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{{Owner|[[User:SkyGuy|SkyGuy]]}}Many sapient races exist on [[Qirsyllviar]].
 
{{Owner|[[User:SkyGuy|SkyGuy]]}}Many sapient races exist on [[Qirsyllviar]].
  +
  +
Humans and their varying cultures are more dominant than most other races, and so other races are typically influenced by and exhibit the cultural traits of the human culture they grow up nearest to.
   
 
== Angels ==
 
== Angels ==
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Angels thrive of the positive, peace hope etc. and are masters of sacred magic. Angels typically maintain their status by the grace of heavenly gods, and generally carry out their whim.
 
Angels thrive of the positive, peace hope etc. and are masters of sacred magic. Angels typically maintain their status by the grace of heavenly gods, and generally carry out their whim.
   
There are many different clans of angels, but there are seven ''Great Angel Clans'' that take the name of their archangel progenitor as a surname:
+
There are many different tribes of angels, but there are eight ''Great Angel Clans'' descended from the archangel progenitors:
  +
* Virgil tribe, descended from Archangel Nanael.
* Michael clan
 
  +
* Sizouze tribe, descended from Archangel Zophiel.
* Uriel clan
 
  +
* Micah tribe, descended from Archangel Sachael.
* Sariel clan
 
  +
* Telantes tribe, descended from Archangel Izrail.
* Sandalphon clan
 
  +
* Conah tribe, descended from Archangel Zaphreal.
* Metatron clan
 
  +
* Empyrean tribe, descended from Archangel Oriphiel
* Raphael clan
 
  +
* Maroth tribe, descended from Archangel Mendrion.
* Gabriel clan
 
  +
* Semyaza tribe, descended from Archangel Tadhiel.
 
Angels are the opposite of demons, and the two are constantly at odds with each other.
 
Angels are the opposite of demons, and the two are constantly at odds with each other.
   
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== Animal People ==
 
== Animal People ==
  +
{| class="mw-collapsible mw-collapsed wikitable" style="float:left; margin-right:1em;"
Animal People, officially known by the collective term "'''Thirilgae'''" (sing. '''Thirilgus''') for demihuman being with animal-like attributes. There are two types of thirilgae on Qirsyllviar, Zoothropes and Ferafti.
 
  +
|+Terms for Animal people in other cultures/languages:
{| class="wikitable"
 
  +
!Culture:
!
 
  +
! Term:
Ferafti
 
|'''Ferafti''' (sing. '''Feraftus''') are animal people that are near fully human in appearance but with animal ears and tails.
 
 
|-
 
|-
  +
!Kelt
!
 
  +
|Thirithrope<br>Θηρηθρωπε
Zoothrope
 
  +
|-
|'''Zoothropes''' are basically anthropomorphic animals, which appear to be animals evolved with limbs for human-like locomotion. These people range from land-based fauna to aquatic species.
 
  +
!Wan
|}
 
  +
|Shouren<br>獸人<br>兽人
  +
|-
  +
!Genjin
  +
|Kemonomimi<br>獣耳
  +
|-
  +
! Sinjok
  +
|Jimseung-inmin<br>짐승인민
  +
|-
  +
!Arslan
  +
|Adguus ard<br><span style="writing-mode:tb-rl;vertical-align:text-top;">ᠠᠳᠤᠭᠤᠰᠤ ᠠᠷᠠᠳ</span>
  +
|-
  +
!Mưa Nhân
  +
|Người thú<br>𠊛戍
  +
|-
  +
!Taraki
  +
|Pashulog<br>पशुलोग
  +
|-
  +
!Aztec
  +
|'''Tecuani Tlacah'''
   
  +
(sing. '''Tlacatl''')
== Apefolk ==
 
  +
|}Animal People – also known by the collective terms "'''Thirithropes'''," in Geminos and the Soligaian colonies in northern Neckroz and parts of Tarak – and other names elsewhere – are demihuman beings that are equal-part human and animal. They normally resemble near fully humans in appearance but with animal ears and tails. Their other form is their beast form, which is fully animal, yet they retain their sapient minds and faculties. They can shapeshift between these two forms at will, and some can even shapeshift into an anthropomorphic form of their animal form.
'''Apefolk''', or '''Jueyuan''' as they call themselves, are a demihuman race with simian-like attributes. Males and females are called Apemen and Apegirls respectively. Despite the name, they have more in common with monkeys than apes, as they all have tails and human-like faces; their hands and feet are human-like as well, while they are more dexterous than humans. They have ape-like teeth and their fur is restricted to their tails, backs, arms and legs; their hands and feet, as well as the front of their bodies and pelvic area, are free of fur. Apefolk generally don't wear clothes, but the few who willingly assimilate into civil society, such as those who willingly leave the tribe or those who take refuge in a town after being banished from their group, will adopt the custom. Some independent tribes of apefolk also adopt some form of clothes-wearing custom.
 
   
  +
Mature thirithropes can shapeshift between these forms at will, but children can't. Thirithrope children remain stuck in the form they were born in – typically whichever form their mother was in when they gave birth to them – until they master shapeshifting. They normally display the first signs of their shapeshifting abilities at the age of ten, while they remain unable to fully change, and normally master it by their thirteenth year.
They form troops and live deep in mountains and forests of [[Marlakcor]], [[Nekcroz]], and [[Ingdjiva]]. They can freely leap about between trees with their light body and dexterous hands and feet. They use their long tail for maintaining balance in the treetops, and other than that, they can use it to hang by wrapping it around a branch; they also specialize in a form of martial arts using this durable tail.
 
  +
  +
Animal people can be either terrestrial land animals to marine animals. Marine animal people whose animal forms include gills can breathe underwater when in humanoid form.
  +
<div style="clear:both;"></div>
  +
==Apefolk ==
  +
{| class="mw-collapsible mw-collapsed wikitable" style="float:left; margin-right:1em;"
  +
|+Terms for Apefolk in other cultures/languages:
  +
!Culture:
  +
!Term:
  +
|-
  +
!Wan
  +
|Houren<br>猴人
  +
|-
  +
!Genjin
  +
| Enjin<br>猿人
  +
|-
  +
!Sinjok
  +
|Sinsaram<br>신사람
  +
|-
  +
!Arslan
  +
|Michkhümüüs<br><span style="writing-mode:tb-rl;vertical-align:text-top;">ᠮᠡᠴᠢᠬᠦᠮᠦᠰ</span>
  +
|-
  +
!Mưa Nhân
  +
| Người vượn<br>𠊛𤠴
  +
|-
  +
!Taraki
  +
|Kapilok<br>कपिलोक
  +
|}'''Apefolk''', also known by many names depending on the nearest culture, are a demihuman race with simian-like attributes. Males and females are called Apemen and Apewomen as adults and Apeboys and Apegirls as children. Despite the name, they have more in common with monkeys than apes, as they all have tails and human-like faces; their hands and feet are human-like as well, while they are more dexterous than humans. They have ape-like teeth and their fur is restricted to their tails, backs, arms and legs; their hands and feet, as well as the front of their bodies and pelvic area, are free of fur. Apefolk generally don't wear clothes, but the few who willingly assimilate into civil society, such as those who willingly leave the tribe or those who take refuge in a town after being banished from their group, will adopt the custom. Some independent tribes of apefolk also adopt some form of clothes-wearing custom.
  +
  +
They form troops and live deep in mountains and forests of [[Marlakcor]], [[Nekcroz]], and [[Tarak]]. They can freely leap about between trees with their light body and dexterous hands and feet. They use their long tail for maintaining balance in the treetops, and other than that, they can use it to hang by wrapping it around a branch; they also specialize in a form of martial arts using this durable tail.
   
 
Apefolk are cheerful and fun-loving, and are known for playing pranks with the locals of various towns and villages they occasionally wander into, but others have a rough disposition, and can be know to have arrogant and selfish personalities. They are regarded as being closer to human, and they have extremely high intelligence. They are cunning due to their high intellect, and some generals have been known to hire apefolk as guides or assistant strategists in times of war.
 
Apefolk are cheerful and fun-loving, and are known for playing pranks with the locals of various towns and villages they occasionally wander into, but others have a rough disposition, and can be know to have arrogant and selfish personalities. They are regarded as being closer to human, and they have extremely high intelligence. They are cunning due to their high intellect, and some generals have been known to hire apefolk as guides or assistant strategists in times of war.
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Females have strong maternal instincts and will sometimes adopt an orphaned or abandoned child they find, no matter the age or race. This has led to people of other races being raised among apefolk troops. The opposite is true as well, and some well-known apefolk have been brought up amongst normal societies. While apefolk have been know to form their own societies, there has never been an independent apefolk state.
 
Females have strong maternal instincts and will sometimes adopt an orphaned or abandoned child they find, no matter the age or race. This has led to people of other races being raised among apefolk troops. The opposite is true as well, and some well-known apefolk have been brought up amongst normal societies. While apefolk have been know to form their own societies, there has never been an independent apefolk state.
  +
==Arachne==
 
== Arachne ==
 
 
The Arachne are a demihuman race with the upper body of a human and the lower body of a spider. Carnivores, arachne are physically strong and fast.
 
The Arachne are a demihuman race with the upper body of a human and the lower body of a spider. Carnivores, arachne are physically strong and fast.
   
 
Arachne are most noted for being able to create a silk that is five times stronger than steel and twice as elastic as nylon. They can also produce variants of the silk, ranging from sticky, stretch, to tough to suit whatever situation is required. While most commonly used to catch and bind prey, arachne can also use their silk to form a network of threads to sense vibrations.
 
Arachne are most noted for being able to create a silk that is five times stronger than steel and twice as elastic as nylon. They can also produce variants of the silk, ranging from sticky, stretch, to tough to suit whatever situation is required. While most commonly used to catch and bind prey, arachne can also use their silk to form a network of threads to sense vibrations.
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
|+Subraces of Arachne include:
 
|+Subraces of Arachne include:
 
|-
 
|-
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!
 
!
 
Small Breed
 
Small Breed
|The Small Breeds sub-race is smaller in size than the standard arachne. Their legs are short, but they can move much faster than standard arachne, and they are good at jumping and full of energy.
+
| The Small Breeds sub-race is smaller in size than the standard arachne. Their legs are short, but they can move much faster than standard arachne, and they are good at jumping and full of energy.
   
 
Instead of spinning webs, these arachne wander around on the ground in search of prey. They can produce thread, but they only use it to stop their descent when they fall from high places.
 
Instead of spinning webs, these arachne wander around on the ground in search of prey. They can produce thread, but they only use it to stop their descent when they fall from high places.
 
|}
 
|}
   
== Ariels ==
+
==Ariels==
 
The Ariels are a race of diminutive bird-sized pixie-like race. They generally have a humanoid form, with the exception of their wings and feet which resemble those of a bird, their antennae, which have an insect-like look to them, and can come in a wide range of shapes and their ears which have an elf-like look to them.
 
The Ariels are a race of diminutive bird-sized pixie-like race. They generally have a humanoid form, with the exception of their wings and feet which resemble those of a bird, their antennae, which have an insect-like look to them, and can come in a wide range of shapes and their ears which have an elf-like look to them.
   
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Ariels do no wear clothes.
 
Ariels do no wear clothes.
   
== Baphomets ==
+
== Zogrolans==
Baphomets are a demihuman race with goat-like attributes in similar vein to Pans but with the addition of raven wings.
+
Zogrolans are a demihuman race with goat-like attributes in similar vein to Pans but with the addition of raven wings.
   
== Bake-danuki ==
+
==Bake-danuki==
 
Bake-danuki are a pseudo-human race native to Fuso. Reputed to be mischievous, jolly, and masters of disguise and shapeshifting, they are also reputed to be somewhat gullible and absent-minded.
 
Bake-danuki are a pseudo-human race native to Fuso. Reputed to be mischievous, jolly, and masters of disguise and shapeshifting, they are also reputed to be somewhat gullible and absent-minded.
   
 
Originally deified as governors of all things in nature, where animals other than envoys of the gods (foxes, snakes, etc.), dake-danuki are reputed to have the ability to shapeshift into objects and people as well being able to possess human beings.
 
Originally deified as governors of all things in nature, where animals other than envoys of the gods (foxes, snakes, etc.), dake-danuki are reputed to have the ability to shapeshift into objects and people as well being able to possess human beings.
   
== Banshees ==
+
== Banshees==
The Banshee is a dark creature native primarily to the Brythonic Isles, but is found across Eurodysia. Banshees have the appearance of women and their cries are fatal to anyone that hears them.
+
The Banshee is a dark creature native primarily to the Albion Isles, but is found across Soligaia. Banshees have the appearance of women and their cries are fatal to anyone that hears them.
   
== Cecaelia ==
+
==Cecaelia==
 
Cecaelia, also known as Scylla, are a demihuman race with the upper body of a human and the lower body of an octopus.
 
Cecaelia, also known as Scylla, are a demihuman race with the upper body of a human and the lower body of an octopus.
   
== Centaurs ==
+
==Centaurs==
 
The Centaur are a demihuman race with the upper body of a human and the lower body of a horse. A nomadic herbivorous people, centaurs are normally found in tent towns in grasslands and savannas, and become brave warriors in times of conflict.
 
The Centaur are a demihuman race with the upper body of a human and the lower body of a horse. A nomadic herbivorous people, centaurs are normally found in tent towns in grasslands and savannas, and become brave warriors in times of conflict.
   
 
Their culture is just as ancient as the humanoid races known to mankind, and the fifth most populous race on Qirsyllviar. Extremely proud and strong-willed, they differ from most other races in that they consciously suppress their urges during mating.
 
Their culture is just as ancient as the humanoid races known to mankind, and the fifth most populous race on Qirsyllviar. Extremely proud and strong-willed, they differ from most other races in that they consciously suppress their urges during mating.
   
They are more commonly found in the northern hemisphere than the south, particularly in Arqupeiro ([[Eurodysia]] and [[Aquilonis]]), which have the largest populations. There are some centaur colonies in northern [[Nekcroz]], but they're not very large.
+
They are more commonly found in the northern hemisphere than the south, particularly in Arqupeiro ([[Soligaia]] and [[Aquilonis]]), which have the largest populations. There are some centaur colonies in northern [[Nekcroz]], but they're not very large.
   
 
Though they are nomadic and don't normally settle down, a few centaurian families have done so; most end up establishing agricultural farming communities, but other go into other walks of life such as business and there are a few well known noble families of centaurs among various aristocracies.
 
Though they are nomadic and don't normally settle down, a few centaurian families have done so; most end up establishing agricultural farming communities, but other go into other walks of life such as business and there are a few well known noble families of centaurs among various aristocracies.
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
|+Subraces of centaurs include:
 
|+Subraces of centaurs include:
 
|-
 
|-
 
!
 
!
 
Dairy Breed
 
Dairy Breed
|Amongst female centaurs, the dairy breed centaurs are a centaur sub-race that produces an exceptional amount of milk. While adult female centaurs are already well-endowed, dairy centaurs have particularly large breasts. Because of this, they often serve as wet nurses for other centaurs who have trouble producing milk (like lightweights), and due to this, it is common for dairy centaurs to live among groups of other centaur sub-race. Though they are about the same size as standard centaurs, their waists and legs are especially thick. Dairy centaurs are typically easygoing and meek. Their maternal instincts are strong, and they love small things.
+
| Amongst female centaurs, the dairy breed centaurs are a centaur sub-race that produces an exceptional amount of milk. While adult female centaurs are already well-endowed, dairy centaurs have particularly large breasts. Because of this, they often serve as wet nurses for other centaurs who have trouble producing milk (like lightweights), and due to this, it is common for dairy centaurs to live among groups of other centaur sub-race. Though they are about the same size as standard centaurs, their waists and legs are especially thick. Dairy centaurs are typically easygoing and meek. Their maternal instincts are strong, and they love small things.
 
|-
 
|-
 
!
 
!
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Heavywight centaurs, alongside the standard centaur, are a favorite for rcruitment among some standing armies.
 
Heavywight centaurs, alongside the standard centaur, are a favorite for rcruitment among some standing armies.
 
|-
 
|-
!
+
!
 
Lightweight Breed
 
Lightweight Breed
 
|Lightweight Centaurs, known also as Racing Centaurs, are a centaur sub-race that excels at running. They are smaller than standard centaurs, with slimmer and tighter bodies. Though they approach their rank and records with a stoic attitude and love running, they are easily injured, and they devote much of their attention to health care. They can be rather moody, but this can be attributed to timidity or physical and mental innocence. Since their bodies are not as large, neither are the breasts of females.
 
|Lightweight Centaurs, known also as Racing Centaurs, are a centaur sub-race that excels at running. They are smaller than standard centaurs, with slimmer and tighter bodies. Though they approach their rank and records with a stoic attitude and love running, they are easily injured, and they devote much of their attention to health care. They can be rather moody, but this can be attributed to timidity or physical and mental innocence. Since their bodies are not as large, neither are the breasts of females.
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Lightweight centaurs sometimes serve as scouts and messengers, but can also perform delicate work like tailoring or peddling. Given their necessary attention to health care, lightweights also serve as doctors and therapists for the community, as well. Female centaurs of this breed have only standard breasts, and would make heavier use of dairy breed centaurs as wet nurses than the other races do.
 
Lightweight centaurs sometimes serve as scouts and messengers, but can also perform delicate work like tailoring or peddling. Given their necessary attention to health care, lightweights also serve as doctors and therapists for the community, as well. Female centaurs of this breed have only standard breasts, and would make heavier use of dairy breed centaurs as wet nurses than the other races do.
 
|-
 
|-
!
+
!
 
