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I've had a lot of problems with picking a name as according to my own storyline these beings communicate using hymns and chants and although they're capable of it they despise human language ( They consider consonants like the P, D or R to be no more then primitive grunts).
I've considered names only consisting of vowels and I thought of simple choosing a symbol to represent them but i never got to working on that though. So, for now, they'll be known as The Jesari.
*Edit, mmm I think I'm just gonna stick with this name, that will be their human/everything else name.
Jesari are both a class and a race, their birth will be a subplot in GW2 and they can be unlocked in PVP and PVE by completing the subplot and the elite mission. ( I could start writing a whole storyline here but I'll stick to the basics for now ).
The Jesaris origin is traced back to the fall of shiro and the destruction brought by the jade wind. The majority of those hit by the jade wind simple died and went on to the afterlife, however not all were as fortunate.
Thousands of humans and beasts had their souls cursed by the malicious energy and found themselves trapped in the very landscape the wind had transformed.
The many souls in the kurzick forest went insane after centuries of being trapped with other souls in the fossilized trees and their hatred caused the other beasts to go mad and the wardens to turn against the humans.
The souls trapped in the jade sea were more fortunate as they were able to move much more freely and catch glimpses of the outside world.
Nevertheless, after almost half a millennium of being denied the comfort of death, cursed and forced to live in an unnatural vessel their souls became less human and the souls of humans and even beasts began to assimilate into distorted entities. It was however due to a man (or woman as genders had begun to deteriorate ) who discovered that the new abilities that had come with his change would be able to help them escape.
He had a way of using magic that allowed them to assume a form that let them pass freely in and out of the sea. This form was the form of the Seraph, the man started his own religion, sharing the secret with those that had the talent and would be willing to help him achieve their plans.
To attain the seraph form however the power of many souls was needed but power alone wasn't enough the souls needed to be so attuned to another so that they would be able to form a single minded entity, as long as the entity had not been too contaminated by animal souls however, the souls were willing to put aside their individuality, after all eternity in the jade sea was the only other option.
As such the jesari are not very stable beings, constantly struggling to keep control over the individual souls of which it is made.
Here's a pic of a less stable jesari in seraph form

Though not evil in nature the Jesaris selfish desires will end up threatening the entire continent of Cantha.
Hè, Now for the actual gameplay :P
Jesaris are capable of taking a sec prof, but they can not be chosen as a sec prof themselves.
Here are the four attribute , considering they can't be taken as a secondary there's really no point in giving any primary status, nevertheless I assign this title to Seraph Anatomy, cause that just makes the most sense.
I figure they have a 400 health and 50 energy base and have a 40 base armor (more on this later)
Seraph Anatomy: This is the magic that allows the entities to assume their angelic form, its spells are of a creating and altering sort.

