local King, and the King has the ability to enforce laws on the Undead.
King Africa
Your local King of Africa - where most of the Kings Guard series is set, King Yotei, a Golden Jackal.
He is known as being a kind, gentle king, and was boring to a pacifist family of jackals. He believes all problems can be solved with words and with no violence, and henceforth tries to solve any problems brought to him without any violence. However, sometimes there are those so evil that they must be removed from this Earth...
Mio, his personal Sand Cat, acts as his executioner when needed.
His no-killing policy has made him a fairly unpopular King among some of his people. While many love and respect his peaceful, light-hearted ways, others believe him to be weak and situations often go awry, when no one will step up and put a criminal in his place.
Yotei's position as King Africa has been unstable ever since the outbreak of rebels, led by a jackal simply called Rogue, plotted to overtake his position and had to be taken out by KG's - as Yotei himself refused to destroy him. (See: Kislania's Curse)
Recently, Yotei has taken to traveling around the deserts of his home of the Sarsi desert, and has busied himself in the lives of the human community in Egypt.
He is known as being a kind, gentle king, and was boring to a pacifist family of jackals. He believes all problems can be solved with words and with no violence, and henceforth tries to solve any problems brought to him without any violence. However, sometimes there are those so evil that they must be removed from this Earth...
Mio, his personal Sand Cat, acts as his executioner when needed.
His no-killing policy has made him a fairly unpopular King among some of his people. While many love and respect his peaceful, light-hearted ways, others believe him to be weak and situations often go awry, when no one will step up and put a criminal in his place.
Yotei's position as King Africa has been unstable ever since the outbreak of rebels, led by a jackal simply called Rogue, plotted to overtake his position and had to be taken out by KG's - as Yotei himself refused to destroy him. (See: Kislania's Curse)
Recently, Yotei has taken to traveling around the deserts of his home of the Sarsi desert, and has busied himself in the lives of the human community in Egypt.