Human: The humans of the world are one of the oldest, if not the most numerous race due to their connection with the Nameless Time God. In the past its said they committed some great offense against Delpithi, though whatever it has was lost to the Moonless Era. In this day and age, they primarily worship the Sage for wisdom and Guidance. They possess no special talents, aside from perhaps ingenuity and persistence. They can primarily be found in Chagawa, Dawn, Svyataya Zemlya, territories held by the Apostles and Elysium Towers.
Choosing a human will grant the following:
- Adaptability: Humans, while they bear no special natural born talents, their limit for growth and power is near infinite should they choose to cultivate said power. They, in their finite lives will find it easier to learn new skills and adapt to new situations if they put their mind to it.
Dwarf: The Dwarves of Azurumnal, located in the Sky Reach mountain range, under the mountain known as ‘The Worlds Provenance’. Dwarves say this is where the Great Sage created the majority of the continent before ascending to the heavens. The sage led them here after they left their old homeland as it was overrun with terrible demons from the Moonless Era. Ruled not by a king, but by a council consisting of representatives of the Castes. Scholars stand at the top, followed by Warriors, then by Miners, Merchants, General Laborers, and those that have no caste. They possess a relic known as the ‘Sage’s Eye’ which is said to be the source of all water in both Azurumnal and Gloomhollow as it constantly generates an infinite source of fresh water. They also possess a unique ability and culture of ‘stone singing’ which allows them to move stone and earth with voices alone, often sung in rhyming verse though not all dwarves pursue it and its considered something of an art to them. Often no taller that five foot five with sturdily built bodies
Choosing a dwarf will grant the following.
- Dwarven Physique: Short, hardy folk of the mountain. They possess average strength and endurance greater than that of humans. They can both take a beating and dish out a beating despite their short stature.
Chiralta: The wandering and wistful Chiralta people. While they can be found all over the lands, they are primarily seen in the Northern Snow Fields, eking out a living following the God Ealdir and Tythera. Compared to the other races, those of the Chiralta can come in many different forms. While they are primarily based on arachnids, their appearance varies depending on what particular star-sign they are born under.
The most common are the Chiraldir, humanoids with obviously arachnid appearances, typically sporting a set of spider-like pair of extra arms and an extra pair of eyes along with fangs. They are often healers and fortune-tellers. Less common are the Tycherta who are born with the lower body of a spider and the upper torso of a human. They are physically imposing, and often end up acting as the muscle for the caravans as well as artisans and craftsman.
Extremely rare are those born under Tythera’s constellation, and are considered the be the Goddess’ few chosen. They are just…spiders. Typically extremely large, sentient spiders. Powerful, long lived, they are just as intelligent as any other mortal and don’t seem to mind being born like this. Depending on their size, they can act as mounts, beasts of burden, or even shelters if large enough. The largest one was supposedly able to carry an entire caravan of thirty people plus supplies on its back. (unplayable, as none would leave the caravans)
They have no formal body of government, relying on their God and Goddess for direction and leadership, who both seem happy to oblige. They generally are peaceful people who are happy to help travelers and those who find themselves stumbling upon their caravans. Yearly, a majority of the caravans convene in their Sacred Land for a month, where the Chiralta will discuss any discoveries, visit relatives, trade stories of their travels, and make offerings to their Gods. Typically a fairly risque affair, according to some of them…and a secretive one. While outsiders aren’t unwelcome, not a single Chiralta speaks of where this ‘Sacred Land’ is, and few outsiders have ever set eyes on it. They often tell outsiders if they ask that the land doesn’t exist and its just a joke they tell others.
Choosing a Chiralta will depend on which of the two forms you choose.
- Guidance of the Stars: The Chiraldir have a far stronger connection to Ealdir, as they say. The stars guide their steps and judgements and warns them of danger. They will roughly know from where and how in danger they are should they be in such a situation.
- Silk-weavers: Tycherta quite literally, produce vast quantities of silk thanks to their spider like bodies and nature. Quite useful, and is typically strong as any weapon.