Unicorn Centaur
 
Unicorn Centaur
 
|Unicorn Centaurs, sometimes known as Unitaurs, are a demihuman sub-race of centaur that have had myths and legends written about them. They are distinguishable with their pure-white coats and the horn growing out of their forehead like regular unicorns. Known as a symbol of virgin purity, Unitaurs are said to be "only tamable by virgin women". It is said that their horns are able to cure all diseases, with the resulting rumor resulting in a mass hunting for the race. Hunters usually used the race's fondness for virgin women to lay traps to capture them and harvest their horn.
 
|Unicorn Centaurs, sometimes known as Unitaurs, are a demihuman sub-race of centaur that have had myths and legends written about them. They are distinguishable with their pure-white coats and the horn growing out of their forehead like regular unicorns. Known as a symbol of virgin purity, Unitaurs are said to be "only tamable by virgin women". It is said that their horns are able to cure all diseases, with the resulting rumor resulting in a mass hunting for the race. Hunters usually used the race's fondness for virgin women to lay traps to capture them and harvest their horn.
   
 
Recent years have seen many societies render hunting them forbidden, with killing one resulting in a death sentence for the hunter.
 
Recent years have seen many societies render hunting them forbidden, with killing one resulting in a death sentence for the hunter.
|-
 
!
 
Cervitaur
 
|Cervitaurs are a demihuman sub-race of centaur, but with the lower bodies of a deer instead of a horse. Males grow antlers just like regular deer.
 
 
Typically found in wooded areas amongst normal deer in northern Qirsyllviar, cervitaurs are extremely shy and tend to avoid contact with other races unless treated with kindness. However, since their venison is just like normal deer, they were hunted for it in the past and were on the brink of extinction at one point. But since the outlawing of hunting cervitaurs in many nations, they have since recovered their numbers to a sizable population. Cervitaurs are most commonly found around Arquperio (Eurodysia and Aquilonis) these days, but there are minor colonies in Marlakcor and northern Nekcroz.
 
 
|-
 
|-
 
!
 
!
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|}
 
|}
   
== Cu Sith ==
+
==Cervitaur==
  +
Cervitaurs are a demihuman race with the lower bodies of a deer and the upper bodies of humans. This makes them similar to centaurs in that regard, but they are unrelated to centaurs in any way. Males grow antlers just like regular deer.
  +
  +
Typically found in wooded areas amongst normal deer, cervitaurs are extremely shy and tend to avoid contact with other races unless treated with kindness. However, since their venison is just like normal deer, they were hunted for it in the past and were on the brink of extinction at one point. But since the outlawing of hunting cervitaurs in many nations, they have since recovered their numbers to a sizable population. Cervitaurs are most commonly found around Geminos (Soligaia and Aquilonis) these days, but there are minor colonies in Marlakcor and northern Nekcroz.
  +
==Cu Sith==
 
Cu Sith are demihuman beings that possess canine physical characteristics and traits. Cu Sith are native to Caledonia, and are viewed as mythological fairy-hounds who are feared as harbingers of death. According to mythology, Cu sith would appear to bear away the soul of the dead to the afterlife, but this is merely a myth.
 
Cu Sith are demihuman beings that possess canine physical characteristics and traits. Cu Sith are native to Caledonia, and are viewed as mythological fairy-hounds who are feared as harbingers of death. According to mythology, Cu sith would appear to bear away the soul of the dead to the afterlife, but this is merely a myth.
   
 
According to legend, a Cu sith would occasionally let out three bays that could be heard for miles. Those who hear the baying of the Cu Sith must reach safety by the third bark or be overcome with terror to the point of death, but this is also a mere myth.
 
According to legend, a Cu sith would occasionally let out three bays that could be heard for miles. Those who hear the baying of the Cu Sith must reach safety by the third bark or be overcome with terror to the point of death, but this is also a mere myth.
   
== Cyclops ==
+
== Cyclops==
 
The Cyclops are humanoid beings that possess the notable feature of only having one eye.
 
The Cyclops are humanoid beings that possess the notable feature of only having one eye.
   
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Other Cyclopses view their special gifts (especially their breasts in the females case) with envy.
 
Other Cyclopses view their special gifts (especially their breasts in the females case) with envy.
|-
 
!
 
One-eye Monks
 
|The One-Eyed Monk sub-race are cyclopses who have converted to [[Qirsyllvian Religions, Legends & Mythologies#Shivajism|Shivajism]]. Aside from their mute status, they appear no different than the standard cyclops, aside from the fact the glances they get from their single eye doesn't trouble them. However, because of this, they are very serious and can be hard on not only themselves, but on others as well.
 
 
They mainly use their eyesight to spot those who have neglect their training.
 
 
|}
 
|}
   
== Cymatilis ==
+
==Demons==
The Cymatilae (sing. Cymatilis) are a race of humanoid beings native to [[Arctica]], or Septentrio, as they call it. A Cymatilis is human-like save for a few obvious characteristics: they have blue skin, green sclera, and grow antlers. Cymatilae are evolved and adapted to live in the harsh climates of Arctica where most races wouldn't survive. Cymatilae can also swim in the frigid waters of the north without suffering hypothermia. Despite all these adaptations to live in such an inhospitable environment, they still require some measure of protection against the elements.
 
 
== Demons ==
 
 
Demons, also known as Devils, are semi-ethereal beings that live in the Underworld, both a physical and ethereal place beneath the ''Mortal Realm''.
 
Demons, also known as Devils, are semi-ethereal beings that live in the Underworld, both a physical and ethereal place beneath the ''Mortal Realm''.
   
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Demons thrive on the negative, such as chaos, war, fear, sorrow etc. and are masters of demonic dark magic.
 
Demons thrive on the negative, such as chaos, war, fear, sorrow etc. and are masters of demonic dark magic.
   
There are many different clans of demons, but there are seven ''Great Demon Clans'' that take the name of their Progenitor as a surname:
+
There are many different tribes of demons, but there are eight ''Great Demon Tribess'' which the great demons are their progenitors:
  +
* Lucifer clan
 
  +
*Galvoron tribe, descended from Erzeth.
* Leviathan clan
 
  +
*Vazonok tribe, descended from Rannith.
* Astaroth clan
 
  +
*Regmoris tribe, descended from Zogrolan.
* Belphegor clan
 
  +
*Oglinod tribe, descended from Azgoth.
* Mammon clan
 
  +
*Xagoth tribe, descended from Orthraxes.
* Beelzebub clan
 
  +
*Agdriuth tribe, descended from Gastroth.
* Asmodeus clan
 
  +
*Trigath tribe, descended from Sungrek.
  +
*Borul tribe, descended from Zarkath.
  +
 
Demons are the opposite of angels, and the two are constantly at odds with each other.
 
Demons are the opposite of angels, and the two are constantly at odds with each other.
   
=== Demi-Devil ===
+
===Demi-Devil===
 
Demi-devils are less powerful demons that generally take the form of impish creatures.
 
Demi-devils are less powerful demons that generally take the form of impish creatures.
   
== Djinns ==
+
==Djinns==
 
'''Djinns''', also known as '''Genies''', are powerful magical beings. Generally taking on the form of a human with pointed ears, djinns are famous for possessing near-limitless capabilities when it came to magic. For this reason, djinns were often captured by sorcerers and confined to objects such as oil lamps or bottles, cursed to grant the wishes of whoever rubbed their vessel; only a handful were never captured and remained free. The vessels of djinns often change hands since they're so sought after for their magic, so it is considered normal for a djinn to have had many masters, and a number became family heirlooms.
 
'''Djinns''', also known as '''Genies''', are powerful magical beings. Generally taking on the form of a human with pointed ears, djinns are famous for possessing near-limitless capabilities when it came to magic. For this reason, djinns were often captured by sorcerers and confined to objects such as oil lamps or bottles, cursed to grant the wishes of whoever rubbed their vessel; only a handful were never captured and remained free. The vessels of djinns often change hands since they're so sought after for their magic, so it is considered normal for a djinn to have had many masters, and a number became family heirlooms.
   
Line 208: Line 249:
 
However, djinns have their own personalities just like everyone else. Some djinns are malevolent and will flagrantly grant wishes in a negative way; ranging from granting the literal interpretation to the worst interpretation. Either way, the wishes turn out far from that the wisher had in mind.
 
However, djinns have their own personalities just like everyone else. Some djinns are malevolent and will flagrantly grant wishes in a negative way; ranging from granting the literal interpretation to the worst interpretation. Either way, the wishes turn out far from that the wisher had in mind.
   
== Dwarves ==
+
==Dwarves==
Dwarves (sing. Dwarf) are a humanoid race substantially shorter than humans (roughly by a foot or two). They typically inhabit mountain ranges, usually in cities built into the interior, on the faces of the mountains, or on the valley floor, but can be found mingling with other races in other towns. Grown male dwarves are stocky and muscular while females tend to retain their youthful childlike appearances much longer. Male dwarves are known for having beards, but they vary from being long, short, bushy, or straight, depending on personal choice or genes. Some even braid their beards and some dwarves are also known for being clean-shaven, but these are also personal choices.
+
Dwarves (masc-sing. Dwarf, fem-sing Dwarfette) are a humanoid race substantially shorter than humans, their maximum height being about 4½ feet tall, give or take their individual genealogy. They typically inhabit mountain ranges, usually in cities built into the interior, on the faces of the mountains, or on the valley floor, but can be found mingling with other races in other towns. Grown male dwarves are stocky and muscular while dwarfettes tend to retain their youthful childlike appearances much longer. Male dwarves are known for having beards, but they vary from being long, short, bushy, or straight, depending on personal choice or genes. Some even braid their beards and some dwarves are also known for being clean-shaven, but these are also personal choices.
   
 
Dwarves in general are very strong, and can lift at least five times their own weight.
 
Dwarves in general are very strong, and can lift at least five times their own weight.
   
An ancestral occupation amongst dwarves is blacksmithing and engineering. A well-trained dwarf is capable of producing the finest quality steel weapons money can buy, and items of dwarf-made steel are a favorite amongst warriors and aristocrats. Dwarves are so good at smithing, and a great majority of the dwarven race are master blacksmiths and engineers, some have been known to master the technique required for reforging [[Zedylrian Steel]]. Their engineering skills are far beyond most races, and their cities, while rough at first glances, are splendorous to behold. Cities built into the interior of mountains are often the result of carving out massive caverns not made by nature, and their mountain-face and valley floor cities often have buildings up to ten stories tall. One of the biggest testaments to their engineering is the many bridges they have built spanning between two peaks with minimal support (''Rykardiac's Archaic Book of Records'' states that the longest dwarf-made bridge between two mountains was 1,500ft. long).
+
An ancestral occupation amongst dwarves is blacksmithing and engineering. A well-trained dwarf is capable of producing the finest quality steel weapons money can buy, and items of dwarf-made steel are a favorite amongst warriors and aristocrats. Dwarves are so good at smithing, and a great majority of the dwarven race are master blacksmiths and engineers, some have been known to master the technique required for reforging [[Zedylrian Steel]]. Their engineering skills are far beyond most races, and their cities, while rough at first glances, are splendorous to behold. Cities built into the interior of mountains are often the result of carving out massive caverns not made by nature, and their mountain-face and valley floor cities often have buildings up to ten stories tall. One of the biggest testaments to their engineering is the many bridges they have built spanning between two peaks with minimal support (''Rykardiac's Archaic Book of Records'' states that the longest dwarf-made bridge between two mountains was 4,500ft. long). Their engineering abilities are such that it's common for architects of other races rarely to hesitate in hiring dwarves to help in construction.
   
Dwarves also excel at glass-making. Dwarf-made glassware is so durable and so fine that even the smallest piece can sell for a small fortune to the right buyer; it's for this reason that Dwarf-made glassware is also a common sight among noble and royal homes. No other glass-maker in known history had been able to produce glassware at the quality that dwarves produce.
+
Dwarves also excel at glass-making. Dwarf-made glassware is so durable and so fine that even the smallest piece can sell for a small fortune to the right buyer; it's for this reason that Dwarf-made glassware is also a common sight among noble and royal homes. No other glass-maker of any other race in known history has been able to produce glassware at the quality that dwarves produce.
   
Dwarves are natural warriors in their own right as well. Not only are they capable warriors on the battlefield, they have been known to withstand sieges from attacking armies for a vary long time (''Rykardiac's Archaic Book of Records'' states that the longest siege withstood by a defending dwarf army lasted over a decade).
+
Dwarves are natural warriors in their own right as well. Not only are they capable warriors on the battlefield, they have been known to withstand sieges from attacking armies for a very long time (''Rykardiac's Archaic Book of Records'' states that the longest siege withstood by a defending dwarven army lasted over five decades).
   
 
Dwarves are also known to hold grudges. Crossing a dwarf is sometimes considered signing one's own death warrant, unless the offended dwarf is satisfied with simply humiliating the offender, or the offender makes amends for what they did.
 
Dwarves are also known to hold grudges. Crossing a dwarf is sometimes considered signing one's own death warrant, unless the offended dwarf is satisfied with simply humiliating the offender, or the offender makes amends for what they did.
   
While dwarves are known for mingling among other races, and are therefore a common sight amongst much of Qirsyllviar, there are several strictly dwarven cities in many mountain ranges, but are subject to the nation that hold's sovereignty over them. There are seven known independent dwarven nations on Qirsyllviar, mostly in Arquperio (Eurodysia & Aquilonis).
+
While dwarves are well-known for mingling among other races, and are therefore a common sight amongst much of Qirsyllviar, there are several strictly dwarven cities in many mountain ranges, but are subject to the nation that hold's sovereignty over them. There are seven known independent dwarven nations on Qirsyllviar, mostly in Geminos (Soligaia & Aquilonis).
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
|+Sovereign nations ruled by Dwarves include:
 
|+Sovereign nations ruled by Dwarves include:
  +
!Soligaia
!Eurodysia
 
  +
|Czardom of Karphijorc
  +
|Kingdom of Narkallyar
  +
| colspan="3" |
  +
|-
 
!Aquilonis
 
!Aquilonis
!Marlakcor
 
|-
 
|Czardom of Karphijorc
 
 
|Kingdom of Arkka Uralia
 
|Kingdom of Arkka Uralia
|Kingdom of Baoshi
 
|-
 
|Kingdom of Nidavellir
 
 
|Kingdom of Ongor Diruna
 
|Kingdom of Ongor Diruna
  +
| Kingdom of Izokyraz
|
 
  +
| Kingdom of Qirlok Trezka
|-
 
|
 
|Kingdom of Izokyraz
 
|
 
|-
 
|
 
|Kingdom of Qirlok Trezka
 
|
 
|-
 
|
 
 
|Kingdom of Z'ngkhar
 
|Kingdom of Z'ngkhar
|
 
 
|-
 
|-
  +
!Marlakcor
! colspan="3" |Notes
 
  +
| Kingdom of Baoshi
  +
| colspan="4" |
 
|-
 
|-
  +
!Notes
| colspan="3" |Of the listed dwarf-ruled nations, Qirlock Trezka isn't actually independent. It maintains a degree of autonomy from the Kingdom of Soleil in exchange a yearly tribute while recognizing Soleilian sovereignty over the mountains they call home.
 
  +
| colspan="5" |Of the listed dwarf-ruled nations, Qirlock Trezka isn't actually independent. It maintains a degree of autonomy from the Kingdom of Soleil in exchange a yearly tribute while recognizing Soleillien sovereignty over their kingdom.
 
|}
 
|}
== Elves ==
+
==Elves==
Elves (sing. Elf) are the second-most populous race on Qirsyllviar. They appear indistinguishable from Humans except for their elongated pointed ears (normally 4½ inches in length). Elves are divided into three separate cultures/classes, High Elves, Wood Elves and Dark Elves. Elves in general are spiritually connected to nature, and their magic revolves around the elements. Elves typically have brightly colored hair and eyes (typically the colors from a rainbow spectrum), but other colors, such as brown or black, are highly common as well. Dark Elves, on the other hand, typically have silver hair and caramel eyes.
+
'''Elves''' (sing. '''Elf'''), or '''Oravik''' as they call themsevles, are the second-most populous race on Qirsyllviar. They appear indistinguishable from humans except for their elongated pointed ears, which are normally anywhere between 7–10cm in length on average, but can be as short as a human ear or as long as 5in depending on genealogy; regardless, all elves have pointed ears.
   
  +
Elves are divided into three separate types, '''High Elves''', '''Wood Elves''' and '''Dark Elves'''. Elves in general are spiritually connected to nature, and their magic revolves around the elements. High elves and wood elves typically have brightly colored hair and eyes (typically the colors from a rainbow spectrum), but other colors, such as brown or black, are highly common as well. Dark elves, on the other hand, typically have silver hair and caramel eyes, while a minority have dark hair.
Elves are also natural archers. No one knows why, but archery comes second nature to elves, making them the best archers on the world.
 
   
  +
Elves are also natural archers. No one knows why, but archery comes second nature to elves, making them the best archers on the world. This makes them an asset to any army that specializes in ranged attacks.
Elves are also extremely long lived. They age at roughly 1/5 of the pace as humans, so fifty human years is roughly equivalent to ten or so elf years. Because their slow aging gives them great longevity, the average elven lifespan is roughly between 500 and 600 years. Because elves age so slowly they usually become able to bear children between the ages of forty and fifty, and since reproduction in elves happens at the same pace as humans (taking between 8-10 months) it is not uncommon for elves to have ''many'' offspring and early descendants, whether with the same spouse or different ones (''Rykardiac's Archaic Book of Records'' puts the records at: 285 children between the same two spouses, 302 children by an unmarried elven woman, 222 children by a male elf with mutiple spouses, and 209 children by a female elf with multiple spouses).
 
