6 Votes


Hits: 4659
Comments: 6
Ideas: 0
Rating: 3.75
Condition: Normal
ID: 2428


March 21, 2006, 5:52 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status




“It is said that the shadows hold many dangers, and that is true.  I am one of those dangers.” - Saja Jyn
“It is not merely the things lurking within the shadows that you must be wary of.  Sometimes, the shadows themselves can be your enemy.” - Moraten Li

Full Description
The ShadowKin were created by the Lords of Jernos to fill the need for reliable, trustworthy, and efficient spies, bodyguards and assassins.  Two clans were selected to serve in this capacity, the Jyn clan and the Li clan.  Over the generations, selective breeding and magical experimentation gave the two clans a special relationship with the shadows.  The Jyn clan developed the ability to pass through shadows as if they were doors (shadow stepping), as well as travel within the shadow realm itself (shadow walking).  The Li clan developed the ability to manipulate and control shadows, including giving them substance and freedom of movement.

Over the intervening generations, the two clans became something of a race apart from normal humans, the ShadowKin.  Nearly all children born to ShadowKin parents have one of the two abilities (those who don’t are typically killed as soon as it becomes obvious that they are untalented).  The two clans have become so intermingled as to be considered the same.  The clan name a child is given is now dependant on the talent they have (Jyn for shadow walkers, Li for shadow users).  It is considered an unbreakable tradition for alternating generations to marry within the ShadowKin (to keep the shadow magic strong) and for every other generation to marry straight humans (to keep from becoming inbred.)  The clan leaders once had arranged marriages for all Kin, but that tradition is dying out, and Kin are now generally allowed to choose their own mates.

ShadowKin are literally born to serve.  They are always sworn into the service of the lords of Jernos upon reaching adulthood (14-15), and often before.  Depending on the current ruler of Jernos and the prevailing attitude, the ShadowKin are looked upon as extremely valuable (and thus well paid) servants, or as slaves of the ruling class.  However, the ShadowKin code of honor stresses loyalty to the clan and Kin first, and the lords second.

There are two physical types.  The Jyn tend to be fair almost to the point of being albino (they usually have dark-colored eyes).  The Li are typically the opposite, with dark skin and hair and light eyes.  As a rule, Kin are tall and slender, although there are always exceptions.

The ShadowKin have no homeland save Jernos, and no defined territory.  Most are born in the capital and assigned all over the kingdom.  Each child recieves extensive physical and martial training as soon as they can walk, and also recieves speciallized training in skills necessary for postings as spies or assassins.

Additional Information

Shadow magic works in particular ways.  Shadow walkers can step through any shadow big enough to cover them, but not their own shadow.  They may then travel along the shadow, through any connected shadows.  Staying too long in the shadow realm could prove hazardous, as it may be impossible to find one’s way back.  The length of time it is safe to stay in shadow depends on the stamina of the individual walker.  Only grayscale can travel through shadow; colors must be covered up completely.  It is possible for a shadow walker to take someone with them, but it is very tiring, and makes the risk of becoming lost to the shadows that much greater.

Shadow users can manipulate their own shadow or any shadow theirs is touching.  They can make them take any shape and extend them a fair distance, although they cannot change the area of the shadow (extending it will make it porportionately thinner, for example).  They can give shadows substance and make them lift off the surface they were cast on, although the strength of the shadow is dependent on how distinct the shadow was to begin with.  A solidified shadow is very elastic and slightly amorphous, like warm taffy.  They can be used to wrap around or hold objects or creatures, depending on the skill of the user.

ShadowKin always work in pairs, a walker and a user to a team; their abilities complement each other.  A typical application is for a user to throw a shadow that a walker then travels along to a location they might not otherwise be able to reach.  If teams become separated, both members often become very nervous without the other.

Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Suggested Submissions

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted MoonHunter
March 21, 2006, 19:24
Ah snuck this one in the backdoor though editing; still a solid post across the board. It is not as complete as other similar posts, though that is enhanced by the other linked posts.
Voted Murometz
March 21, 2006, 22:00
Only voted
Voted Strolen
February 11, 2007, 10:24
Great idea!
Voted Ramhir
January 12, 2011, 13:57

An interesting concept.

Voted Silveressa
January 12, 2011, 15:00

A nice addition to any campaign needing a touch of shadow magic among the nobility.

Voted valadaar
December 13, 2013, 14:59
Interesting folk that can be reused anywhere their magic could be explained.

Link Backs


Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.