Sardell/Frost Elves/Little Elves What do you get when Fey and Elves procreate with one another? Elves that possess Faerie magic that typically don’t grow taller than 4’5. The blue skinned Sardell Elves are a small and diminutive race of Elves that are the result of Fey and Elves intermingling for various reasons. Because of this, despite their small size they do possess some of their ancestor elves physical ability while also keeping some of their more subtle fey powers…and some of their more mischievous personality tendencies. Their society is focused greatly on meditation, worship of Kyshella, and purification of demons and have perfected a kind of hand-to-hand and melee combat despite their diminutive size that is aided by their natural abilities. They usually, however, do not have access to the typical Elvish Leargas. Their magic typically includes purification, curses as well as lesser versions of other fey-related magic.
The Little Elves of the far north live upon ‘the ever moving glacier’ named because, well, its location isn’t certain. It in fact, moves across the northern seas freely. Why? Unbeknownst to all but them, its a massive Elder Beast that has a glacier upon its back, and the Ice Elves live within and around it. Named ‘Saphed Kachua’, it is a peaceable creature that does not seem to possess any more intelligence than a housecat, and does not seem to mind the elves which live upon it. Rumors say that there is an entrance to the Fifth Circle of Naraheim here.
Choosing a Sardell will grant the following:
- Kyshella's Purity: Due to their connection with their goddess, the Sardell boast an innately strong resistance to things considered 'evil'. They resist influences of any mind-altering affects and can pinpoint any small amount of demonic corruption or presence no matter how small s well as any other source of instability within the world.
Raam The hardy people of metal bones. Human in appearance, but the God Grams gave them unbreakable bones and physical resilience. Few in number, but long lived and possess immunity to most diseases and toxins. They live along a large inland sea to the south and are often in conflict with both the Apostles and Bastelians for various reasons due to their own desire for testing their unbreakable bodies in battle. They however, are not impenetrable nor are they infallible - they are incredibly susceptible to heat for one. Their bones may also be unbreakable, but it does not stop other wounds nor does it stop a sword from gutting their stomach. As well, they tend to have to eat twice as much as their normal human counterparts to sustain themselves despite being similarly sized. As well, they do not reproduce naturally, either - they are quite literally created by their God, typically only a 'birth' happening every few years. It should also be noted Raam are 'born' fully adult, with all information needed to function and language instilled in them by their God.
Because of this, they do occasionally have trouble with the population. Overall, the Raam barely number above 200 in total that live in their temple city of Allohold. When a Raam dies, its often a great loss for them, even returning their bodies to Grams, it may take years for another to be born. Most are close knit due to this, and all usually live within this temple complex. To them, as well, no crime is greater than the murder of one of their own. Fighting is fine, but to actually kill - is absolutely taboo. They are incapable of swimming due to their higher body mass, and are incapable of magic for whatever reasons.
Choosing a Raam will grant the following:
- Body of Steel: While their skin is still skin, and organs still organs, there is not a blade nor mortal creature that can break the Raam's bones leading them to be quite formidable on the battlefield and possessing fortitude similar to those of dwarves.
Oni The Oni of Chagawa are a violent bunch. Claiming heritage from the old Demon Serpent that the Four Guardian beasts killed, they possess inhumanly strong bodies and fortitude and a typically savage nature. Its no secret that the more violent and savage clans can and will devour the humans they capture. Not all are that violent however. Divided into clans just as the humans are, with vastly differing beliefs they are often led by the rule of Strength. The largest clan, Hashiyama, is currently leading a campaign of terror against the humans and Kitsune, forcing the smaller clans to bend knee and join. The only exception is the Merchant Clan Yukima. They are mainly based on the Shikonai.
Choosing an Oni will grant the following:
- Hellion Blood: While already inherently strong, if angered or they simply wish to, Oni can regress into little more than violent demons if they are not careful. Taking a much more monstrous appearance, and an increase in physical ability...however their blood also makes them incredibly weak to holy artifacts and purifying spells.
Kitsune Descendants from the two nine-tailed guardians, The Kitsune of Chagawa are either a mischievous bunch or an isolationist society, depending on which of the two clans you're dealing with. The Kufumi Clan are a studious bunch, preferring to stay on their mountain home of Kaokuta that they share with the Miyaka clan. They are the priests and caretakers of the Noble white fox. Festivals are held both on the day the serpent was slain as well as the day the Black Fox was put down. One for celebrating, the other for warding off evil spirits.