   
  +
Elves are long lived in comparison to humans. They age at roughly ⅓ of the pace as humans, so thirty human years is roughly equivalent to ten elf years. Because their slow aging gives them greater longevity, the average elven lifespan is roughly above or below 300 years. Because elves age so slowly in comparison they usually become able to bear children between the ages of forty and fifty, and since reproduction in elves happens at the same pace as humans (taking between 8-10 months) it is not uncommon for elves to have ''many'' offspring and early descendants, whether with the same spouse or different ones (''Rykardiac's Archaic Book of Records'' puts the records at: 209 children between the same two spouses, 222 children by a single male elf with several partners, and 185 children by a single female elf with several partners).
While Dark Elves are considered racially distinct from High and Wood Elves due to their skin color, the only real difference between High and Wood Elves is their opposing cultures. The differences in culture between High Elves and Wood Elves leads the two to viewing each other with near hostility. The division first began when some elves began to embrace, or reject, the evolving societies of Arquperio (Eurodysia and Aquilonis), and it is not uncommon for a High or Wood Elf to swap allegiances and switch to the opposing culture.
 
{| class="wikitable"
 
|+The three distinct types of elves
 
|-
 
!
 
High Elves
 
|-
 
|High Elves, or '''Tyliac''' as they call themselves, are the Elven branch that has embraced civil society created by humans and are less connected to nature than their Wood Elven counterparts. High Elves are more common in Eurodysia and Aquilonis, with some minor presence in the other continents, and are the more commonly seen elves across Qirsyllviar, but are less numerous than Wood Elves. High Elves are a bit more intelligent than Wood Elves, due to their educated upbringing, and often combine their magic with those of other races to make it stronger.
 
   
  +
While dark elves are considered racially distinct from high elves and wood elves due to their skin color, the only real difference between high elves and wood elves is their opposing cultures. The differences in culture between high elves and wood elves leads the two to viewing each other with near hostility. The division first began when some elves began to embrace, or reject, the evolving societies of Geminos (Soligaia and Aquilonis), but it is not uncommon for a high or wood elf to swap allegiances and switch to the opposing culture.
Most tend to live amongst civil Qirsyllvian society rather than amongst nature like the Wood Elves. While High Elves are a common sight in most Qirsyllvian societies, there are several independent High Elven nations on Qirsyllviar. High Elves are regarded by Wood Elves as ignorant snobs due to their choice to disconnect from nature.
 
|-
 
!
 
Wood Elves
 
|-
 
|More common in Marlakcor, Nekcroz and Ingdjiva, but with some relative presence in Eurodysia, Aquilonis and Maritymir, the rustic and sylvan Wood Elves, or '''Toghkoa''' as they call themselves, are the less commonly seen elves across Qirsyllviar, but are more numerous than High Elves. Wood Elves, unlike High Elves, are completely connected to nature and make their homes in areas of forests and jungles, commonly living in giant hollowed-out trees or in buildings built in the branches.
 
   
  +
===High Elves===
While they typically wear tribal clothing, Wood Elves don't wear pants or underwear. The reason for this is because Wood Elves believe that spiritual and magical energy enters their bodies through their genitalia, and that covering them up would block the flow. Skirts are the sole exception to this as they don't block completely, so their lower halves are not completely naked. Additionally, Wood Elven women traditionally do not wear footwear of any kind. Wood Elves believe that women are more spiritually connected to the forests and that they can feel the forest's will through their feet, and so covering their feet would sever the connection. Traditionally, Wood Elven children don't wear clothes for the first 20 years (equivalent to five human years) of their life.
 
  +
'''High Elves''', or '''Singho Oravik''' as they call themselves, are Elves that have embraced civil society created by humans and are less connected to nature than their wood elven counterparts. High elves are more common in Soligaia and Aquilonis, with some minor presence in the other continents, and are the more commonly seen elves across Qirsyllviar, but are less numerous than wood elves. Most tend to live amongst civil Qirsyllvian societies rather than amongst nature like the wood elves. High elves are a bit more intelligent than wood elves, due to their educated upbringing, and often combine their magic with those of other races to make it stronger. High elves are regarded by wood elves as pompous snobs due to their choice to disconnect from nature.
   
  +
A common custom among high elves is to wear a gem on their foreheads.
Wood Elven magic revolves more around the spirits and nature than the High Elves due to keeping it isolated. Living by their traditions, Wood Elves are regarded as ignorant savages by High Elves. There are many Wood Elf colonies in isolated areas of forests all over Qirsyllviar, but there are several independent Wood Elven nations on Qirsyllviar.
 
|-
 
!
 
Dark Elves
 
|-
 
|Dark Elves, or Black Elves, or '''Zyrgki''' as they call themselves, are elves that have a dark skin tone. Skin tones range from light caramel to solid black. In ancient times, Dark Elves were once believed to be associated with chaos bringers, but interactions in recent centuries have proven this untrue.
 
   
  +
While high elves are a common sight in most Qirsyllvian societies, there are several independent high elven nations on Qirsyllviar.
Dark Elves build their homes out of caverns and canyon forests, and have been known to carve entire cities into the interior or face of mountain habitats. Dark Elves typically keep to themselves and remain out of contact with other races, making them a relatively rare sight.
 
  +
{| class="mw-collapsible mw-collapsed wikitable"
|}
 
  +
|+Sovereign nations ruled by High Elves include:
{| class="wikitable"
 
  +
!Soligaia
|+Sovereign nations ruled by Elves include:
 
  +
|Kingdom of Glajiltaris
  +
|Kingdom of Ruljotris
  +
| colspan="3" |
 
|-
 
|-
!Eurodysia
 
 
!Aquilonis
 
!Aquilonis
!Marlakcor
 
!Nekcroz
 
!Ingodija
 
|-
 
! colspan="5" |High elves
 
|-
 
|Kingdom of Glajyltiae
 
 
|Cajar Federation
 
|Cajar Federation
|Empire of Gaoliang
 
|
 
|Kingdom of New Hylar
 
|-
 
|Kingdom of Ruljotris
 
 
|Republic of Kyrallisica
 
|Republic of Kyrallisica
|
 
|
 
|
 
|-
 
|
 
 
|Kingdom of Galiara
 
|Kingdom of Galiara
  +
| Empire of Hylar
|
 
  +
|Kingdom of Qiric
|
 
|
 
 
|-
 
|-
  +
!Marlakcor
|
 
|Empire of Hylar
+
|Empire of Gaoliang
  +
| colspan="4" rowspan="2" |
|
 
|
 
|
 
 
|-
 
|-
  +
!Ingodija
|
 
|Kingdom of Qiric
+
| Kingdom of New Hylar
|
 
|
 
|
 
 
|-
 
|-
  +
! Notes:
! colspan="5" |Wood Elves
 
  +
| colspan="5" |Of the high elf-ruled nations listed, the Kingdom of Qiric is not independent, but a semi-autonomous constituent feudal kingdom of the [[Aquilonis#United Empire of Talmyrnia|United Empire of Talmyrnia]].
  +
|}
  +
  +
===Wood Elves===
  +
More common in Marlakcor, Nekcroz and Tarak, but with some relative presence in Soligaia, Aquilonis and Maritymir, the rustic and sylvan '''Wood Elves''', or '''Toghkoa''' '''Oravik''' as they call themselves, are the less commonly seen elves across Qirsyllviar, but are more numerous than high elves. Wood elves, unlike high elves, are completely connected to nature and make their homes in areas of forests and jungles, commonly living in giant hollowed-out trees or in buildings built in the branches. Living by their traditions, wood elves are regarded as wild savages by high elves.
  +
  +
Wood elves typically wear tribal clothing made from plant fibers, but traditionally do not wear footwear of any kind. Wood elves believe that they are spiritually connected to the nature and that they can feel the forest's will through their feet, and so covering their feet would sever the connection. Also, wood elven children traditionally don't wear clothes for the first fifteen years of their life (as elves age slower, that's equivalent to three human years). Wood elves believe that keeping their children naked for the first few years helps form a spiritual bond with nature.
  +
  +
Wood elven magic revolves more around nature and spirituality than the high elves due to keeping it isolated.
  +
  +
There are many dozens of wood elf colonies in isolated areas of forests all over Qirsyllviar, but there are several independent wood elven nations on Qirsyllviar.
  +
{| class="mw-collapsible mw-collapsed wikitable"
  +
|+Sovereign nations ruled by Wood Elves include:
  +
!Aquilonis
  +
|Domain of the Huzkhaz Tribes
  +
|Kingdom of the Korokiri Tribe
 
|-
 
|-
  +
!Marlakcor
|
 
|Domain of the Huzkhaz Tribes
 
 
|Senxiao Kingdoms
 
|Senxiao Kingdoms
  +
| rowspan="2" |
  +
|-
  +
!Nekcroz
 
|Muisca Confederation
 
|Muisca Confederation
|
 
 
|-
 
|-
  +
!Notes:
|
 
  +
| colspan="2" |The Senxiao kingdoms is not one sovereign nation, but a collectve term for the numerous independent wood elven kingdoms in the region.
|Kingdom of the Korokiri Tribe
 
|
 
|
 
|
 
|-
 
! colspan="5" |Notes
 
|-
 
| colspan="5" |
 
* Of the high elf-ruled nations listed, the Kingdom of Qiric is not independent, but a semi-autonomous constituent kingdom of the [[Aquilonis#United Empire of Talmyrnia|United Empire of Talmyrnia]].
 
* The Senxiao kingdoms is not one sovereign nation, but a collectve term for the numerous independent wood elven kingdoms in the region
 
 
|}
 
|}
  +
== Fairies ==
 
  +
===Dark Elves===
  +
'''Dark Elves''', or '''Black Elves''', or '''Zyrgki''' '''Oravik''' as they call themselves, are elves that have a dark skin tone. Skin tones range from light caramel to solid black. In ancient times, dark elves were once believed to be associated with chaos bringers, but interactions in recent centuries have proven this untrue.
  +
  +
Dark elves build their homes out of caverns and canyon forests, and have been known to carve entire cities into the interior or face of mountain habitats. Dark elves typically keep to themselves and remain out of contact with other races, making them a relatively rare sight.
  +
==Fairies==
 
Fairies (sing. Fairy) are a common sight across Qirsyllviar. Fairies, sometimes known as Fae or Fae folk, are magical beings that have natural ability to fly and have the best affinity for magic than any other race on Qirsyllviar.
 
Fairies (sing. Fairy) are a common sight across Qirsyllviar. Fairies, sometimes known as Fae or Fae folk, are magical beings that have natural ability to fly and have the best affinity for magic than any other race on Qirsyllviar.
   
Fairies can be small or tall, but all have a pair of upper and lower wings that resemble those of an insect, save for a few exceptions. A fairy's wings are composed of a fleshy [https://en.wikipedia.org/wiki/Hydrostatic_skeleton hydrostatic skeleton] attached to their shoulder blades, normally kept folded down their back when not in use.
+
Fairies can be small or tall, but all have a pair of upper and lower wings that resemble those of an insect, save for a few exceptions. A fairy's wings are composed of a fleshy [https://en.wikipedia.org/wiki/Hydrostatic_skeleton hydrostatic skeleton] attached to their shoulder blades that are normally kept folded down their back when not in use.
   
Fairies also have pointed ears like elves, but they're nowhere near at long. They're actually the same length as human ears, but pointed at the end.
+
Fairies also have pointed ears like elves, but they're ''nowhere'' near as long. They're actually the same size as human ears.
   
The appearance of each fairy's wings look different from fairy to fairy, but the patters are as hereditary facial features and body structure, to the point where, to an observer, their wings can serve to identify a fairy's lineage or family line. Siblings and close relative generally have similar-looking wings.
+
The appearance of each fairy's wings look different from fairy to fairy, but certain wing colors and/or patterns are as hereditary facial features and body structure, to the point where, to a keen observer, their wings can serve to identify a fairy's nearest genealogy. A fairy's parents, siblings and other close relatives generally have similar-looking wings and colors, though unpredictability of genetics can sometmes cause the colors to differ.
   
 
Because fairies are such powerfully magical beings, various myths and legends say that there's magic in a fairy's kiss that grants extraordinary boons, but whether or not this is true remains unproven.
 
Because fairies are such powerfully magical beings, various myths and legends say that there's magic in a fairy's kiss that grants extraordinary boons, but whether or not this is true remains unproven.
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
! colspan="2" |
 
! colspan="2" |
Alfheim Races:
+
===Alfheimish Races:===
 
|-
 
|-
 
| colspan="2" |Ten different races of fairies inhabit Alfheim, each with its own characteristics. The fairies of Alfheim are as tall as humans. Their bones, while as strong as a human's, are honeycombed as well, making them very light compared to humans.
 
| colspan="2" |Ten different races of fairies inhabit Alfheim, each with its own characteristics. The fairies of Alfheim are as tall as humans. Their bones, while as strong as a human's, are honeycombed as well, making them very light compared to humans.
Line 367: Line 375:
 
|-
 
|-
 
|'''Cait Sith'''
 
|'''Cait Sith'''
|The Cait Sith are the race native to western Alfheim. The trait that sets them apart from the other races is being blessed with cat ears and tails, giving them advanced hearing. Cait Siths, also known as Beast Fairies, were believed to be the ancestors/cousins of Werecats at one point in the past, but this has since been proven false. Cait Siths, like the Sylphs, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Another characteristic unique to the Cait Sith is their capability to tame beasts, such as dragons and use them in battle. They also have the best eyesight of all Alfheim races, making their archers some of the best on Qirsyllviar, second only to elves.
+
|The Cait Sith are the race native to western Alfheim. Clad in yellow, Cait Siths, like the Sylphs, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Another characteristic unique to the Cait Sith is their capability to tame beasts. They have an almost symbiotic relationship with animals, allowing them to calm down and tame even the most agressive of beasts, from the most timid of mice to the most ferocious of dragons. Resultant of this, animals are an important part of their culture, and a Cait Sith is rarely seen out of company of an animal companion. They also have the best eyesight of all Alfheim races, making their archers some of the best on Qirsyllviar, second only to elves.
 
|-
 
|-
|'''Gnome'''
+
|'''Trow'''
|Inhabitants of the rocky areas of the north, the brown-styled Gnomes, also known as Earth Fairies, are the largest of the Alfheim fairy races and specialize in Earth Magic. Male Gnomes have bulky muscular frames, while females are more slender like other races of Alfheim. Despite having smaller bodies, female Gnomes still retain the great strength male gnomes are known for.
+
|Inhabitants of the rocky areas of the north, the brown-styled Trows, also known as Earth Fairies, are the largest of the Alfheim fairy races and specialize in Earth Magic. Male Trows have bulky muscular frames, while females are more slender like other races of Alfheim. Despite having smaller bodies, female Trows still retain the great strength male trows are known for.
 
|-
 
|-
 
|'''Ifrit'''
 
|'''Ifrit'''
|Inhabitants of the desert of the south, the red-styled Ifrits, also known as Fire Fairies, are considered the strongest Alfheimish race in terms of strength, second only to the Gnomes, and are masters of Fire Magic. Although they are capable of learning and using other types of Magic, Ifrits are the masters of Fire Magic, making them capable of casting fire attributed spells exclusive to their race.
+
|Inhabitants of the desert of the south, the red-styled Ifrits, also known as Fire Fairies, are considered the strongest Alfheimish race in terms of strength, second only to the Trows, and are masters of Fire Magic. Although they are capable of learning and using other types of Magic, as a cultural trait Ifrits shun most magic they don't find useful to them.
 
|-
 
|-
 
|'''Imp'''
 
|'''Imp'''
|Living in the alpine areas of the southeast, the purple-styled Imps, also known as Dark Fairies, are the masters of night and are blessed with great night vision. Though capable of using different types of magic, Imps excel at using Dark Magic in combat. This tends to give them a bad reputation with the surface. Imps are also known to have night vision, allowing them to see in near total darkness. However, this ability is considered to be second only to that of a Spriggan's.
+
|Living in the alpine areas of the southeast, the purple-styled Imps, also known as Dark Fairies, are the masters of night and are blessed with great night vision. Though capable of using different types of magic, Imps excel at using Dark Magic. This tends to give them a bad reputation with the surface. Imps are also known to have night vision, allowing them to see in near total darkness. However, this ability is considered to be second only to that of a Spriggan's.
 
|-
 
|-
|'''Leprechaun'''
+
|'''Skarbnik'''
|Living at the rocky areas of the north, Leprechauns are a race that making a living though blacksmithing, and make some of the best weapons and armor on Qirsyllviar. Rumor has it that the best Leprechaun smiths can reforge Zedylrian steel.
+
|Living at the rocky areas of the north, Skarbniks are a race that are well-known for gem mining and blacksmithing. The gem mines of their territory produce the most flawless gems in the world and Skarbnik blacksmiths make some of the best weapons and armor on Qirsyllviar, second only to dwarves. Rumor has it that the best Skarbnik smiths can reforge Zedylrian steel.
 
|-
 
|-
 
|'''Puca'''
 
|'''Puca'''
|The Pucas from the northwest specialize in using music magic in combat to confuse and attack opponents and support allies. Pucas, also known as Music Fairies, excel at using sounds and music in combat. By playing simple melodies, Pucas are able to attack, defend, and even control their opponents.
+
|From the northwest of Alfheim the Pucas, also known as Music Fairies, specialize and excel at using sounds and music for anything. Music has been a part of their culture for millennia, leading to the development of Music magics magicians of the surface continents simply can't replicate.
 
|-
 
|-
|'''Sneachta'''
+
|'''Haltija'''
|Inhabitants of the frosty mountains of central Alfheim, Sneachtas, also known as Ice Fairies, are white styled fairies and are masters of Ice Magic.
+
|Inhabitants of the frosty mountains of central Alfheim, Haltijas, also known as Ice Fairies, are white styled fairies and are masters of Ice Magic.
 
|-
 
|-
 
|'''Spriggian'''
 
|'''Spriggian'''
|From the ancient ruin areas of the northeast, the black-styled Spriggans, also known as Shadow Fairies, are masters of Illusion Magic and excel in treasure seeking. Though capable of using other types of magic, Spriggans are the masters of Illusion and generally favor Illusion spells. Spriggans are also known to be the master Treasure Hunters, a trait that can make them master thieves as well. Spriggans are known to have night vision, allowing them to be able to see in near total darkness. They are also capable of casting spells that gives others the same abilities.
+
|From the ancient ruin areas of the northeast, the black-styled Spriggans, also known as Shadow Fairies, are masters of Illusion Magic. Though capable of using other types of magic, Spriggans generally favor Illusion spells. The Spriggans are also known to be the master assassins, a trait that can make them master thieves as well. Spriggans are known to have night vision, allowing them to be able to see in near total darkness. They are also capable of casting spells that gives others the same abilities.
 