Angelic Judgement: energy 15 casting time 2 recharge 10
Target foe and all foes in a direct line are hit for (20-90) holy dmg, if that foe was suffering from a hex, this attack deals +(15-50) dmg, if that foe was suffering from a condition, one condition is removed from that foe.
Assimilate: energy 5 recharge 15
Absorb target touched summoned creature (foe or ally) below level (1-19), you gain (10-70) health and (2-11)) energy
Refine Hexes: energy 10 casting 1 recharge 10
Hex spell: All non-jesari hexes last (10-33) percent longer.
Ramiel: energy 20 casting time 1 recharge 30
Drone summon spell (Drones; artificial lifeforms created by the jesaris magic, they have health, energy and die after X seconds, a jesari can create X/5 at a time, were X is seraph anatomy attributelevel)
Ramiel stats: (50-200) health, (10-40) energy (3 pips) this floating creature sticks close to it's summoner attacking everything in spellrange: attack (15-50) holy dmg, 10 energy 5 recharge foe is healed of disease (they will divert fire to the summoners target), they are immune to groundbased spells
Dwaynas Will: energy 20 casting 3/4 recharge 30
Elite AoE spell, you lose all your energy and all your health except 1 hp, all enchantments, stances, hexes and conditions are removed, all foe in the area suffer (80-200) holy dmg and are knocked down
Mercy of the Undying: Target foe is teleported to your position, 15 energy cost, cast 1, recharge 40
Reversal of Insanity: Remove 1 hex from target ally, that hex is send back to the its caster, energy 15, casting 2, recharge 40
Gift of Mortality:
Hex spell, If target foe in (10-30) seconds his corpse can not be revived or turned into an undead minion for (8-16) seconds.
Rage of the Fallen: energy 15 casting time 3 recharge 40
Elite Enchant corpse spell: Target ally is revived with full health and energy and under the effect of rage of the fallen: For X seconds target ally has -30 health degen and attack 33 percent faster, casts 50 percent faster and moves 50 percent faster, when Rage of the Fallen ends target ally dies and cannot be revived for (60-20) seconds
Dominion: energy 10 casting 2 recharge 8
Hex spell: Target foe loses 33 percent of his max energy for (6-18) seconds (this is returned after)
Uriel: 15 casting time 3/4 recharge 60
Elite drone spell: this drone moves freely in your vicinity: (20-130 health) (15-35 energy, 4 pips)
Uriel's blessing: drone enchantment spell: Target melee wielding ally now does +(3-15) fiery dmg and causes burning for 1 second on hit for (3-10) seconds. 8 energy, 1/4 casting time, recharge 8
http://i61.photobucket.com/albums/h4..._SuperTako.jpg
Warp Screen: 5 energy, 1/4 casting time, 12 recharge
Enchantment spell, for (5-15) seconds target ally spells deal +(7-28) chaos dmg to their target and incoming spells deal (10-25) percent less dmg and deal chaos dmg, this enchantment ends after being used twice.
The Gathering: energy 10 casting time 1 recharge 15
All foes in the area around target foe are teleported to target foes position. this skill is disabled for 30-10 seconds
Stabilize: energy 25 casting time 3/4 recharge 60
You loose up to X malicelevels, you deal X dark dmg to adjacent foes for each level lost this way.
Ok time for the next attribute :P
MALICE CONTROL: in here you will find the jesaris most powerful skills, however there is a drawback to them. When the jesari wants to use all the hatred and anger that's been boiled up inside of him he must awaken the individual minds that he's made of and as such destabilizes himself as a whole which causes him to be affected by all sorts of nasty malice hexes that cant be removed without lowering the malicelevel.
The malicelevel rices when using malice skills or when you take dmg, it will reduce by itself in time, but to be safe you must use malice supressing skills from the other attributes.
As the malicelevel rises the maliceskills become stronger, but your other attributes weaken. A small malicelevel isn't bad for you, in fact there's a decent chance you'll get a positive malice hex (they are randomly given every time you raise a level, certain chance for that hex, certain chance for another, certain chance for nothing)
Some examples:
Mental Chaos: malice hex, spells cast 30 percent slower and you pay an extra X energy for your spells, where x is the malicelevel
Burning Cry: You loose 20 energy, all foes in the area suffer X (depends on level, if there is any) fire dmg and are set on fire for X (depends on level) seconds (fairly long burn)
Haywire: You get (4-16) health degen and 3 energy regen.
Madness Incarnated: Your malice control skills cost 33 percent less to cast and other skills cost twice as much.
As the malicelevel grows you'll get more powerful hexes and less chances on getting one with a positive effect.
Here are some pics to explain what happens when you let your malice go out of control.