The Miyaka, conversely, were once the priests and caretakers of the little black fox - who was also the one corrupted by the Demon God when the Oni first appeared. Often seen as omens of bad luck, should a human run into one. A lackadaisical and overall non-serious bunch, most often spend their days playing pranks on humans. Less known is the fact though, most are trained assassins and spies. Similarly, two festivals are held by them as well. One the same as their cousins, the second though, is more of positive rite that is designed to help spirits on their way to the Underworld.
Choosing a Kitsune will grant the following:
- Child of the Guardian Beast: As descendants of the two Great Foxes, the Kitsune possess a deep connection to the land they are from. Though not all train in the art, all can call upon the power of either one of the guardian beasts. Doing so often grants the Kitsune a temporary boon to magical ability and inherent ability to resist and admonish evil spirits and Oni. Its said one day, among the kitsune, the Guardian Foxes shall be reborn.
Shadow Elf: A race of Elves that live deep underground beneath the Sky Reach mountains. They managed to survive the Moonless Era by making some sort of deal with a demon that would give them forms and abilities suitable for living underground and avoiding the horrors above. With such a deal, they not only survived but also prospered. Often treated with suspicion and disdain by their Tamalan and fey cousins because of this. However, they no longer associate with demons and instead act as self-proclaimed guards of Naraheim in order to stop demons from getting closer to the surface or making sure the demons sleeping there do not wake.
Sporting skin colors from pale white to grey, the Shadow Elves are skilled with magic and learned the arts of ‘Soul Domination’ from the demons. A particularly heinous form of magic that allows a user to alter and change their own and others nature - that is quite literally changing one's nature from one thing to another. Only practiced by the elite mages of the Shadow Elves, and while not illegal and can be used for good, its often used for more…dubious reasons. While some possess the ability of the Leargas, it is considered a rare talent for them.
Ruled typically by either a Queen or King, whichever is the child of the current monarch at the time. Their home of Gloomhollow, is rather pleasant all things considered.
Choosing a Shadow Elf will grant the following:
- Mage Blood: A society that highly venerates the magical arts and skills. Their blood is highly magically reactive due to their histories, and as such have an easier time learning and controlling the magical energies of the world.
Forest Elf Cosain Elves, or Forest elves as they are most commonly known as, are the residents of the Tamaln forest, one of the few actually green forests upon the land with trees as tall as mountains and a pleasant climate thanks to the protection of the Fey which inhabit it. They possess strong physical abilities, and are a proud tribe of honorable warriors for that is what they were created for - by the Fey to act as their eyes, ears, and protectors in ancient times since the Fey while possessing arguable powerful magic, are physically weaker.
Led often by a King from the royal family, or appointed by the Fey should any disputes arise, they generally are peaceful, though highly territorial and seem to always be in conflict with the Bastelians and Apostles they share relative close proximity to. They have a fairly communal society, as they have no concept of monetary value - the Fey have always provided for them and have promised to always provide for them so long as they do their duty to protect it, the forest will provide. That’s not to say they don’t understand that things can have some form of value - just that money in the form of gold and other things seems silly to them when they could just go out in the forest and hunt for food themselves. Most like to unwind the day with a drink or a public feast.
When it comes to magic, they possess very little save for the Leargas, or the ‘Ancestor Protection’. All the Forest elves possess an ability to connect with and channel the abilities of their ancestors, typically granting both formidable superhuman strength as well as some special skills relating to their ancestors. Some might find themselves able to use magic had their ancestors were Elvish Druids, or perhaps they’d find themselves able to push their bodies beyond limits had they been injured. Learning to use the Leargas, however, is extremely dangerous and could very well result in ones death. As such, its rare for any to actually go through with it save for the king who must learn it.
Choosing a Forest Elf will grant the following:
- Ancestral Scion: The fey created the Elves with a specific purpose in mind - to protect, and constantly learn in order to do that. As such, they instilled the Elves with a specific ability to call upon their ancestors. Most often it simply takes the form as some sort of sixth sense to make the supernaturally good at some skill, rarer some elves earn particular favor of an ancestor spirit and it manifests to protect them. Even rarer, though all are capable of it - is the Leargas. A skill that turns a living elf into an Incarnation of every single ancestor.