|-
 
|-
 
|'''Sylph'''
 
|'''Sylph'''
|From the grassland-forest areas of the southwest, the green-styled Sylphs, also known as Wind Fairies, are considered to be the fastest race and are masters of Wind Magic. Sylphs specialize in using stealth spells that allow them to hide from monsters and other enemies. Only Sylphs with powerful senses are capable of seeing through this defensive spell. Penetration magic is also known to be able to break through this barrier. Sylphs, like the Cait Siths, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Although they are capable of learning other types of magic through hard practice, Sylphs are known to be the masters of Wind Magic.
+
|From the grassland-forest areas of the southwest, the green-styled Sylphs, also known as Wind Fairies, are considered to be the fastest race and are masters of Wind Magic. When in a pinch, the Sylphs specialize in stealth to hide. Only Sylphs with powerful senses are capable of seeing through this. Sylphs, like the Cait Siths, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks.
 
|-
 
|-
 
|'''Undine'''
 
|'''Undine'''
|From the wetlands of the east, the blue-styled Undines, also known as Water Fairies, are masters of Healing and Water Magic. Though capable of using other types of magic, the Undines are experts in using powerful recovery and support magic due to their high-level magic capabilities. Due to their affinity with water, Undines are experts in underwater combat. This makes them valuable assets when faced with aquatic enemies, or when waging war at sea. Undines are also master healers, and their water-based healing magic is famous for their capability for saving a life just inches from death.
+
|From the wetlands of the east, the blue-styled Undines, also known as Water Fairies, are masters of Healing and Water Magic. The Undines are cultrually experts in using powerful recovery and support magic due to their capabilities. Due to their affinity with water, Undines are experts in underwater combat; some rumors speculate that Unidines ar ebale to breathe underwater, but this is rebuted. This makes them valuable assets when waging war at sea. Undines are also master healers, and their water-based healing magic is famous for their capability for saving a life just inches from death.
 
|-
 
|-
! colspan="2" |Pixies
+
! colspan="2" |
  +
===Surface Races===
  +
|-
  +
! colspan="2" |
  +
====Pixies====
 
|-
 
|-
| colspan="2" |The fairy races of the surface, collectively known as '''Pixies''', are diminutive fairy races that typically inhabit wherever they can find home, but many are known to live side-by-side with other races. Full-grown Pixies are usually about 7 inches (between 16 and 18 centimeters) tall.
+
| colspan="2" |'''Pixies''' are a fairy race of the surface. They are diminutive fairy races that typically inhabit wherever they can find home, but many are known to live side-by-side with other races. Full-grown pixies are usually about 7 inches (between 16 and 18 centimeters) tall.
   
 
Pixies inhabit all continents of Qirsyllviar, but they're normally difficult to spot since they have such an easy time hiding.
 
Pixies inhabit all continents of Qirsyllviar, but they're normally difficult to spot since they have such an easy time hiding.
   
Because pixies are so small, their attire usually consists of scraps of materials that they've thrown and sewn together, such as cloth, plant pieces, and other things; fashion is of no real concern to a pixie, and even wearing shoes is a rare luxury for them, but those who are kind enough to let pixies live with them will often make small clothes for them to wear.
+
Because pixies are so small, their attire usually consists of scraps of materials that they've thrown and sewn together, such as cloth, plant pieces, and other things, though they are capable of weaving cloth out of fibers and making their own; even wearing shoes is a rare luxury for them, but those who are kind enough to let pixies live with them will often make small clothes for them to wear.
   
Some pixies make a home in the residencies of humans or other races. They often prefer buildings that are abandoned, but they will occasionally move into an already occupied home if they have few options. When living in already occupied places, they normally keep to themselves and don't interact with the homeowners; often pixies move in without the homeowners' knowledge, staying hidden while keeping their lifestyle intact, and only taking what they need. But occasionally pixies ''will'' openly interact with the homeowners; sometimes they will ask permission before moving in, and, if allowed in, will help the homeowners around the house as compensation for their stay.
+
Some pixies make a home in the residencies of humans or other races. Most often prefer buildings that are abandoned, but they will occasionally move into an already occupied home if they have few options. When living in already occupied places, they normally keep to themselves and don't interact with the homeowners; often pixies move in without the homeowners' knowledge, staying hidden while keeping their lifestyle intact, and only taking what they need. But occasionally pixies ''will'' openly interact with the homeowners; sometimes they will ask permission before moving in, and, if allowed in, will help the homeowners around the house as compensation for their stay.
   
Besides sometimes making homes in random places, small colonies of "Pixie Kingdoms" exist all over Qirsyllviar. Such kingdoms are normally in secluded parts of woodlands, forests, grasslands, caves, in small pixie-made buildings made of twigs, branches, grass, earth and soil, or in abandoned ruins or mines. These kingdoms are more akin to small city-states since their borders typically don't extend very far, and they're not usually findable unless one stumbles upon them by accident or they already knows they're there. Also, since most Pixie Kingdoms exist within the borders of already established states, they're not usually treated as fully sovereign entities.
+
Besides sometimes making homes in random places, small colonies of "Pixie Kingdoms" exist all over Qirsyllviar. Such kingdoms are normally in secluded parts of woodlands, forests, grasslands, caves, or in abandoned ruins or mines. These kingdoms usually have small pixie-made buildings made of twigs, branches, grass, earth and soil, even small castles ranging from a small mound to the size of three grown men. These kingdoms are more akin to small city-states since their borders typically don't extend very far, and they're not usually findable unless one stumbles upon them by accident or already knows they're there. Also, since most Pixie Kingdoms exist within the borders of already established states, they're not usually treated as fully sovereign states, with a few rare exceptions.
 
|-
 
|-
  +
!Fairy
!Pixie
 
 
!Description
 
!Description
 
|-
 
|-
 
|'''Alux'''
 
|'''Alux'''
 
|The Alux are a pixie race native to the Mayan regions of Nekcroz, and are well-known for living right alongside the Mayan people.
 
|The Alux are a pixie race native to the Mayan regions of Nekcroz, and are well-known for living right alongside the Mayan people.
  +
|-
  +
|'''Asrai'''
  +
|An aquatic fairy
  +
|-
  +
|'''Aziza'''
  +
|A fairy native to Orbica.
 
|-
 
|-
 
|'''Brownie'''
 
|'''Brownie'''
Line 418: Line 436:
 
|-
 
|-
 
|'''Butterfly Fairy'''
 
|'''Butterfly Fairy'''
|The Butterfly Fairy is a type of pixie with butterfly wings rather than the insectoid-like wings most fairies are known for. Colonies of Butterfly fairies typically inhabit dense forests, making their homes in the tree branches.
+
|The Butterfly Fairy is any type of pixie with butterfly wings rather than the insectoid-like wings most fairies are known for. Colonies of Butterfly fairies typically inhabit dense forests, making their homes in the tree branches.
 
|-
 
|-
 
|'''Chaneque'''
 
|'''Chaneque'''
Line 424: Line 442:
 
|-
 
|-
 
|'''Jogah'''
 
|'''Jogah'''
|Jogah are a pixie race native to Coilagbein, the northeastern subcontinent of Nekcroz.
+
|Jogah are a pixie race native to Wudfyrgen, the northeastern subcontinent of Nekcroz.
 
|-
 
|-
 
|'''Kijimuna'''
 
|'''Kijimuna'''
|A pixie race native to Ningyo Shima and Hinomoto.
+
|A pixie race native to Ningyo Kazan and Hinomoto.
 
|-
 
|-
 
|'''Kodama'''
 
|'''Kodama'''
Line 436: Line 454:
 
|-
 
|-
 
|'''Leanan Sidhe'''
 
|'''Leanan Sidhe'''
|The Leanan Sidhe is a pixie race native to the island of Eire in southeastern Eurodysia.
+
|The Leanan Sidhe is a pixie race native to the island of Ghlastír in southeastern Soligaia.
 
|-
 
|-
 
|'''Menehune'''
 
|'''Menehune'''
|The Menehune are a pixie race native to the Waikiki Archipelago in northern Maritymir.
+
|The Menehune are a pixie race native to the Maluhia Archipelago in northern Maritymir.
 
|-
 
|-
 
|'''Mogwai'''
 
|'''Mogwai'''
|The Mogwai are a pixie race native to Marlakcor. They have cat-like ears and tails, and are believed to be the surface counterpart of the Cait Sith, but both races staunchly claim they are unrelated.
+
| The Mogwai are a pixie race native to Marlakcor. They have cat-like ears and tails, and are believed to be the pixie counterpart of the Cait Sith, but both races staunchly claim they are unrelated.
  +
|-
  +
|'''Morgen'''
  +
|The Morgen is a water fairy native to Mhrydain.
 
|-
 
|-
 
|'''Nimerigar'''
 
|'''Nimerigar'''
|Nimerigar are a pixie race native to Nekcroz. They are more common in Coilagbein, but have been reported on the Nekcrozi mainland.
+
|Nimerigar are a pixie race native to Nekcroz. They are more common in Wudfyrgen, but have been reported on the Nekcrozi mainland.
 
|-
 
|-
 
|'''Nixie'''
 
|'''Nixie'''
Line 451: Line 472:
 
|-
 
|-
 
|'''Nunne'hi'''
 
|'''Nunne'hi'''
|The Nunne'hi are a pixie race native to Coilagbein.
+
|The Nunne'hi are a pixie race native to Wudfyrgen.
 
|-
 
|-
 
|'''Pukwudgie'''
 
|'''Pukwudgie'''
|The Pukwudgie are a pixie race native to Coilagbein.
+
|The Pukwudgie are a pixie race native to Wudfyrgen.
 
|-
 
|-
 
|'''Sprite'''
 
|'''Sprite'''
|Sprites are a nomadic pixie race, but usually inhabit ancient underground ancestor sites such as stone circles, barrows, dolmens, ringfort or menhirs. They are known to inhabit ancient ruins as well. Generally benign, mischievous and childlike in nature, Sprites are usually sighted gathering outdoors in huge numbers to dance through the night in various celebrations. They are generally said to be helpful to others, sometimes helping needy widows and others with housework before moving on. However, they do have a mischievous side, as they also have a reputation for misleading travelers. Sprites live in the deepest, most pristine forests, but their insatiable curiosity and lust for adventure and excitement often means that they can be found in the most unlikely of places.
+
| Sprites are a nomadic pixie race, but usually inhabit ancient underground ancestor sites such as stone circles, barrows, dolmens, ringfort or menhirs. They are known to inhabit ancient ruins as well. Generally benign, mischievous and childlike in nature, Sprites are usually sighted gathering outdoors in huge numbers to dance through the night in various celebrations. They are generally said to be helpful to others, sometimes helping needy widows and others with housework before moving on. However, they do have a mischievous side, as they also have a reputation for misleading travelers. Sprites live in the deepest, most pristine forests, but their insatiable curiosity and lust for adventure and excitement often means that they can be found in the most unlikely of places.
 
|-
 
|-
 
|'''Xiannu'''
 
|'''Xiannu'''
Line 463: Line 484:
 
|-
 
|-
 
|'''Yaksha''' (fem. '''Yakshini''')
 
|'''Yaksha''' (fem. '''Yakshini''')
|A pixie race with yellowish skin native to the island of Ceylon in southern Ingdjiva. Styling themselves as the guardians of nature in Ingdjiva, they reside in a hidden city known as Alaka, one of the few well-known pixie kingdoms.
+
|A pixie race with yellowish skin native to the island of Ceylon in southern Tarak. Styling themselves as the guardians of nature in Tarak, they reside in a hidden city known as Alaka, one of the few well-known pixie kingdoms.
 
|-
 
|-
 
|'''Yosei'''
 
|'''Yosei'''
 
|A pixie race native to Fuso.
 
|A pixie race native to Fuso.
 
|-
 
|-
! colspan="2" |Other Races
+
! colspan="2" |
  +
====Demipixie====
  +
|-
  +
| colspan="2" |A demipixie is a fairy race that is larger than a pixie yet is still diminutive. Adults are about ten to thirteen inches tall.
  +
|-
  +
! colspan="2" |
  +
====Other Races====
 
|-
 
|-
 
!Fairy
 
!Fairy
 
!Description
 
!Description
  +
|-
  +
|'''Hadithi Kunguru'''
  +
|Hadithi Kunguru is the collective term for the two black-skinned fairy races native to [[Orbica]], the human-sized Kiwango Kunguru and the pixie Ndogo Kunguru.
 
|-
 
|-
 
|'''Urt'''
 
|'''Urt'''
|The Urts are a human-sized fairy race that inhabit forests and jungles all over Qirsyllviar. They were originally native to the forests of Alfheim before completely mass-migrating to the surface. Urts have an affiliation with plant magic, and are rumored to be the protectors of the jungle ecosystems. They enjoy a rustic-sylvan lifestyle, similarly to Wood Elves. To this day, there are no Urts left on Alfheim.
+
|The Urts are a human-sized fairy race that inhabit forests and jungles all over Qirsyllviar. They were originally native to the forests of Alfheim before completely mass-migrating to the surface. Urts have an affiliation with plant magic, and are rumored to be the protectors of the jungle ecosystems. They are the only human-sized fairy race at home on the surface and enjoy a rustic-sylvan lifestyle, similarly to wood elves. To this day, there are no Urts left on Alfheim.
 
|}
 
|}
   
== Gargoyles ==
+
==Gargoyles==
 
Gargoyles are reptilian nocturnal beings that turn to stone during the day. They live in close-knit groups called clans that protect their rookeries and the surrounding area. Some are known to live alone for one reason or another, such as banishment, or simply choosing to strike out on their own.
 
Gargoyles are reptilian nocturnal beings that turn to stone during the day. They live in close-knit groups called clans that protect their rookeries and the surrounding area. Some are known to live alone for one reason or another, such as banishment, or simply choosing to strike out on their own.
   
Line 496: Line 526:
 
Female gargoyles lay eggs, which look roughly like large stone cannonballs, and their reproductive cycles are unique. Female gargoyles become fertile on the autumnal equinox every twentieth year, and will lay a single egg on the following spring equinox. If reproducing amongst an large clan, all of the eggs are stored together in the clan's rookery, and the communal hatching occurs roughly two years later.
 
Female gargoyles lay eggs, which look roughly like large stone cannonballs, and their reproductive cycles are unique. Female gargoyles become fertile on the autumnal equinox every twentieth year, and will lay a single egg on the following spring equinox. If reproducing amongst an large clan, all of the eggs are stored together in the clan's rookery, and the communal hatching occurs roughly two years later.
   
While not inherently immortal, gargoyles can be extremely long-lived, a result of stone sleep which seemingly slows or halts their aging process to an absolute still (possibly a state of suspended animation) until they wake again the following night. This was how the Garvis Clan was able to survive all the way to the 46th Century AFZ, after being cursed.
+
While not inherently immortal, gargoyles can be extremely long-lived, a result of stone sleep which seemingly slows or halts their aging process to an absolute still (possibly a state of suspended animation) until they wake again the following night. This was how the Garvis Clan was able to survive all the way to the 46<sup>th</sup> Century <small>PCZ</small>, after being cursed.
   
Some gargoyles also have an affinity for magic, and it was magic that allowed the old Garvin Empire to survive for so long before the Garvis Clan was cursed into stone sleep. While gargoyles are normally vulnerable during the day, the Garvis clan developed a way to remain protected during he day, and maintain their rule during light hours: Gargate Mages developed a type of amulet that allows the wearer to remain flesh in daylight. Hundreds of handpicked guards were given these amulets to protect the Clan, and maintain the authority of the ruling clan, during the day. They would take turns with one another every few nights before taking the amulet off and getting some rest for a few days. The only drawback was that they would suffer their wounds, and age, like normal beings until their shift was over.
+
Some gargoyles also have an affinity for magic, and it was magic that allowed the old Garvine Empire to survive for so long before the Garvis Clan was cursed into stone sleep. While gargoyles are normally vulnerable during the day, the Garvis clan developed a way to remain protected during he day, and maintain their rule during light hours: Gargate Mages developed a type of amulet that allows the wearer to remain flesh in daylight. Hundreds of handpicked guards were given these amulets to protect the Clan, and maintain the authority of the ruling clan, during the day. They would take turns with one another every few nights before taking the amulet off and getting some rest for a few days. The only drawback was that they would suffer their wounds, and age, like normal beings until their shift was over.
   
 
Even in old age they are not as frail and incapacitated as other creatures. Because they spend half their day asleep as stone, they age at half the rate of other beings, thus living twice as long. And given stone form's ever-healing and senility-dampening nature, it is very likely that a gargoyle cannot die a natural death (i.e. advanced age and sustained disease) whilst he or she is in stone.
 
Even in old age they are not as frail and incapacitated as other creatures. Because they spend half their day asleep as stone, they age at half the rate of other beings, thus living twice as long. And given stone form's ever-healing and senility-dampening nature, it is very likely that a gargoyle cannot die a natural death (i.e. advanced age and sustained disease) whilst he or she is in stone.
   
== Ghouls ==
+
==Ghouls==
The Ghoul (female: Ghoulah) is a humanoid race who are native to Arabia. They are depicted as evil spirits in Ashkhas mythology.
+
The Ghoul (female: Ghoulah) is a humanoid race who are native mostly to the Great Dhahabi Desert in southeastern Aquilonis. They are depicted as evil spirits in Ikaj mythology.
   
 
They are said to be a desert-dwelling, shapeshifting, race of devils that can assume the guise of an animal and lure unwary people into the desert wastes or another abandoned place to slay and devour them. They are famed for preying on young children, drinking blood, stealing coins, eating the dead, and taking the form of the person that they have most recently eaten.
 