And if ya don't stop there, see below

Now for some skills

Fears Glare: 15 energy recharge 5
Target foe is interrupted and looses one stance, target foe is paralyzed for X seconds ( paralyzed= completely helpless, luckily this never lasts longer than 3 seconds) http://i61.photobucket.com/albums/h4...by_Saromir.jpg
Shadow Claws: energy 8 recharge 5
touchskill, target foe is hit for X shadow dmg for each level of malice.
Howls of The Dying: Stance: energy 5 recharge 15
Malice level 7 or higher, you gain X health regen, were X is the number of foes and allies suffering from a condition.(in the area) times 1-3 for 6-18 seconds
Rabid Fangs: energy 10 recharge 12
malice level 4 or higher, touched foe suffers X dmg and suffers from bleeding and cripple.
Malice Eruption: energy 10 casting time 1 recharge 10
target foe is hit for 30-120 dark dmg and your malice level goes up 1 level
Death Storm: energy 25 casting time 3/4 recharge 20
Elite AoE spell: you generate a field at target foes location that inflicts (20-70) dark dmg every second for 3 seconds, your malice level goes up by 3 levels and you are paralyzed for 3 seconds.http://i61.photobucket.com/albums/h4...y_Suirebit.jpg
Wraiths Shriek: energy 8 casting time 1/4 recharge 20
All foes in earshot lose (1-3) shots of adrenaline and (2-9) energy.
Master of Nightmares: energy 10 casting time 1 recharge 60
elite enchantment spell: For (10-25) seconds you gain (2-10) energy every time you get hexed and your hexes last (20-66) percent longer but your skills recharge 50 percent slower.
The Envoy's Embrace: energy 20 casting time 3/4 recharge 40
Sacrifice half your current health, you and all adjacent foes are teleported to target allies position, if your malicelevel exceeds level 5, you do not loose health, if it exceeds level 8, all enchantments are stripped from those foes.
Reaper's Stride: energy 10 casting time 1/4 recharge 35
Req malice level 2 or higher Shadowstep to targets foe's location, all foes in a direct line between you and that foe(unlike angelic judgment this line does not travel past the target) are teleported to that foes location and suffer from bleeding. If your malicelevel exceeded level 7, those foes suffer from deep wound instead.
Poltergeist: 10 energy casting time 1/4 recharge 9
All adjacent foes suffer (8-40) blunt dmg and are dazed for 1-4 seconds, you are dazed for 9-2 seconds and your malicelevel rises by 2.
VESPERS: Supportive rituals, shouts and a new addition called song spells

Song spells are spells that require you to stay immobile and not activate any other skills in order to ensure a constant effect.
Instant Activation: When a songspell that reaches it's maximum the instant it's cast
Constant Buildup: When a songspell builds up its effect equally over a set time limit.
Late Bloomer: Where the initial effect build u is weak and the later buildup strong.
Song of Calamity: 12 initiation energy, 2 energy per 3 secs for continuation (from now on referred to as IE and CE) recharge 30 secs
song spell:Allied elementalists in earshot recharge 20-60 percent faster. CB 5 secs
Hymn of Gusts: IE 8 CE 1 per sec casting time 30
song spell: Enemy projectiles have 30-90 percent chance of missing, allied arrows move 2 times faster. LB 7 secs
Puppeteers Bane: IE 15 CE 3 per 2 recharge 20
song spell: Every second you have an 25-95 percent chance of converting a summoned creature in earshot. IA
Converted Minions will loose their bond to you 10-25 seconds after you canceled Puppeteers Bane.
Exodus: Shout: energy 20 casting time 1/4 recharge 70
All allies in earshot are moved to an random spot outside the casting bubble (remaining in an area about twice the diameter of the casting bubble) All allies that weren't jesari or sins loose 20-5 energy and are dazed for 7-1 seconds.
Beseeching The Spire: energy 15 casting time 2 recharge 30
Elite enchantmentspell: , for (10-28) seconds you gain +(50-150) maximum health, +(5-15) maximum energy and your Seraph Anatomy goes up 1-3
Genesis (also entitled the jade wind) : songspell: All foes in earshot suffer X (max 43) dmg per 2 seconds. LB 10 secs
Hymn of Jora: Every (3-1) seconds you loose 1 level of malice, if you loose a level this way, you loose 1 hex
Eya's Tears: energy 10 casting time 1 recharge 25
Elite enchantment spell: for 6-12 seconds you have -9 energy regen every time you get attacked (melee, projectile, spell,...) that foe looses 5-10 energy, if a foe removes Eya's Tears drain all of the casters energy.
Diena Vikaari: energy 15 casting time 3 recharge 50
Hex spell: target foe has his skills disabled for 2-4 seconds, if there is an ally near to you with 10 energy or more during casting you steal 10 energy from that ally and targets foes skills are disabled for an additional 3-5 seconds, if there are two allies with 10 energy or more in your vicinity you steal 10 energy from both those allies and target foes skills are disabled for an additional 7-12 seconds
SENTIENCE: The unnatural senses of the jesari.