FeyThe creators of the elves. Diminutive, small creatures barely a half a foot tall. Esoteric and enigmatic beings from the ‘Wildes’. At least, they were once upon a time. Their connection to their land of endless forest has supposedly been completely lost thanks to the Moonless Era. Their magic and abilities are far less direct, tending to be more focused on curses, illusions, altering the natural world and manipulation of the natural world. Fey magic is capable of much, though indirectly. They tend to be rather mischievous, though not often actively malicious unless you’re dealing with an Unseelie.
The unseelie are the result of a curse being placed on a certain population of the Fey by some scorned god. Losing their natural and mysterious beauty, they were in turned twisted to look as vile as their soul had been. They possess similar abilities to their Seelie counterparts, though anything done by them will always end up twisted as they are, for their very beings became corrupted. They are rare in Tamaln as they are either hunted or sealed within special groves.
They have no formal society, and though there may exist Kings or Queens, they are hardly united as Fey much rather prefer freedom and adherence to no one group.
Choosing a Fairy will grant the following:
- Otherworld Scion: Originally hailing from a different realm in ancient times, the Fey became stranded here during the Moonless Era, cutting them off from their realm of spring and mystical forests. They are inherently alien beings to this realm, and as such do not play by some of its rules. The very fabric of the world is unstable around them, making it easier for them to perform feats of alteration to themselves or others.
Valtem: A curious race that lives in the just as curious region known as the Amethyst isles. For one, they’re a race consisting completely of females. Secondly, they tend to take a more Aquatic, fish like appearance for the simple fact, they are the children of an Elder Beast known as Valla Levetha. Possessing lithe bodies, most are athletically built and possess a myriad of scale colors ranging from black, blue, white, violet, orange. They possess fins, gills typically located on the sides or neck, or other features that aid one in moving underwater. They are an oddity among oddities for a number of reasons, but perhaps the most glaring…how did an Elder Beast make humanoid creatures? They are not just humans who worshiped it and were blessed by it, the Valtem are uniquely created by this Elder Beast.
However, their disposition towards others leaves much to be desired. While they can be considered beautiful, they are also entirely carnivorous, and its not unheard of for them to drag humans back to their underwater homes, drowning a human before devouring them. Interaction with them is rare because of this, and little is known about their society otherwise. Of course, being an all-female race means that they do need to find other willing partners if they wish to reproduce. Many will often leave home and explore around just for this purpose.
They can be found all up and down the Amethyst Isles and its surrounding seemingly flash-frozen jungle. Tend to be skilled with water based magic and are extremely athletic and possess extreme resistance to cold weather and temperatures. They however, are extremely sensitive to loud sounds and don’t do well if on land for extended periods, especially in dryer areas and around fire. Due to the fact they usually spend most of their lives underwater, they tend not to wear or have a concept of clothing aside from decorating their bodies with various colorful trinkets from the sea though they do wear armor if intending to fight.
Choosing a Valtem will grant the following:
- Blessing of Lavetha: Valtem possess a special connection to Valla Lavetha. As their 'mother' and creator, they carry with them the blessing of the sea, and allows them to use water based magics as a natural talent.
Yaga Clan The Clan of people sporting dog-like ears and typically white hair and lupine, yellow or red eyes. They live within the shadow of Svyataya Zemlya, on the land under the city though they are loosely scattered all through the central region. A hardy folk of unknown origin, though they may have roots in the Moonless Era from humans who messed with magical forces in order to survive.
A society focused heavily on veneration of a various spirits and following a Supreme serpent Deity and veneration of various lesser animal spirits born from it. Though they pledge allegiance to Zemlya, they do not share the same worship of them as the Krysa do. Their shamans are said to be able to shapeshift into beasts and animals in order to defend themselves, as well as possess a great knowledge of alchemy, curses, and abilities to perceive time. Each clan is led by some form of elder, and occasionally the Elders will convene to discuss things, but typically they’ll be fairly independent of one another. Typically a strong and physically hardy race unbothered by the cold.
A curious note, is that most of the Yaga are absolutely terrified of Rifelshka and only venerate her enough as to not incur her wrath.
Choosing a Yaga will grant the following:
- Burdened by Death: The Yaga absolutely fear the Goddess of Death, though for what reason its unknown only spoken of in hushed tones by their elders. Perhaps, it has something to do with their inherent connection to spirits and the dead, and their ability to interact with them without any special means or magic.