They are said to be a desert-dwelling, shapeshifting, race of devils that can assume the guise of an animal and lure unwary people into the desert wastes or another abandoned place to slay and devour them. They are famed for preying on young children, drinking blood, stealing coins, eating the dead, and taking the form of the person that they have most recently eaten.
Line 509: Line 539:
 
Ghouls are sometimes confused with zombies, causing them to be mistaken as undead monsters rather than demons.
 
Ghouls are sometimes confused with zombies, causing them to be mistaken as undead monsters rather than demons.
   
== Giants ==
+
==Giants==
 
Giants are an incredibly large human-like race. The largest known race to date, giants are identical to humans anatomically, but they averagely reach heights of over 14 meters (about 45 feet). Baby giants are typically the size of a human adolescent when born.
 
Giants are an incredibly large human-like race. The largest known race to date, giants are identical to humans anatomically, but they averagely reach heights of over 14 meters (about 45 feet). Baby giants are typically the size of a human adolescent when born.
   
Line 518: Line 548:
 
Giants are not known to attack other creatures, but a common misconception about giants is that they are ferocious. This isn't true, as most giants believe in the preciousness of life. Regardless, giants are capable warriors.
 
Giants are not known to attack other creatures, but a common misconception about giants is that they are ferocious. This isn't true, as most giants believe in the preciousness of life. Regardless, giants are capable warriors.
   
== Goblins ==
+
==Gnomes ==
   
== Gods ==
+
==Goblins ==
  +
Gods, or deities, sometimes called "divine ones," are immortal ethereal beings that exist in the ''Divine Realm'', a higher plane beyond the ''Mortal Realm'' and even beyond ''Heavenly Realm'', the home of the angels. Gods and goddesses form the basis of all the worlds religions and take on many forms depending on their culture, sometimes human-like, a beast-person, or an animal.
 
  +
==Gods==
  +
Gods, or deities, sometimes called "divine ones," are immortal ethereal beings that exist in waht is called the ''Divine Realm'', a higher plane beyond the ''Mortal Realm'' and even beyond ''Heavenly Realm'', the home of the angels. Gods and goddesses form the basis of all the worlds religions and take on many forms depending on their culture, sometimes human-like, a beast-person, or an animal.
   
 
Gods supposedly have the power to shape the entire ''Mortal Realm'', but usually don't interfere in the realms of mortals.
 
Gods supposedly have the power to shape the entire ''Mortal Realm'', but usually don't interfere in the realms of mortals.
Line 529: Line 561:
 
While they normally reside in the higher plane beyond the mortal world, sometimes a god or goddess will descend into the mortal world in a physical form to mingle with mortals. These visits sometimes result in the production of a demigod, but these are rare. Other times they will give up their immortality and powers to live a lifetime in the mortal world, either by reincarnating themselves as an infant or by discarding their powers upon entering the ''Mortal Realm'', only returning to the realm of the Gods upon the death of their mortal forms.
 
While they normally reside in the higher plane beyond the mortal world, sometimes a god or goddess will descend into the mortal world in a physical form to mingle with mortals. These visits sometimes result in the production of a demigod, but these are rare. Other times they will give up their immortality and powers to live a lifetime in the mortal world, either by reincarnating themselves as an infant or by discarding their powers upon entering the ''Mortal Realm'', only returning to the realm of the Gods upon the death of their mortal forms.
   
Deification, or apotheosis, is the act of deifying a person into a god, enlisting them among the ranks of the divine ones. Many important people have been put through this process throughout history, usually upon death, for achieving something so great they supposedly deserve to be counted among the ranks of the gods; but whether or not they actually did join the ranks of the gods has never been fully clear.
+
Deification, or [https://en.wikipedia.org/wiki/Apotheosis apotheosis], is the act of deifying a person into a god, enlisting them among the ranks of the divine ones. Many important people have been put through this process throughout history, usually upon death, for achieving something so great they supposedly deserve to be counted among the ranks of the gods; but whether or not they actually did join the ranks of the gods has never been fully clear.
   
== Golems ==
+
==Golems==
   
== Harpies ==
+
==Harpies==
The Harpies (sing. Harpy) are a mono-gendered (female) demihuman race with the body of a human and the wings and talons of a bird in place of arms and legs respectively. They colonize mountainsides and similar places.
+
The Harpies (sing. Harpy) are a demihuman race with the body of a human and the wings and talons of a bird in place of arms and legs respectively. They colonize mountainsides, treetops, canyons and similar places.
   
 
A pure and cheerful race that loves the blue sky and singing. Unfortunately, most of the time they only sing for other harpies.
 
A pure and cheerful race that loves the blue sky and singing. Unfortunately, most of the time they only sing for other harpies.
   
Harpies are migratory beings and a race that embodies the notion of freedom, going where they please, when they please. Being similar in nature to migratory birds, harpies psychologically can't stay in one place for very long. However, due to their air-headed personalities they more often then not forget about their "rules" and just do what they please.
+
Harpies are nomadic migratory beings by nature and are a race that embodies the notion of freedom, going where they please, when they please. Being similar in nature to migratory birds, harpies travel about and migrate seasonally. When they're not migrating, they tend to seek adventure before returning to the village. Despite this, some harpies will occasionally settle down and plant roots.
   
Harpies have an opposable digit on the joint of each wing, and the wing at the joint can curl to some small degree. This allows for gripping of objects, but these improvised grabbers are nowhere near as dexterous as true hands. Because of this, it is likely harpies do not craft, and their clothing and tools would have to be received elsewhere. As such, it is likely that harpy villages have a number of poultry harpies to produce eggs for trading. Common harpies will lay unfertilized eggs only perhaps once every few months, so their production alone could not fill such a role.
+
Harpies have an opposable digit on the joint of each wing, and the wing at the joint can curl to some small degree. This allows for gripping of objects, but these improvised grabbers are nowhere near as dexterous as true hands. Because of this, harpies have limited crafting ability. They're dexterous enough that they can make clothing and tools, but more complicated things are received from elsewhere. Additionally, harpy villages have a number of female poultry harpies to produce eggs for trading. Common female harpies lay a small clutch of unfertilized eggs once every month or so, so their production alone could not fill such a role.
   
Harpies are mono-gendered and rely on humans to reproduce. Unlike most such races, though, harpies do not simply abduct men for the purpose. Rather, they travel about and find men before returning to the village after mating, sometimes even finding multiple partners in a single outing to encourage genetic diversity. Despite this, some harpies will occasionally choose a mate for life, and will either move to be with them or else continually return when their migration routes bring them back around.
+
Harpies normally reproduce with their own kind, but every so often one will procreate with another race; normally a human, but elven, dwarven and fae partners have been documented as well. However, they don't bring their mates back to their villages. Either way, males and females don't ''typically'' mate for life and often have multiple partners to encourage genetic diversity. Despite this, love does happen and sometimes a harpy will choose a mate for life, and will either move to be with them or else continually return when their migration routes bring them back around.
  +
{| class="wikitable"
 
  +
Harpies that mate for life will tend to stay with their partners during birth (or nesting, as female harpies lay eggs), but normally females tend to leave their partners after mating to have their young someplace familiar.
  +
  +
Newborn/hatchling harpies have only light downy feathers, but their juvenile ones grow in by the age of two, and they normally learn to fly by the age of three. Their adult feathers start grow in by the age of twelve and finish by the age of eighteen. While all harpies are colorful, males tend to have dull colored feathers while females have brightly colored feathers.
  +
{| class="mw-collapsible mw-collapsed wikitable"
 
|+Subraces of Harpies include:
 
|+Subraces of Harpies include:
 
|-
 
|-
 
!
 
!
 
Garuda
 
Garuda
|Garuda are a large harpy sub-race prevalent in Ingdjiva. Garuda are considered the strongest of the harpy sub-race and are known for their eternal animosity with the Naga serpent race.
+
|Garuda are a large harpy sub-race prevalent in Tarak. Garuda are considered the strongest of the harpy sub-race and are known for their eternal animosity with the Naga serpent race.
 
|-
 
|-
 
!
 
!
Line 562: Line 598:
 
!
 
!
 
Phoenix Harpy
 
Phoenix Harpy
|Phoenix Harpies are harpies with attributes reminiscent of the phoenix. They are generally found living amongst regular phoenixes. Like phoenixes, Phoenix Harpies burst into flame when they die and are reborn from their own ashes.
+
| Phoenix Harpies are harpies with attributes reminiscent of the phoenix. They are generally found living amongst regular phoenixes. Like phoenixes, Phoenix Harpies burst into flame when they die and are reborn from their own ashes. Yet they still lay eggs and newborn phoenix harpies are born from them.
   
Much like the yatagarasu, it is unknown how closely related phoenixes are to the harpy race.
+
Much like the yatagarasu, it is unknown how closely related phoenixes are to the standard harpy races.
 
|-
 
|-
 
!
 
!
 
Poultry Harpy
 
Poultry Harpy
|Poultry Harpies are a harpy sub-race adapted for laying eggs. They cannot fly and are unable to run at high speeds like land harpies. However, they produce far more eggs than other sub-races, and they continuously lay eggs nearly every day. Poultry harpies have a red crest on top of their heads. Unlike chickens, their appearance is natural, not selectively bred. They are also very cowardly.
+
|Poultry Harpies are a harpy sub-race who have more in common with chickens. Females are adapted for laying eggs like hens while males are like roosters. They cannot fly and are unable to run at high speeds like land harpies. However, females produce far more eggs than other sub-races, and they continuously lay eggs nearly every day. Poultry harpies have a red crest on top of their heads. Unlike chickens, their appearance is natural, not selectively bred. They are also very cowardly.
   
Given their inability to transport or defend themselves to any great degree, poultry harpies simply live with populations of other harpy races. Common, land, and raptor harpies are too different in lifestyle from one another to comfortably form unified villages, and these three races would form their own villages in their own regions. However, harpies cannot make things like clothes or tools because their wings lack the dexterity, so they would have to barter for or steal such things. Most harpies are too laid back to actively steal from other races, so they mostly trade for them. This is where poultry harpies would come in: they produce eggs far more frequently than the other harpy races, and these eggsare the harpy trade specialty.
+
Given their inability to transport or defend themselves to any great degree, poultry harpies simply live with populations of other harpy races. Common, land, and raptor harpies are too different in lifestyle from one another to comfortably form unified villages, and these three races would form their own villages in their own regions. However, harpies cannot make things like clothes or tools because their wings lack the dexterity, so they would have to barter for or steal such things. Most harpies are too laid back to actively steal from other races, so they mostly trade for them. This is where poultry harpies would come in: they produce eggs far more frequently than the other harpy races, and these eggs are the harpy trade specialty.
   
 
Given the poultry harpy's status, it's in the village's best interests to have them around. So it is that villages of each type of harpy also include a number of poultry harpies, and offer them protection and shelter. Poultry harpies are weak, slow, flightless, and chicken-hearted, so they would not have survived this long if not for this relationship with the other harpies.
 
Given the poultry harpy's status, it's in the village's best interests to have them around. So it is that villages of each type of harpy also include a number of poultry harpies, and offer them protection and shelter. Poultry harpies are weak, slow, flightless, and chicken-hearted, so they would not have survived this long if not for this relationship with the other harpies.
Line 590: Line 626:
 
!
 
!
 
Yatagarasu
 
Yatagarasu
|A Yatagarasu is a demihuman race very similar in appearance to harpies. Possessing crow-like traits, Yatagarasu appear prominently in Fuso, and were once viewed as supernatural guides and symbols of divine rebirth and rejuvenation.
+
| A Yatagarasu is a demihuman race very similar in appearance to harpies. Possessing crow-like traits, Yatagarasu appear prominently in Fuso, and were once viewed as supernatural guides and symbols of divine rebirth and rejuvenation.
   
 
Omnivorous, yatagarasu prefer habitats that have sunlight and demonstrate the same "air-headed" behavior as harpies. As such, it is not known precisely how closely related the harpy race are to the yatagarasu.
 
Omnivorous, yatagarasu prefer habitats that have sunlight and demonstrate the same "air-headed" behavior as harpies. As such, it is not known precisely how closely related the harpy race are to the yatagarasu.
 
|}
 
|}
   
== Humanoid Honey Bee ==
+
==Humanoid Honey Bee==
 
Honey Bees are an insectoid demihuman race who have four insectoid limbs, antennae, compound eyes, a bee thorax complete with stinger, and wings. The race typically lives in mountainous caves overlooking wildflower fields, or are within range of such places.
 
Honey Bees are an insectoid demihuman race who have four insectoid limbs, antennae, compound eyes, a bee thorax complete with stinger, and wings. The race typically lives in mountainous caves overlooking wildflower fields, or are within range of such places.
   
=== Queen Bee ===
+
===Queen Bee===
 
A Queen Bee is a humanoid sub-race of Honey Bee that has been specifically raised from birth to create and rule her own hive/colony.
 
A Queen Bee is a humanoid sub-race of Honey Bee that has been specifically raised from birth to create and rule her own hive/colony.
   
 
While born amongst a number of other "Queen" candidates, by the time they reach adulthood there is usually only one ruling Queen Bee in a single hive/colony, with all other bees within the colony loyally following and fiercely protect her when threatened. She is usually the mother of most, if not all, of the bees in her hive. However, if the hive/colony was inherited from a previous Queen, the children of the previous Queen (who has since died or otherwise relinquished her position to the new Queen) will serve her as if she was their biological mother.
 
While born amongst a number of other "Queen" candidates, by the time they reach adulthood there is usually only one ruling Queen Bee in a single hive/colony, with all other bees within the colony loyally following and fiercely protect her when threatened. She is usually the mother of most, if not all, of the bees in her hive. However, if the hive/colony was inherited from a previous Queen, the children of the previous Queen (who has since died or otherwise relinquished her position to the new Queen) will serve her as if she was their biological mother.
   
== Humans ==
+
== Humans==
  +
{{Main article|Human Ethnic Groups of Qirsyllviar}}
 
Humans are the most numerous and politically dominant sapient race in the world largely thanks to their ability to create tools and adapt themselves or their environment to survive.
 
Humans are the most numerous and politically dominant sapient race in the world largely thanks to their ability to create tools and adapt themselves or their environment to survive.
   
 
Possessing the largest and widest-spanning culture known, they are often considered to be the standard to which the biology, psychology, and culture of other species and races are compared.
 
Possessing the largest and widest-spanning culture known, they are often considered to be the standard to which the biology, psychology, and culture of other species and races are compared.
   
Aggressively territorial, while possessing no natural means of offense or defense (like claws or armor) that other races may possess, Human's ability to create and adapt objects to serve specific functions, and their tendency to live/work in groups, has enabled them to dominate the majority of Qirsyllviar and force other races to withdraw into their own enclosed populations away from human attention.
+
Aggressively territorial, while possessing no natural means of offense or defense (like claws or armor) that other races may possess, human's ability to create and adapt objects to serve specific functions, and their tendency to live/work in groups, has enabled them to dominate the majority of Qirsyllviar and force other races to withdraw into their own enclosed populations away from human attention.
   
 
Originally migratory, throughout their written history, humans have managed to set up large empires and kingdoms all over Qirsyllviar and effectively achieved near-global dominance due to their industrious nature; being able to alter themselves or the environments to suit their needs as well as utilizing/taming the wildlife to serve their purposes.
 
Originally migratory, throughout their written history, humans have managed to set up large empires and kingdoms all over Qirsyllviar and effectively achieved near-global dominance due to their industrious nature; being able to alter themselves or the environments to suit their needs as well as utilizing/taming the wildlife to serve their purposes.
   
  +
== Lamia ==
=== Major Human Ethnic Groups ===
 
  +
The Lamia are a reptilian race with the upper body of a human and the lower body of a snake. Lamias are predatory carnivores that form tribal villages everywhere on Qirsyllviar. Their serpentine tails are powerful enough to rend steel. Male Lamia tend to have solid scales, while females usually have colorful patterns.
There are several major human ethnicities across Qirsyllviar. Each one has its own location where they call their "homeland," but many, if not all, have been becoming more and more widespread outside their homelands through immigration or other reasons.
 
{| class="wikitable"
 
|+Major human ethnic groups include:
 
|-
 
!Ethnicity:
 
!Homeland & Notes:
 
!Subgroups/<br>Dialects (if any)
 
!Homeland & Notes
 
|-
 
|'''Asgardian'''
 
|The main ethnic group of the floating island of Asgard.
 
   
  +
Believed to be deadly towards humans, lamia are reputed to lure people back to their lairs and kill them after they've had their way with them. However, this is only partially true, as due to being a race with high libido, lamias would lure men and women to their villages and hold them as 'communal spouses'. If the potential mate is resistant, lamia will use alchemical aphrodisiac compounds such as incense to draw out their lust and force themselves upon them. Usually all the eligible members of the village would get involved, resulting in mass orgies. Following the initial orgy, the person has a choice to voluntarily stay or leave.
Legends say that the Ostligs are descended from the Asgardians.
 
|'''Ostlig'''
 
|The main ethnic group of the Midgard Peninsula. Legend says that the Ostligs are descended from the Asgardians. The Ostligs have also been migrating to the Brythonic Isles and to parts of eastern Aquilonis.
 
|-
 
|'''Ashkhas'''
 
| colspan="3" |The '''Ashkhas''' (sing. '''Shakhs''') dominant ethnic group of southeastern Aquilonis, mostly the Great Dhahabi Desert, and the now-defunct Muqadas Caliphate.
 
|-
 
|'''Atlantic'''
 
|The dominant ethnic group of the Atlantian continent in [[Maritymir]].
 
|'''Wildish'''
 
|An ethnic group descended from the Atlantics, and main human ethnic group of the Wildlands.
 
|-
 
|'''Brython'''
 
| colspan="3" |The Brythons are the main human ethnic group of the Brythonic Isles, primarily in the island of High Albion.
 