Reveal Menace: energy 5 casting time 2 recharge 15
Enchantmentspell: For 15-30 seconds you have an 33-95 percent chance of detecting hidden foes and traps. (they'll appear as colored zones in the scenery)
Shadow Guard: energy 5, casting time 1/4 recharge 40
Stance, for 7-21 seconds whenever a foe shadowsteps to your position you teleport to that foes previous position and Shadow guard ends, that foe suffers 21-69 dark dmg and suffers from cripple for 2-7 seconds.
Aurascan: energy 5 casting time 1 recharge 20
hex spell: Reveal any enchantments on target foe for 3-7 seconds. These enchantments can now be targeted.
Mindreader: energy 10 casting time 2 recharge 10
hex Spell : Reveal up to 2-6 skills of target foe for 7-15 seconds (you'll be able to see exactly when they are being used and which are recharging) this skill is disabled for 25-5 seconds
Disable: energy 13 casting time 1/4 recharge 18
Targeted skill is disabled for 7-17 seconds.
Mindsharper: energy 5 casting time 1 recharge 12
Enchantmentspell, for 10-36 seconds you receive warning of the next 3 attacks targeting you.
Psyche Up: energy 12 casting time 1/4 recharge 20
Elite Stance: You gain + 25-65 percent chance to dodge projectiles and melee attacks.( for 6-12 seconds)
Snipe shot: energy 5 casting time 1/4 recharge 35
Stance, the next spell has twice the range.
Powercheck: energy 5 casting time 1/4 recharge 20
For 8-24 seconds you can see targets energybar.
Flaw Hunt: 10 energy casting time 1/4 recharge 8
Stance: next time you deal over 90-50 dmg you deal +10-20 dmg and that foe has -20 armor for 8-15 secs
The Jade Gift: energy 20 casting time 5 recharge 60
Elite spell: If there is an ally on this map with 30 percent health or less, you and 1 adjacent ally teleport to that allies position and you heal all adjacent allies for 60-240 health, the teleported ally is dazed for 10 seconds
There is still more. Jesari aren't capable of wielding any weaponry as they exist out of ectoplasm and need energy to interact with protoplasm (which is what all the rest is made of). They however are capable of attacking without a weapon by shooting jolts of energy at 1 energy a shot (not much faster than your average staff, and less dmg), haven't decided what their default element would be though nor have I decided how much dmg they do as I know nothing about the GW2 lvlcap
Jesari aren't capable of wearing normal armor either but don't despair, They can absorb and eject special types of refined ectoplasm that give them both armor and weaponry benefits. Normally such ectos could only be made by elite crafters, but in order to keep it fun and affordable, these ectos will be a fairly common drop (the crappy ones anyway

As these ectos will provide sooo many combinations of reqs (yes there will be a req for using them, these req are somewhat bound to the skintype, dark looking armor will mostly req malice control, but there will be rarer drops that have another req with the same skin)
skins and effects that finding the type just for you and your build will be somewhat of a hassle, but hey it's good for the economy and it gets you farming.
here's a sample of an armortype


I know it looks like a toy but it's a sample of many, the difference in jesari armor will be far greater than that of other races as the ectoplasm actually alters your being.
Here's some stats
Zealous Soul
+25 armor bonus
Increases moving speed by 10 percent
+10 energy
Req 9: Seraph Anatomy
20 Percent chance of faster recharge with seraph anatomy skills
20 Percent chance of faster casting with seraph anatomy skills
Spellcost for drones is reduced by 50 percent.
I'll work on more and more interesting armortypes if anyone likes the idea.