Krysa The main inhabitants of Svyataya Zemlya. A race of Matriarchal rat-folk whose women are as tall as most other races' men, and the men tend to be no taller than just over five feet. They worship the Elder Beast Vechnaya or the ‘Beast of Eternal Frost’ who claims to be the oldest and also the ‘most beautiful’ of the Beasts.
They themselves follow their Tsarita, who in turn gets her orders directly from Vechnaya. It does not directly lead, and they do not actually receive blessings from them, for though they worship the beast, they do not ask for protection beyond what he has already given. They are tough, goal-oriented people who put 100% behind everything they do.
The females are skilled with magic and tend to excel with leadership and charisma. Males are notoriously skilled marksmen and though they are not possessing extreme physical ability, they are quick on their feet and make use of that in anything they do and are excellent thieves and often tend to work together extremely well.
Choosing a Krysa will grant the following.
- Frigid Crafts: The Krysa are a race of self-reliant hardy folk who rarely interact with any but the yaga that live in close proximity. While they have to special skills or physiques for surviving in such a harsh environment, they do one thing fairly well - put their minds and hands to use. Krysa know how to build and how to make things that are considered fairly advanced for the current state of the world, aiding with survival and keeping warm.
Bastelian: The chosen people of Auset-Kythet. With feline traits, they worship the Goddess of the Sun and are a particularly violent race of peoples who value strength and prowess in battle, with a tendency to view any race other than their own lesser unless they can go toe to toe with them in a fight. This honor only extends to the Raam, and not even the Harpy messengers are exempt from this. Led by one chosen by the Goddess, they will typically rule for life unless they are overthrown due to being seen as less worthy - only the strong have a right to rule, after all.
They routinely go out into the surrounding snow fields and conduct raids for supplies and slaves from the various other races. Their own are not exempt from this, and ‘any who are conquered should be honored to serve the goddess’. Needless to say, they are not very popular among other races and humans, as none are safe from their raids.
Choosing a Bastelian will grant the following:
- Sun-Chosen: Their blood is fire, and their skin warm as the sun itself. Bastelian's are immune to the effects of frost and cold, and seem to get physically stronger the higher the closer the sun is towards the apex, while also getting weaker at night.
Harpy The messengers and servants of Auset-Kythet. Humanoids with wings for arms, taking the appearance of various birds, namely birds of prey or owls. While they lack the physical ability of the Bastelians, they have a powerful affinity for wind and fire and are typically fairly intelligent. They tend to be scribes, scholars, and writers. They are rarely seen outside of the Sun Temple aeries and the surrounding canyon. They do often act as advisors, strategists, and prefer bow and arrow if forced to wield weapons though most will choose to flee rather than fight if confronted directly.
The Harpy society is led entirely by the high priestess who is considered both a mouth for the sun goddess and one who shares part of her will along with the Leader of the Bastelians. In this way, they have a sort of balancing act where both the Harpy high priest and the Bastelian must reach some sort of agreement before acting in unison or deciding upon major problems.
Choosing a Harpy will grant the following:
- Divine Solar Wings: Messengers of Aesut-Kythet, they are her devotees. They share the same immunity to cold that the Bastelian do, but possess a different blessing. Their wings are of steel, razor sharp and sturdy serving both as armor and weapons.
Mothraki Appearing as humanoid moths, the Mothraki are a group of people who inhabit the same plot of land that the Bastelian’s do. Bitter rivals, they worship the Elder Beast Algblaze or the ‘Cold Sun’. Right at home in frigid temperatures, the Bastelians consider them the tribe responsible for the worlds current ice-age. How true this is isn’t know, but the beast they worship is definitely one of ice and cold.
They are masters of ice-based magic and moving swiftly, and their wings can spread a toxin that can, if they so desire, ‘fascinate and enthrall others’. They all tend to be rather vain and self centered about their outward appearance.
Choosing a Mothraki will grant the following:
- Enthralling dust: Mothraki produce a potent pollen like dust upon their wings. Merely by existing they spread this where they go, though its mostly harmless if not inhaled in large quantities. Causes hallucinations and dulls one senses. As one may expect, people tend to frown upon this sort of thing.