   
  +
Despite the legends and their high libido, Lamias don't usually mate with humans; they normally mate with each other.
The Brythons are also a majority in New Albion in [[Aquilonis]], having been migrating there since before New Albion's independence. The Brythons have also been migrating to Nekcroz, Ingdjiva and Maritymir, through the Eurodyne colonies.
 
|-
 
|'''Deutsch '''(pl. '''Deutschen''')
 
| colspan="3" |The Deutschen are the main ethnic group of central Eurodysia, and the majority of the Empire of Germania. The are also the namesake of the local name of the empire, "Deutschstaat."
 
|-
 
|'''Gaeilge '''(sing. '''Gael''')
 
| colspan="3" |The Gaeilge are the main human ethic group of the Island of Éire, the southern island of the Brythonic Isles.
 
|-
 
|'''Gallic'''
 
| colspan="3" |The main human ethnic group of southern Eurodysia, and are a minority in the Brythonic Isles and southwestern Eurodysia. The Gallics have also been migrating to Nekcroz, Ingdjiva and Maritymir, through the Eurodyne colonies, and to Aquilonis through immigration to New Albion and other avenues.
 
   
  +
Lamia affection has no gender boundaries; while they can only reproduce with the opposite gender, same-sex couples are a common sight.
Soleil is also predominantly Gallic, both due to the fact that most of the Soleilian citizenry are descended rebels exiled from the Gallian Empire (though the method has been lost to history since Gate Portals have been ruled out), and once word of Soleil's founding reached Gallia, the Gallic population of the Vieillesse Peninsula received sharp-to-gradual increases due to mass migrations to Soleil by various means; this event is termed the the "Gallic Invasion" in history by the Salrins, and since then the Salrins were mostly pushed out of the Vieillesse Peninsula as Gallic Soleil rose to dominance.
 
|-
 
|'''Genjin'''<br>原人
 
|The main human ethnic group of Fuso.
 
The ancestors of the modern Genjin mostly migrated from western Marlakcor roughly twelve-thousand years ago. In recent centuries, they have also partially migrated back to Marlakcor through Yamatai's possessions on the Marlakcori mainland, and have been increasing in population in the Kappa Islands in Maritymir.
 
|'''Kaigara'''<br>貝殻
 
|Tan-skinned peoples native to the southern islands, this subgroup fo the Genjin are mostly at home in the southernmost islands of Yamatai, around the shores of Hinomoto and are the dominant majority in Ningyo Kazan.
 
Kaigara are adept at swimming and diving and specialize in them, relying on diving and fishing for their livelihood. It's rare to see a Kaigara far from the sea.
 
|-
 
|'''Graikoi''' (sing, '''Graikos''')
 
| colspan="3" |The main ethnic group of the Akhaian Peninsula northwestern Eurodysia, and partially on the Phrygian Peninsula.
 
|-
 
|'''Hesperian'''
 
| colspan="3" |The main ethnic group of western Eurodysia, primarily on the Latium peninsula and the islands of Trinacria and Dell'ovest. The Hesperians have also been migrating steadily to Marlakcor through the Roman province of Serica, as well as to Nekcroz, Ingdjiva and Maritymir, through the Eurodyne colonies, and to Aquilonis through immigration to New Albion and other avenues.
 
|-
 
|'''Ingdjite'''
 
| colspan="3" |The main ethnic group of Ingdjiva, and the relative namesake of the continent. The Ingdjites are also an ethnic group of the Kejawen Archipelago alongside the Kejawens.
 
|-
 
|'''Kejawen'''
 
| colspan="3" |The native human ethnic group of the Kejawen Archipelago in Maritymir.
 
|-
 
|'''Khitan'''
 
| colspan="3" |The main ethnic groups of eastern Liao, the northern subcontient of Marlakcor.
 
|-
 
|'''Lac'''
 
| colspan="3" |The Lac are a people native to southeastern Marlakcor.
 
|-
 
|'''Lech'''
 
| colspan="3" |The main human ethnic group of Lechia and Slavia. Also the namesake of the former.
 
|-
 
|'''Magyar'''
 
| colspan="3" |The Magyars are main ethnic group of the lands of Magyarhaza in northern Eurodysia. The Magyars also have a colonial presence in historical Zedylria (now occupied by Rossiya). They are a warrior people that take to raiding and plundering of nearby lands when the feeling hits them; their favorite targets are places inland Eurodysia and along the northern coastlines of Arquperio.
 
|-
 
|'''Meridian'''
 
| colspan="3" |The Meridians are the main ethic group of southwestern Eurodysia, primarily in Hispania, Lusitania and related countries. The Meridians have also been migrating to Nekcroz, Ingdjiva and Maritymir, through the Eurodyne colonies, and to Aquilonis through immigration to New Albion and other avenues.
 
|-
 
| rowspan="4" |'''Nekcr'zii'''
 
| rowspan="4" |The Nekcr'zii are the main human ethnic group native to mainland [[Nekcroz]], and the relative namesake of the continent as a whole.
 
Those few who didn't stay to live with the Eurodynes in the colonies gradually migrated south.
 
|'''Inca'''
 
|A sub-ethnicity of the Nekcr'zii and the main human ethnic group of Tawantinsuyu in southeastern Nekcroz.
 
|-
 
|'''Maya'''
 
|A sub-ethnicity of the Nekcr'zii, and the main ethnic group of the nations of the south shore of the Nahuatl Sea in central Nekcroz, namely Mayapan, Itza and Tabasco.
 
|-
 
|'''Nahuatl'''
 
|A sub-ethnicity of the Nekcr'zii, and the main ethnic group of central Nekcroz, primarily Aztlan, Tarasca, and Aviz. Also known as Aztec.
 
|-
 
|'''Toltec'''
 
|A sub-ethnicity of the Nekcr'zii, and the main ethnic group and namesake of the Empire of Altepetl Tolteca.
 
|-
 
|'''Nubian'''
 
| colspan="3" |The main ethnic group of the Island of Nubia and the Empire of Kemet. They resemble the Sahbarusa people, except they have lighter skin. According to legend, some of the Sahbarusa came to Nubia via a Gate Portal experiment gone wrong, and those who arrived on Nubia assimilated with the locals. This has led to the widely excepted belief that the Nubians are descended from both the Sahbarusa ''and'' the former local population.
 
|-
 
|'''Odrysian'''
 
| colspan="3" |The Ordrysians are the main ethnic group of their namesake kingdom.
 
|-
 
|'''Phrygian'''
 
| colspan="3" |The main ethnic group of the Phrygian and Hayastan Peninsulas in northwestern Eurodysia. They live partially alongside the Graikoi on the former due to the Akhaian Empire and the Seleucid League.
 
|-
 
|'''Rossiyane '''
 
| colspan="3" |The dominant human ethinic group occupying the northern "arch" of Arqupeiro (Eurodysia and Aquilonis), the former homeland of the Zedyls. They are one of a series of peoples and circumstances that forced the Zedyls out of their ancient homeland. The Rossiyanes originated from central Aquilonis, but migrated northwest due to their own circumstances, mainly competition with the Salrins.
 
|-
 
|'''Sahbarusa'''
 
| colspan="3" |The black-skinned people of the Island of Nyeni.
 
|-
 
|'''Salrin'''
 
| colspan="3" |The Salrins are the main ethnic group of central northern Aquilonis, and in Markaydia. The relative namesake of the former Salrinoa Federation, the Salrins used to be widespread on the Vieillesse Peninsula before the arrival of the exiled Gallics, the "Gallic Invasion" as the Salrins call it. Those who didn't stay have since migrated out of the peninsula.
 
|-
 
|'''Saoghail'''
 
| colspan="3" |The Saoghails are the native ethnic group of Coilagbein, the northeastern subcontinent of Nekcroz.
 
|-
 
|'''Seomin'''<br>서민
 
| colspan="3" |The main ethnic group of northwestern Marlakcor, and particularly Goryeo. There are also members of this ethnicity throughout the former lands at the height of the empire's realm, and many modern descendants live in the Morokoshi Kokudos and the western lands of Tianchao.
 
|-
 
|'''Talmyri'''
 
| colspan="3" |The '''Talmyri''' (sing. '''Talmyr''') are main human ethic group of Talmyrnia, Drakyncia, and northern New Albion, as well as the relative namesake of the former. Some also live in southwestern Bestiauris. There are also migrants living as far west as the Midgard Peninsula.
 
|-
 
|'''Waikikese'''
 
| colspan="3" |The Waikikese are the main ethnic group of the Waikiki Archipelago in Maritymir.
 
|-
 
|'''Xiongnu'''
 
| colspan="3" |The main ethnic groups of central Liao, the northern subcontient of Marlakcor.
 
|-
 
|'''Yuan'''<br>原
 
| colspan="3" |The main human ethnic group of Marlakcor. Their homelands are mainly in the Zhongyuan region of he central continent, but have influence throughout the continent.
 
|-
 
|'''Zedyl'''
 
| colspan="3" |The Zedyls, the namesake of the former Zedylrian Empire, are a diasporic human ethnic group originating the northern "arch" of Arqupeiro (Eurodysia and Aquilonis). Various circumstances, including mass migrations and invasions of other ethnic groups and/or races, have long since forced them out of their ancient homeland, which is now occupied by the Rossiyane Tsardom.
 
While they no longer have their own country, they still have a relative presence in Rossiya, across central and southern Eurodysia and parts of Aquilonis; including the Heartstone peninsula – the land occupied by the Knights' Republic of Drakyncia – and some minor populations down the west coast and the Vieillesse Peninsula. They also have presence in more western lands as far west as Slavia – but are a rare sight past the Thrace Corridor – and as far south as central Gallia. Some have also been migrating to Nekcroz and Ingdjiva via the Eurodyne colonies, but they're still a rare sight on those continents.
 
|}
 
   
  +
Some lamias actually chose to leave for the purpose of finding a mate, starting their own colony, or simply making it on their own.
== Kappa ==
 
  +
{| class="mw-collapsible mw-collapsed wikitable"
 
== Kyuubi no Kitsune ==
 
Kyuubi no Kitsune (lit. Nine-tailed Foxes) are a pseudo-human race that appear in Yamato folklore as intelligent beings that possess magical abilities to shape shift. While some folktales speak of kitsune of wildly different moralities employing this ability to trick others, other stories portray them as faithful guardians, friends, lovers, and wives. It is unknown if male Kitsune exist (as Kitsune can use both genders in their shapeshifting abilities) or if they are a single-gendered race.
 
 
It is said that the more tails a kitsune has (they may have as many as nine) the older, wiser, and more powerful they are. Because of their potential power and influence, some people make offerings to them as deities.
 
 
== Lamia ==
 
The Lamia are a reptilian race with the upper body of a human and the lower body of a snake. A mono-gendered (female) demihuman race, lamias are predatory carnivores that form tribal villages on the outskirts of desert oasis, their serpentine tails are powerful enough to rend steel.
 
 
Believed to be deadly towards humans, lamia are reputed to lure men back to their lairs and kill them after they've had their way with them. However, this is only partially true, as due to being a mono-gendered (female-only) race, lamias would lure men to their villages and hold them as 'communal husbands'. If the male is resistant, lamia will use alchemical aphrodisiac compounds such as incense to draw out their lust and force themselves upon them. Usually all the eligible members of the village would get involved, resulting in mass orgies. Following the initial orgy, the male has a choice to voluntarily stay or leave. Some lamias actually chose to leave for the purpose of finding a mate, starting their own colony, or simply making it on their own.
 
{| class="wikitable"
 
 
|+Subraces of lamia include:
 
|+Subraces of lamia include:
 
!Cobra Lamia
 
!Cobra Lamia
 
|Cobra Lamia are, as their names suggests, a sub-race of lamia that resemble cobras. Like a normal cobra, they can produce a hood of scales.
 
|Cobra Lamia are, as their names suggests, a sub-race of lamia that resemble cobras. Like a normal cobra, they can produce a hood of scales.
 
|-
 
|-
!Echidna
+
! Echidna
 
|Echidnas are a sub-race of lamia. Because more of their bodies are covered by scales, compared to standard lamias, echidnas are more closely related to Lizardfolk. Their name means "viper women", and true to their name, they possess poisonous fangs inside their mouths. Their venom is a type of hemorrhagin (meaning that it breaks down blood vessels) and must be treated with caution. Their snake-like lower bodies are covered in a unique pattern reminiscent of vipers.
 
|Echidnas are a sub-race of lamia. Because more of their bodies are covered by scales, compared to standard lamias, echidnas are more closely related to Lizardfolk. Their name means "viper women", and true to their name, they possess poisonous fangs inside their mouths. Their venom is a type of hemorrhagin (meaning that it breaks down blood vessels) and must be treated with caution. Their snake-like lower bodies are covered in a unique pattern reminiscent of vipers.
 
|-
 
|-
Line 765: Line 670:
 
|Gorgons are a sub-race of lamia with snakes for hair. In mythology, their gaze are said to turn creatures into stone, but in thankful reality, they possess no such ability. However, their gaze seems to be very keen, and their glare makes living creatures unable to move, as though they've been turned to stone. In unfortunate reality, they have poor eyesight and only appear to be glaring despite their lack of ill will, as they are instead only trying to see more clearly.
 
|Gorgons are a sub-race of lamia with snakes for hair. In mythology, their gaze are said to turn creatures into stone, but in thankful reality, they possess no such ability. However, their gaze seems to be very keen, and their glare makes living creatures unable to move, as though they've been turned to stone. In unfortunate reality, they have poor eyesight and only appear to be glaring despite their lack of ill will, as they are instead only trying to see more clearly.
 
|-
 
|-
!Melusine
+
! Melusine
 
|Melusines are a lamia sub-race with dragon-like wings on their backs. Due to this, they share characteristics with Dragonewts. In contrast to other lamia sub-races, they are more similar to sea snakes than terrestrial snakes and prefer to live by the shore. Sadly, their wings aren't strong enough to lift their long lower bodies, making said wings being more vestigial in nature.
 
|Melusines are a lamia sub-race with dragon-like wings on their backs. Due to this, they share characteristics with Dragonewts. In contrast to other lamia sub-races, they are more similar to sea snakes than terrestrial snakes and prefer to live by the shore. Sadly, their wings aren't strong enough to lift their long lower bodies, making said wings being more vestigial in nature.
 
|}
 
|}
   
== Lizardfolk ==
+
== Leprechaun==
  +
== Lizardfolk==
 
Lizardfolk, or '''Saurians''' as they call themselves, are a group of demihuman races that possess dinosaurian lizard-like attributes such as claws, scales and a tail. While reptilian, lizardfolk do posses aquatic abilities and are particularly gifted swimmers, able to use their tails to aid in swimming. Lizardfolk are universally digitigrades, meaning they walk on their toes, and can run faster because of it. Lizardfolk are almost dinosaur-like in appearance, hence their preferred term to call themsevles, and are sometimes mistaken for them at first glace. Lizardfolk are also carnivores, with their diet usually consisting of a fresh kill from hunting, though they will also cook it. Saurians are also adapted to eating fruits, but have a strong distaste for vegetables.
 
Lizardfolk, or '''Saurians''' as they call themselves, are a group of demihuman races that possess dinosaurian lizard-like attributes such as claws, scales and a tail. While reptilian, lizardfolk do posses aquatic abilities and are particularly gifted swimmers, able to use their tails to aid in swimming. Lizardfolk are universally digitigrades, meaning they walk on their toes, and can run faster because of it. Lizardfolk are almost dinosaur-like in appearance, hence their preferred term to call themsevles, and are sometimes mistaken for them at first glace. Lizardfolk are also carnivores, with their diet usually consisting of a fresh kill from hunting, though they will also cook it. Saurians are also adapted to eating fruits, but have a strong distaste for vegetables.
   
More common in Nekcroz, lizardfolk are known for being aggressive and warlike; they once held dominion over at least seven known empires in various parts of Qirsyllviar, but were always forced from power due to infighting or constant invasions, save for two. The only two remaining independent lizardfolk states are Xzandor in Aquilonis, and Xotil in Nekcroz; the latter is more successful and prominent, as it holds vast territory over its home continent, as well as lands in Ingdjiva and Maritymir.
+
More common in Nekcroz, lizardfolk are known for being aggressive and warlike; they once held dominion over at least seven known empires in various parts of Qirsyllviar, but were always forced from power due to infighting or constant invasions, save for two. The only two remaining independent lizardfolk-ruled states are Xzandor in Aquilonis, and Xotil in Nekcroz; the latter is more successful and prominent, as it holds vast territory over its home continent, as well as lands in Tarak and Maritymir.
   
 
Lizardfolk outside Nekcroz have since become more self-controlling and docile, but are still known for violence if provoked or provided the right incentive; while the lizardfolk of Xotil still retain most of their more aggressive warlike behavior, they are still docile and patient enough to maintain control of their vast empire. Some Saurians are even docile enough to except servitude to other races.
 
Lizardfolk outside Nekcroz have since become more self-controlling and docile, but are still known for violence if provoked or provided the right incentive; while the lizardfolk of Xotil still retain most of their more aggressive warlike behavior, they are still docile and patient enough to maintain control of their vast empire. Some Saurians are even docile enough to except servitude to other races.
Line 781: Line 687:
   
 
Saurians are one of the few sapient races that lay eggs. When females lay a fertile clutch, they often revert to their animalistic instinct to guard them jealously, letting only their mates near them.
 
