Post by Arson on Oct 14, 2012 15:03:11 GMT -7
Humans - The most common of the races. They’re the most varied and adaptable of all the races, even if they themselves do not always believe it. Lifespans vary, though most don’t like past a hundred years, and have a wide range of physical traits.
Elves - While elves aren’t always beautiful, they are fair creatures. Most are on the taller side, most usually taller than six foot, and are known for their thin statures. However, due to a natural form of magic their race possesses, they tend to be stronger and faster. They cannot die from old age unless they wish, but can perish because of poisons. Their immortality has a large drawback; elves are the least adaptable of the races and tend to learn things slower because of their lifespan. They also have an allergy to iron, due to being cousins with the fey.
They are said to originate from the Land of the Immortals, but some tend to live in human kingdoms.
Fey - Often called faeries or forest spirits, the fey are known for their usually harmless pranks and general mischievousness. They are usually in the four to five foot range and have similar builds to their elf cousins. It’s common for full blooded fey to have dark eyes and hair and extremely light skin but, because of years of mixing with elves and other races, many have varied features. Many fey have wings of varied size and shape and with the help of some magic can fly for short periods of time. Due to their keen hearing and small stature, fey make excellent spies and assassins, though most aren’t hostile enough to get into either trade. Their main weakness is iron; being around it makes them become lightheaded and unfocused and touching it causes them serious burns. Ingesting iron can kill them.
Like elves, they fey are said to come from the Land of the Immortals, but are found living in human kingdoms.
Drow - The dark (twice removed) cousins of fey and elves. They often live in old ruins of the dwarves and while sightings of them are becoming more common on the surface, they’re still fairly uncommon. Most have darker skin, ranging anywhere from shades of brown to a blue-gray, and hair colors vary between black, shades of blues and browns, and white. They have a weakness for iron, like their cousins, though they have more of a tolerance of it. They tend to be warrior-like and dislike the use of magic, thinking it to be dishonorable, even if they will not say no to one of their kind wanting to learn and use destructive forms of magic.
Thought to have originated from the Land of the Immortals, however they are more likely to come from Venta or the border between Arrowpact and the province of Ferna (where the land is mountainous)
Dwarves - Dwarves are in the same height range as fey and are thought to be a cousin to humans. They are also extremely varied in features except height. They are excellent craftsmen, especially with stone and metal and because of their time crafting, they have a natural resistance to fire and burns. There was a day when dwarves lived in the mountains, but most don’t anymore, preferring to live with and around humans and attempting to monopolize their trade. They still tell stories of their old cities and famous warriors, despite most of the stories being passed down and many dwarves preferring crafting and trading over fighting.
They can trace their origins back to Venta, the most mountainous place in all the kingdoms.
Shape-shifters - While they are human, mutated genetics passed down from parent to child gives them a reason to be counted as a different species. Shapeshifters have the ability to change into animals (and rarely other humans). Usually the animal is determined before birth and cannot be changed, but there are cases where their alternate form does not show until adulthood or they have the ability to take several forms. Their human form usually shows some form of their animal, such as bird shifters growing feathers. There is a possibility of becoming stuck as an animal and going mad. While it isn’t strictly religious, many believe that there is a separate god, who they call the Huntsman, and when a shifter dies they go into his realm, the Eternal Hunting Grounds.
Magic Users - Most races have people who can use magic. Shapeshifters and merpeople are the only ones unable to have the gift, and even then the chances for fey, dwarves, and naga are low. Most prefer to identify as a magic user before they do as their own race, due to some mistrust of magic. Most magic users can also only learn one form of magic and there's no way to change it..
- Witches and Wizards - They get their abilities from potions and brews. Most have extremely small stores of magic and so potion making is all they can do. However, most witches and wizards are highly esteemed for their remedies.
- Mages - Mages can control fire, water, earth, air, or mind (usually in the form of empathy or telepathy, but mind control has been recorded). The type of magic is predetermined and shown through their eye color; fire users have red eyes, water have a true blue, earth have dark green or brown (or, in many cases, change between the two), air users have colorless or tan eyes, and mind users have light green.
- Sorcerer/Sorceress - The most versatile of the magic users, sorcerers can't learn anything from other forms of magic, but they themselves have several school of knowledge to pick from and can learn skills from each school. There is the School of Summoning (which teaches summoning charms, which include teleportation and summoning creatures from other realms), the School of Healing (which deals in restoration magic, but none of it is as effective as the healing potions of witches and wizards) and the School of Destruction (which deals in harmful forms of magic and does include some minor elemental control)
Merpeople - The half-fish, half-human people of the sea. Their lower half is a tail, scaled and colored. The coloration also shows in the many fins they have on their torso, which offers some protection to their gills and helps with swimming. They’re a usually female race, with males being uncommon and unreliable for breeding purposes, so their one night of being able to do on land is used seducing human men. They don’t have many weaknesses in the water, but their main threats come from human fishing and sunlight; if they’re out of water for more than five minutes they die from suffocation (they have lungs and can breathe surface air, but not for long because their bodies aren’t made for it) and if they become dehydrated they will die.
Naga - The mythical half-snake people and cousins of the merpeople. They make their homes in caves and burrows, most choosing to stay out of the way of human development, but some choose to mingle for whatever reason. Their features depend greatly on what snake they are. They’re known for their slight fortune telling powers, and it’s rumored that the blinder a naga is, the greater their powers are.
They are mostly found to the north of Alicantis, near the small mountain range there, but are widespread throughout the kingdoms.
Courtesy of Draco
Werewolves (lycanthropes) – An unusual subspecies of humans. They are people who have the ability to transform into a large wolf-like humanoid at will, though are forced to three times a month at the full moon and the day before and following it (full moon set). In human form they look like any other person but have a few wolfish features such as:
- Sharp canine teeth
- Nails that grow quick
- Unusual strength and agility
Werwolves, in both wolf and human form, have heightened senses of smell and hearing and have access to their base instincts. This means they can normally sense when things are going to happen before they do, making them formidable in battle.
If they change at will they retain their human thoughts conscience, at the full moon set, however, they struggle to retain their humanity and instinct takes over; though some experienced and strong willed lycanthropes can maintain their human thoughts. Intense negative emotions can also cause a werewolf to change, as it is a natural reaction. If a lycanthrope is extremely angry or greatly afraid, they will shift as a defence mechanism, like self preservation.
Werewolves are normally born a lycanthrope and it is very rare for someone to be bitten as civilisation has exiled and persecute them, they usually live in their own tribes far from cities and towns; one notable lycanthrope village is that at the Peak of Wolfcliff in Alicantis.
Some werewolves are allergic to silver, though not many; but despite this many have a fear of silver.
Werewolves are said to originate from Alicantis, where the moon is said to be brightest.
Courtesy of Nox