Saurians are one of the few sapient races that lay eggs. When females lay a fertile clutch, they often revert to their animalistic instinct to guard them jealously, letting only their mates near them.
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
|+Lizardfolk subraces include:
 
|+Lizardfolk subraces include:
 
!High Saurian
 
!High Saurian
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|Salamanders are a lizardfolk sub-race native to mountains. They have bright-orange hides and typically live near volcanoes.
 
|Salamanders are a lizardfolk sub-race native to mountains. They have bright-orange hides and typically live near volcanoes.
 
|-
 
|-
!Skink
+
! Skink
|Skinks are a lesser lizardfolk sub-race that are much smaller than a typical saurian.
+
| Skinks are a lesser lizardfolk sub-race that are much smaller than a typical saurian.
 
|}
 
|}
   
== Merpeople: ==
+
==Merpeople==
Merpeople, also known as merfolk, are a demihuman race with the upper body of a human and the lower body of a fish. Males and females are called mermen and mermaids respectively. Their tails include two pelvic fins, a dorsal fin and a fluke. They also have webbed hands. A merperson's genitalia generally aren't visible at first glance; they're most often covered by fleshy flaps that open up during sexual arousal.
+
Merpeople, also known as merfolk, are a demihuman race with the upper body of a human and the lower body of a fish. Males and females are called mermen and mermaids respectively. Their tails include two pelvic fins, a dorsal fin and a fluke, and gills on their sides. They also have webbed hands. A merperson's genitalia generally aren't visible at first glance; they're most often covered by fleshy flaps that open up during sexual arousal.
   
Although they spend most of their time underwater, merpeople have been known to deliberately beach themselves on sandy beaches because they love to sunbathe like seals. To prevent their bodies from drying out when they sunbathe, they are covered in a moist mucus which keeps them wet when they spend time on land. Standard merpeople live all waters of Qirsyllviar, but most live in waters of warm tropical oceans and their scales and fins are colorful like tropical fish.
+
Although they spend most of their time underwater, merpeople have been known to deliberately beach themselves on sandy beaches because they love to sunbathe like seals. To prevent their bodies from drying out when they sunbathe, they are covered in a mucus which keeps them moist when they spend time on land. However, prolongued time outside water can still cause the mucus to dry out. Merpeople breathe through their gills under water, but switch to lungs when they're above water; this switch automatically happens outside their control, but it tends to take up to five seconds for the switch to finish, requiring them to hold their breath briefly. If their moistioning mucus drys out, particularly in their gills, this can cause failure to switch from lungs to gills and they can drown.
   
  +
Merpeople live all waters of Qirsyllviar, but most live in waters of warm tropical oceans and their scales and fins are colorful like tropical fish.
Merpeople are incredibly fast in water, and can cover distances of up to 50 miles within twenty minutes. Merpeople also have [https://en.wikipedia.org/wiki/Marine_mammals_and_sonar biosonar], and it assists them in getting around if they are sight impaired or are venturing into darker waters without any light. This natural sonar they possess is actually difficult to master, and some go through their lives never learning how.
 
  +
  +
Merpeople are incredibly fast in water, and can cover distances of up to 50 miles within minutes. Merpeople also have [https://en.wikipedia.org/wiki/Marine_mammals_and_sonar biosonar], and it assists them in getting around if they are sight impaired or are venturing into darker waters without any light. This natural sonar they possess is actually difficult to master, and some go through their lives never learning how.
   
 
Merpeople also have powerful voices, especially mermaids. They can either vocalize in a low pitch to enchant other races, or in a high pitch to cause immeasurable pain. The powerfulness of a merperson's voice used either way is what gave the rise to the term "siren," a word most merpeople take with great offense.
 
Merpeople also have powerful voices, especially mermaids. They can either vocalize in a low pitch to enchant other races, or in a high pitch to cause immeasurable pain. The powerfulness of a merperson's voice used either way is what gave the rise to the term "siren," a word most merpeople take with great offense.
   
A great many merfolk are nomadic, but most merfolk live in permanent colonies. There are hundreds of different colonies of merpeople all over Qirsyllviar, but the only recognized solely merfolk nations are the undersea nations of Bivalvia, Chelonii, Cnidaria, Delphinidae, and Mysticeti in Maritymir. Nearly all colonies have been known to form a society of coexistence with the locals over a few short generations; Ningyo Shima in Aquilonis, and Renyu Dao in Marlakcor, the Arawak Islands in Nekcroz, and the Waikiki Archipelago in Maritymir, are prominent examples, and this is also a normality in various places in Maritymir. Talmyrnia, Fuso, New Hylar, Long Qundao and Atlantis also have several well-known colonies of merpeople in their waters. There are some merfolk colonies in Eurodysia and Ingdjiva, but they're a bit rarer.
+
A great many merpeople are generally nomadic, but most live in permanent colonies. There are thousands different colonies of merpeople of all sizes all over Qirsyllviar, but the only recognized solely merpeople nations are the undersea nations of <s>Bivalvia, Chelonii, Cnidaria, Delphinidae, and Mysticeti</s> in Maritymir. Nearly all colonies have been known to form a society of coexistence with the locals over a few short generations; Ningyo Shima in Aquilonis, and Renyu Dao in Marlakcor, the Arawak Islands in Nekcroz, and the Maluhia Archipelago in Maritymir, are prominent examples, and this is also a normality in various places in Maritymir. Talmyrnia, Fuso, New Hylar, Long Qundao and Soynaltiar also have several well-known colonies of merpeople in their waters. There are some merfolk colonies in Soligaia and Tarak, but they're a bit rarer.
   
 
Merpeople also have a strong bond with the creatures of the sea, and live amongst them in an almost symbiotic way.
 
Merpeople also have a strong bond with the creatures of the sea, and live amongst them in an almost symbiotic way.
   
The exact origin of the merfolk race is unclear; some philosophers speculate that they evolved on their own, while others believe that the first merpeople were once humans who were changed into half-pisces creatures by magical means; both theories are supported and rejected by various groups.
+
The exact origin of the merpeople race is unclear; some philosophers speculate that they evolved on their own, while others believe that the first merpeople were once humans who were changed into half-pisces creatures by magical means; both theories are supported and rejected by various groups.
   
Merfolk generally have a different sense of modesty from other races. Most merpeople who live away from land-based societies traditionally don't wear clothes of any kind and have no issue showing themselves, but merfolk who live near or coexist with land-based societies tend to adopt the custom of clothes, primarily in the form of skirts and tops of some kind.
+
Merpeople generally have a different sense of modesty from other races. Most merpeople who live away from land-based societies traditionally don't wear clothes of any kind and have no issue showing themselves, but merfolk who live near or coexist with land-based societies tend to adopt the custom of clothes, primarily in the form of skirts and tops of some kind.
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
|+Subraces of merfolk include:
 
|+Subraces of merfolk include:
 
!Arctic Merpeople
 
!Arctic Merpeople
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|}
 
|}
   
== Minotaurs ==
+
==Minotaurs==
 
Minotaurs are a demihuman race with bovine attributes. Minotaurs are visually muscular, possess, legs, tail, feet, and head of a bull, but with a human torso, and are taller than an average human while also possessing greater physical strength that may rival a Centaur. There are two types of Minotaur, the lactating "milk producing" types (female) and the aggressive "bullfighting" types (male).
 
Minotaurs are a demihuman race with bovine attributes. Minotaurs are visually muscular, possess, legs, tail, feet, and head of a bull, but with a human torso, and are taller than an average human while also possessing greater physical strength that may rival a Centaur. There are two types of Minotaur, the lactating "milk producing" types (female) and the aggressive "bullfighting" types (male).
   
== Nymphs ==
+
==Nymphs==
  +
Nymphs are a set of monogender races of women with elemental properties. All nymphs are nude and their appearance usually determines their elemental affinity on sight. Without any men in their race, no one is sure how they reproduce, as mating with men of other races is beleived to be insuffiecent.
  +
  +
One of the most well known and observed traits of all nymphs is that thye love playing and pulling pranks. They are often heard laughing and seen dancing while some of their own plays music. Nymphs are somewhat shy and tend to avoid interaction with other races except to pull a fun but harmless prank, but they can be attracted if music is played, especially if they like it. Nevertheless, nymphs have powerful control of their affinitive elements and are formidable opponents in a fight, though they tend to avoid controntation if they can avoid it.
  +
  +
===Celestial Nymph ===
  +
Celestial nymphs are a type of nymph that is beleived to be closest to the heavens, literally and figuratively. They have gold ahir and their pale-yellowish skin is covered with gold dots that are interconnected with equally gold lines. They live near the tops of the highest peaks,
  +
  +
===Earth Nymph ===
  +
  +
===Fire Nymph ===
  +
Fire nymphs have pale-reddish skin with dark red hair and live in and around volcanic areas. Their skin is warm to the touch but not to the point that they can survive in fridged climates. A common myth says they are descended from dragons, but this is just a fairytale.
  +
  +
===Ice Nymph ===
  +
Ice nymphs are a type of nymph that only thrives in fridged climates. They have pale-white skin and have shars of ice in their hair.
  +
  +
=== Water Nymph===
  +
Water nymphs have pale-blueish skin dark blue hair and live in and around bodies of water. Mostly lakes and ponds but are sometimes spitted near rivers and streams and even in the ocean.
  +
  +
===Wind Nymph===
  +
  +
===Wood Nymph===
  +
Wood nymphs are type of nymph with an affintity with plants and trees. They have pale-green skin and dark green hair are covered with wines and leaves. They are sometimes confused with dryads.
   
== Ogres ==
+
==Ogres==
 
Ogres are horned humanoid beings that possess the notable feature of not only great size, but phenomenal strength.
 
Ogres are horned humanoid beings that possess the notable feature of not only great size, but phenomenal strength.
   
 
While many of their depictions in mythology may not hold true to how they are in reality, Ogres are indeed very tall in stature, ranging from two to three meters (6'6"-9'10"), and possess incredible strength. Thought to live in mountainous areas or badlands, most Ogres have a single large horn protruding from their head and tend to have thick, tanned skin. Despite their large size, female ogres are laid-back and carefree, while males tend to be more violent
 
While many of their depictions in mythology may not hold true to how they are in reality, Ogres are indeed very tall in stature, ranging from two to three meters (6'6"-9'10"), and possess incredible strength. Thought to live in mountainous areas or badlands, most Ogres have a single large horn protruding from their head and tend to have thick, tanned skin. Despite their large size, female ogres are laid-back and carefree, while males tend to be more violent
   
=== Troll ===
+
==Oni==
  +
The Oni (鬼) is a horned race native to Fuso and parts of Marlakcor. They have colorful skin ranging from red to blue and have two small horns. Standing only two meters tall (6'6") they are larger than the average human.
Trolls are a very muscular Ogre sub-race. Stronger and larger than regular Ogres, Trolls can reach heights over three meters tall (9'10"). They have a greenish brown skin and one or two short, thick horns on their head. They have long, protruding lower canines. Both males and females are extremely well-muscled with massive limbs. Like standard Ogres, Females are easy-going and carefree, while males tend to be more violent.
 
 
Because they are physically much larger than humans, they are unable to wear most clothes, leading to concerns regarding their inability to dress well.
 
 
== Oni ==
 
Oni a horned race native to Fuso and parts of Marlakcor. They have colorful skin ranging from red to blue and have two small horns. Standing only two meters tall (6'6") they are larger than the average human.
 
   
 
Red Oni are thought to be crybabies and Blue Oni are considered self-sacrificing, but it is unclear whether or not there is any truth to these claims. It is customary for Oni to dress in tiger-striped clothes.
 
Red Oni are thought to be crybabies and Blue Oni are considered self-sacrificing, but it is unclear whether or not there is any truth to these claims. It is customary for Oni to dress in tiger-striped clothes.
   
== Orcs ==
+
==Orcs==
 
Orcs are a race of brutish, aggressive and generally lustful pseudo-humans. Possessing large lower jaws with prominent fangs and a snout, their features tend to be "pig-like" in appearance. Taller and thicker than a human by half, they would have about the strength a two bears, and have noses capable of accurate olfactory sense to up to a kilometer out.
 
Orcs are a race of brutish, aggressive and generally lustful pseudo-humans. Possessing large lower jaws with prominent fangs and a snout, their features tend to be "pig-like" in appearance. Taller and thicker than a human by half, they would have about the strength a two bears, and have noses capable of accurate olfactory sense to up to a kilometer out.
   
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Despite their brutal lifestyle and instincts, a few are intelligent enough to maintain the sovereignty of the widely recognized [[Aquilonis#Orc Empire|Orc Empire]]. However, while there have been several independent orc states in recorded history, none have lasted for long due to infighting; the current Orc Empire is the only organized Orcish state currently in existence
 
Despite their brutal lifestyle and instincts, a few are intelligent enough to maintain the sovereignty of the widely recognized [[Aquilonis#Orc Empire|Orc Empire]]. However, while there have been several independent orc states in recorded history, none have lasted for long due to infighting; the current Orc Empire is the only organized Orcish state currently in existence
   
== Pans ==
+
==Pans==
 
Pans, are a demihuman race possessing characteristics of a goat, sheep or ram, including a pair of curved horns on the head, a small tail, ungulate ears, furry goat legs and hoofed feet.
 
Pans, are a demihuman race possessing characteristics of a goat, sheep or ram, including a pair of curved horns on the head, a small tail, ungulate ears, furry goat legs and hoofed feet.
   
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Pans of either type typically don't wear trousers.
 
Pans of either type typically don't wear trousers.
   
=== Fauns ===
+
===Fauns ===
 
Fauns have thick roundly curved horns out of the side of their head like a bighorn ram, almost like corkscrews.
 
Fauns have thick roundly curved horns out of the side of their head like a bighorn ram, almost like corkscrews.
   
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Similarly to sheep, female fauns are known to grow some thick wool out of every surface of their body, excluding the hooves, hands, fingers, and face, and requires occasional shearing. The rate of this wool's growth normally follows a seasonal pattern; meaning that it grows more in the fall and winter, and less so in the spring and summer. If left unchecked, this wool will grow thick enough to become unbearable to the individual in question.
 
Similarly to sheep, female fauns are known to grow some thick wool out of every surface of their body, excluding the hooves, hands, fingers, and face, and requires occasional shearing. The rate of this wool's growth normally follows a seasonal pattern; meaning that it grows more in the fall and winter, and less so in the spring and summer. If left unchecked, this wool will grow thick enough to become unbearable to the individual in question.
   
=== Satyrs ===
+
===Satyrs===
 
Satyrs have thin slightly curved horns out of the top of their head like a domestic goat.
 
Satyrs have thin slightly curved horns out of the top of their head like a domestic goat.
   
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Despite being more reclusive than fauns, satyrs are notoriously lustful.
 
Despite being more reclusive than fauns, satyrs are notoriously lustful.
   
== Papillion ==
+
==Papillion==
 
Papillions are a diminutive demihuman race with butterfly attributes. Roughly the same size as an adult pixie when fully grown, Papillions have butterfly wings, antennae, and an extra set of arms.
 
Papillions are a diminutive demihuman race with butterfly attributes. Roughly the same size as an adult pixie when fully grown, Papillions have butterfly wings, antennae, and an extra set of arms.
   
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Despite being diminutive and capable of flight, Papillions are unrelated to pixies in any way.
 
Despite being diminutive and capable of flight, Papillions are unrelated to pixies in any way.
   
== Plantlike Races ==
+
==Plantlike Races==
 
Plantlike races are beings that have plantlike attributes. They can appear human most of the time, but can take on a more plantlike appearance under certain conditions. When in plant form, their bodies change according to the amount of nutrients and water they have absorbed. This holds true for their human form as well, regardless of their actual age, making it impossible to determine their age by appearance alone. Plantlike races do not wear clothing.
 
Plantlike races are beings that have plantlike attributes. They can appear human most of the time, but can take on a more plantlike appearance under certain conditions. When in plant form, their bodies change according to the amount of nutrients and water they have absorbed. This holds true for their human form as well, regardless of their actual age, making it impossible to determine their age by appearance alone. Plantlike races do not wear clothing.
{| class="wikitable"
+
{| class="mw-collapsible mw-collapsed wikitable"
 
|+The different plant-like races include:
 
|+The different plant-like races include:
 
!Alrune
 
!Alrune
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When an alraune reproduces, the process of which takes roughly a month, they appear pregnant like a human woman; but when they give birth, a giant flower bud grows out of their naval; when the flower blooms, a new alraune is born and the flower withers and falls away. Their nectar also acts as "breast milk" for their young, but alraunes in general are completely unaffected by the aphrodisiac effects of their nectar.
 
When an alraune reproduces, the process of which takes roughly a month, they appear pregnant like a human woman; but when they give birth, a giant flower bud grows out of their naval; when the flower blooms, a new alraune is born and the flower withers and falls away. Their nectar also acts as "breast milk" for their young, but alraunes in general are completely unaffected by the aphrodisiac effects of their nectar.
 
|-
 
|-
!Dryad
+
!Dryad
 
|Dryads are a plantlike non-human race that is associated with trees and bushes.
 
|Dryads are a plantlike non-human race that is associated with trees and bushes.
   
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|-
 
|-
 
!Kodama
 
!Kodama
|Kodama are a plantlike race native to Fuso.
+
| Kodama are a plantlike race native to Fuso.
 
|-
 
|-
!Mandrake
+
! Mandrake
|Mandrake, also known as Mandragora, are a plantlike race with root-like qualities. Preferring solitude, even among the timid plantlike races, mandrakes are known for being exceptionally timid and cowardly, although this is not so much due to xenophobia as being due to extreme shyness. Unlike other plantlike races, like aryads of alraune, there are male mandrakes as well as female.
+
| Mandrake, also known as Mandragora, are a plantlike race with root-like qualities. Preferring solitude, even among the timid plantlike races, mandrakes are known for being exceptionally timid and cowardly, although this is not so much due to xenophobia as being due to extreme shyness. Unlike other plantlike races, like aryads of alraune, there are male mandrakes as well as female.
   
 
The scream they emit when removed from the ground is fatal; but the screams of younger ones are not. But as their scream is still very loud, it does sometimes cause loss of consciousness of hearing in those standing in the vicinity.
 
The scream they emit when removed from the ground is fatal; but the screams of younger ones are not. But as their scream is still very loud, it does sometimes cause loss of consciousness of hearing in those standing in the vicinity.
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!
 
!
 
Salabhanjika
 
Salabhanjika
|Salabhanjika are a plantlike female-only race native to Ingdjiva. Like Alraune, they resemble beautiful, nude, human women, but are covered in leaves and vines instead of flowers. Salabhanjika reproduce parthenogenically (meaning without fertilisation).
+
|Salabhanjika are a plantlike female-only race native to Tarak. Like Alraune, they resemble beautiful, nude, human women, but are covered in leaves and vines instead of flowers. Salabhanjika reproduce parthenogenically (meaning without fertilisation).
 
|}
 
|}
   
== Pterytiko ==
+
==Pterytiko==
 
The Pterytiko are a race of humanoid beings with elf-like ears and angel-like wings on their backs, and feathers growing on their back, arms and legs. Because of their appearance, they are sometimes called demi-harpies, but this an erroneous term, as their feet are still human-like and their arms and wings are separate.
 
The Pterytiko are a race of humanoid beings with elf-like ears and angel-like wings on their backs, and feathers growing on their back, arms and legs. Because of their appearance, they are sometimes called demi-harpies, but this an erroneous term, as their feet are still human-like and their arms and wings are separate.
   
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Even though they are technically "Winged Elves," the Pterytiko are not related to the elf or harpy races in any way.
 
Even though they are technically "Winged Elves," the Pterytiko are not related to the elf or harpy races in any way.
   
== Puck ==
+
==Puck==
Pucks are a small elf-like race, about twelve inches tall at adulthood, the typically inhabit woodlands. They are particularly populous in Arqupeiro (Eurodysia and Aquilonis together). Despite being "elf-like," they have relation to elves whatsoever.
+
Pucks are a small elf-like race, about twelve inches tall at adulthood, the typically inhabit woodlands. They are particularly populous in Arqupeiro (Soligaia and Aquilonis together). Despite being "elf-like," they have relation to elves whatsoever.
   
== Selkies ==
+
==Selkies==
Selkies are a humanoid race that are fully human on dry land but turn into seals when they enter the sea. On land, selkies are only identifiable by their silver hair and hazel-gold eyes. Selkies are more commonly found in the waters around the Brythonic Isles and Eylanda, but are also found in the waters around New Albion and Talmyrnia.
+
Selkies are a humanoid race that are fully human on dry land but turn into seals when they enter the sea. On land, selkies are only identifiable by their silver hair and hazel-gold eyes. Selkies are more commonly found in the waters around the Albion Isles and Eylanda, but are also found in the waters around New Albion and Talmyrnia.
   
== Serkets ==
+
==Serkets ==
 
The Serket, named for the Kemetan deity of the same name, are a demihuman race with the upper body of a human and the lower body of a scorpion. There lower arms are also replaced with the claws of a scorpion. Their scorpion tail contains a highly potent venom that can kill a mammoth within minutes.
 
The Serket, named for the Kemetan deity of the same name, are a demihuman race with the upper body of a human and the lower body of a scorpion. There lower arms are also replaced with the claws of a scorpion. Their scorpion tail contains a highly potent venom that can kill a mammoth within minutes.
   
 
Serkets are said to be skilled in the knowledge and curing of any manner of animal poisons, ranging from scorpion stings to snakebites.
 
Serkets are said to be skilled in the knowledge and curing of any manner of animal poisons, ranging from scorpion stings to snakebites.
   
== Skiageher ==
+
==Skiageher==
Skiagehers are a race of humanoid beings that live in caves, abandoned catacombs, the caves and tunnels of the underworld, or any shadowy place. A skiageher is human-like save for a few obvious characteristics: they have purple skin, blue sclera, and they grow short horns. No one know why, but they can't survive in sunlight, just like narkpior vampires; their skin burns upon exposure, and can be fatal if exposed to long. Because they can't go out in the daylight, there are a rare sight. Those that are sighted are often mistaken for demons at first glance, but Skiagehers are unrelated to demons in any way.
+
Skiagehers are a race of humanoid beings that live in caves, abandoned catacombs, the caves and tunnels of the underworld, or any shadowy place. A skiageher is human-like save for a few obvious characteristics: they have purple skin, blue sclera, and they grow short horns. No one know why, but they can't survive in sunlight, just like Strigjian vampires; their skin burns upon exposure, and can be fatal if exposed to long. Because they can't go out in the daylight, there are a rare sight. Those that are sighted are often mistaken for demons at first glance, but Skiagehers are unrelated to demons in any way.
   
== Soul-Wraith ==
+
==Soul-Wraith==
 
A Soul-Wraith is a non-being and Dark creature, considered one of the foulest to inhabit the world. Soul-Wraiths feed upon the happiness of other beings, and thus cause depression and despair to anyone near them. They can also consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "''soul-sucking fiends''". They are known to leave a person as an 'empty-shell'.
 
A Soul-Wraith is a non-being and Dark creature, considered one of the foulest to inhabit the world. Soul-Wraiths feed upon the happiness of other beings, and thus cause depression and despair to anyone near them. They can also consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "''soul-sucking fiends''". They are known to leave a person as an 'empty-shell'.
   
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In addition to feeding on positive emotions, soul-wraiths can perform their last and most dangerous ability: the Wraith's Kiss, in which a soul-wraith latches its mouth onto a victim's and sucks out the person's soul. The victim is left as an empty shell, incapable of thought and with no possibility of recovery. It is believed that existing after a Wraith's Kiss is worse than death: as a person's soul is their true self, to be 'kissed' by a soul-wraith is to cease to exist, and yet also remain.
 
In addition to feeding on positive emotions, soul-wraiths can perform their last and most dangerous ability: the Wraith's Kiss, in which a soul-wraith latches its mouth onto a victim's and sucks out the person's soul. The victim is left as an empty shell, incapable of thought and with no possibility of recovery. It is believed that existing after a Wraith's Kiss is worse than death: as a person's soul is their true self, to be 'kissed' by a soul-wraith is to cease to exist, and yet also remain.
   
== Succubus ==
+
==Succubus==
 
The Succubus is a female-only race with a penchant for seducing men. They appear in various places in search of men, no matter the race. The succubi are a race that always has the form of a woman and feed on human body fluids, typically the sexual kind. They are human-like in appearance normally, but they have bat-like wings and flexible devil-like tails and horns. They sometimes hide their wings, tails and horns to take up residence in human settlements unnoticed so they can hunt in a similar way a human woman would, by simple flirting.
 
The Succubus is a female-only race with a penchant for seducing men. They appear in various places in search of men, no matter the race. The succubi are a race that always has the form of a woman and feed on human body fluids, typically the sexual kind. They are human-like in appearance normally, but they have bat-like wings and flexible devil-like tails and horns. They sometimes hide their wings, tails and horns to take up residence in human settlements unnoticed so they can hunt in a similar way a human woman would, by simple flirting.
   
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They have a powerful affinity magic, but nearly all of it is used for seducing men. Whenever they find a man, they use charm spells, their gorgeous bodies, naturally produced pheromones, and various means to seduce him, and gain the greatest pleasure through sex. Every aspect of the succubus is designed to enable her to bewilder men. Few, if any, would be able to elude the temptation, save for those men who possess truly remarkable willpower. If they fancy a man, they'll bring him back to their residence, sometimes for marriage. Succubi are not immune to the concept and emotion of love, and many have been known to fall in love with a man. They are no different from other beings when it comes to love, and it can range from just a childish crush to a possessive obsession.
 
They have a powerful affinity magic, but nearly all of it is used for seducing men. Whenever they find a man, they use charm spells, their gorgeous bodies, naturally produced pheromones, and various means to seduce him, and gain the greatest pleasure through sex. Every aspect of the succubus is designed to enable her to bewilder men. Few, if any, would be able to elude the temptation, save for those men who possess truly remarkable willpower. If they fancy a man, they'll bring him back to their residence, sometimes for marriage. Succubi are not immune to the concept and emotion of love, and many have been known to fall in love with a man. They are no different from other beings when it comes to love, and it can range from just a childish crush to a possessive obsession.
   
Succubi will normally reproduce with incubi, a male of their own kind, but conceiving children with other races is a common occurrence. A pregnant succubus will not usually stop trying to feed on men, no matter how far along they are, but will into hiding when they give birth. Additionally, while they are adept at changing their appearence to suit a man's fancy, their pregnant bellies are the one thing they can't hide.
+
Succubi will normally reproduce with incubi, a male of their own kind, but conceiving children with other races is a common occurrence. A pregnant succubus will not usually stop trying to feed on men, no matter how far along they are, but will into hiding when they give birth. Additionally, while they are adept at changing their appearance to suit a man's fancy, their pregnant bellies are the one thing they can't hide.
   
 
In some cases, they can pour their pheromones into their partners through sexual acts, and change women into succubi like themselves, or men into incubi.
 
In some cases, they can pour their pheromones into their partners through sexual acts, and change women into succubi like themselves, or men into incubi.
Line 992: Line 917:
 
Despite all this, succubi aren't evil by any means; they're just a race that enjoys the pleasures of the flesh more than normal beings.
 
Despite all this, succubi aren't evil by any means; they're just a race that enjoys the pleasures of the flesh more than normal beings.
   
=== Incubus ===
+
===Incubus===
 
An Incubus is the male counterpart of a succubus. They typically seduce women, but are known to play with succubi as well.
 
An Incubus is the male counterpart of a succubus. They typically seduce women, but are known to play with succubi as well.
   
== Tojakapi ==
+
==Troll==
  +
Trolls are a diverse race. Depending on the type, trolls can reach heights over three meters tall (9'10"). They have skin that varies depending on the type. Females are easy-going and carefree, while males tend to be more violent.
Tojakapi are an aquatic demihuman race that are human-like in appearance, but with some obvious differences. Tojakapi have webbed fingers and toes, gills on their necks, fins on their heels and wrists, and scales over much of their body. They are essentially aquatic humans that evolved for life underwater, and are rarely seen on the surface; the only time they really go up to the surface is when they need to harvest extra food sources from the shore. Tojakapi have a thick layer of fat that allows them to survive in the cold depths of the ocean, and they have no need for clothing; consequently, they have little understanding of the custom of modesty prevalent amongst the people of the continents.
 
   
  +
===Mountain Troll===
Tojakapi are found in all the world's oceans, but their largest populations are in Maritymir.
 
  +
Mountain trolls are a type of troll that make their home in mountain ranges or hills.
   
  +
=== River Troll===
Despite all these aquatic adaptations, Tojakapi are unrelated to merfolk in any way.
 
  +
River Trolls are a type of troll that make their home in along the banks of rivers. They're also proficient swimmers due to having leaner bodies, and they stand fully erect like humans.
   
== Vampires ==
+
===Swamp Troll ===
  +
Swamp Trolls are a type of trolls that make their home in swamplands.
  +
  +
==Vampires==
 
Vampires are a human-like being that feeds mainly on blood. They can be distinguished from regular humans with their long canine fangs, palish skin, and unnatural eyes that glow, but are otherwise indistinguishable from humans. They also have enhanced senses, agility and healing abilities, and they're also regarded as slightly more intelligent than regular humans.
 
Vampires are a human-like being that feeds mainly on blood. They can be distinguished from regular humans with their long canine fangs, palish skin, and unnatural eyes that glow, but are otherwise indistinguishable from humans. They also have enhanced senses, agility and healing abilities, and they're also regarded as slightly more intelligent than regular humans.
   
There are three types of vampires across Qirsyllviar; there's the ancient, but few-in-number, Narkpiors, also known as True Vampires or Nightcrawlers; the more recent and numerous Zyorites, also known as Daywalkers, who have evolved to a near-human state; and the beastly Skratcies, sometimes known as Plague Vampires.
+
There are three types of vampires across Qirsyllviar; there's the ancient but few-in-number "Strigjians," also known as "True Vampires"; the more recently evolved and numerous "Twilitians," or "Daywalkers," who have evolved to a near-human state; and the beastly "Verminpires."
   
The legends also state that vampires can turn humans into vampires by biting them. While this goes without saying for narkpiors, amongst zyorites, only purebloods can turn humans into vampires by bite. The transformation is achieved via a naturally-produced venom that is mixed with the vampire's saliva. Nonpure zyorites, zyorites with any human ancestry, don't have this power, and neither do skratcies, but any natural-born vampire can turn a human into a vampire by having them drink their blood.
+
The legends also state that vampires can turn humans into vampires by biting them. While this goes without saying for Strigjians, amongst Twilitians only purebloods can turn humans into vampires by bite. The transformation is achieved via a naturally-produced venom that is mixed with the vampire's saliva. Nonpure Twilitians, daywalkers with too much human blood in their recent ancestry, don't have this power, and neither do Verminpires, but any natural-born vampire can turn a human into a vampire by having them drink their blood.
   
Some ancient societies regarded vampires as undead, but this isn't true; vampires are living beings just like all others; thus they do have to breathe, and they can die if a vital organ is damaged enough. All vampires of each type are naturally stronger than humans, but they can drown or die of asphyxiation, and one can damage an organ beyond biological repair if enough force is applied. No one know why, but when any type of vampire drinks human or elf blood, any non-fatal injuries they're suffering from heal at an accelerated rate. However, if their injuries are too severe, drinking such blood has no effect.
+
Some ancient societies regarded vampires as undead, but this isn't true; vampires are living beings just like all others, thus they do have to breathe and they can die if a vital organ is damaged enough. All vampires of each type are naturally stronger than humans, but they can drown or be asphyxiated, and if enough force is applied an organ can be damaged beyond biological repair. No one know why, but when any type of vampire drinks blood, especially if it's good-quality, any non-fatal injuries they're suffering from heal at an accelerated rate. However, if their injuries are too severe, drinking such blood may still accelerate the healing but it won't be enough to save them in time.
   
While there are many covens, noble houses, and simple families of vampires all over Qirsyllviar, the only independent vampires-ruled nation is Transylvania.
+
While there are many covens, noble houses, and simple families of vampires all over Qirsyllviar, the only independent vampire-ruled country left is the Kingdom of Ardeal.
  +
{| class="wikitable"
 
  +
===Strigjians===
!Narkpior Vampires
 
  +
{| class="mw-collapsible mw-collapsed wikitable" style="float:left; margin-right:1em;"
  +
|+Terms for Strigjians in other cultures/languages:
  +
!Culture:
  +
!Term:
  +
|-
  +
!Starkchen
  +
| Makellos
  +
|-
  +
!Kelt
  +
|Alithinos<br>Αληθινος
  +
|-
  +
!Wan
  +
|Chunzheng<br>純正<br>纯正
  +
|-
  +
! Genjin
  +
|Honmono<br>本物
  +
|-
  +
!Sinjok
  +
|Sunjong<br>순종
  +
|-
  +
!Arslan
  +
|Jinkhene<br><span style="writing-mode:tb-rl;vertical-align:text-top;">ᠵᠢᠩᠬᠢᠨᠢ</span>
 
|-
 
|-
  +
!Mưa Nhân
|In most legends vampires are portrayed as nocturnal, reflectionless, shape-shifting beings with chalk-white skin and allergies to sunlight (the sun's ultraviolet rays to be precise), garlic and silver, and only feed on blood. They mostly prefer to consume the blood of humans or other sapients, but sometimes animal blood (like sheep, goat, cattle, pigs, deer, bison, wild boars, etc.). The legends are true only for '''Narkpior Vampires''', sometimes known as '''True Vampires''' or '''Nightcrawlers''', vampires who are often many centuries old and feed only on blood; the reason being that they can't digest anything else. Normal food can make narkpiors very sick, but is not usually harmful to them; however, such food can be toxic in large quantities.
 
  +
|Thuần Chủng<br>馴肿
  +
|}In most legends vampires are portrayed as nocturnal, reflectionless, shape-shifting beings with chalk-white skin and allergies to sunlight (the sun's ultraviolet rays to be precise), garlic and silver, and only feed on blood. They mostly prefer to consume the blood of humans or other sapients, but sometimes animal blood (like sheep, goat, cattle, pigs, deer, bison, wild boars, etc.). Most of the legends are true only for '''Strigjians''', also known as '''True Vampires''', vampires who are often many centuries old.
   
  +
Contrary to the legend, Strigjians don't feed only on blood, they also eat meat, fruit, vegetables, and anything edible, though they are primarily carnivorous. However, they truly can't consume garlic. The most logical believe that garlic contains something that is poisonous to Strigjians. However, simply being in the vicinity of garlic doesn't harm them. It's only dangerous if they consume it or their skin is splattered with garlic juice. Consuming garlic or its fluids can make Strigjians very sick, but is not usually harmful to them beyond that; however, garlic can be toxic if consumed in large quantities.
Sunlight can turn a narkpior vampire to ash, but what they're actually weak to is the sun's ultraviolet rays; their skin is roughly 85% less resistant compared to other races, so while sunlight won't kill them immediately the process is excruciatingly painful. A narkpior's only real weaknesses are those mentioned, and it should also be noted that beings turned into vampires by narkpiors share the same weaknesses.
 
   
  +
Contrary to legends, no vampire is weak to silver.
To those who don't know better narkpiors are considered immortal, as they usually don't die from old age, and are highly resistant to most diseases. No one knows why, but when narkpiors consume good blood, their youth is partially restored, giving them the ability to stay young for centuries; although, how much of their youth is restored seems to revolve around the ''quality'' of the blood they drink, not the ''quantity''. This includes all sorts of factors when choosing blood: including, but not limited to, race/ethnicity, age, health, ancestry, genetic conditions, etc. Thus, a narkpior has some degree of control over how old or young they appear, making their actual age impossible to determine on sight alone. It is not uncommon for a centuries-old narkpior to appear a young adult, a teenager, or a child (e.g. A 500-year-old narkpior can possibly appear much younger than 400-year-old). However, not only does their youth wear off when they fast, but if a narkpior goes too long without consuming blood their age can catch up with them, causing them to age to dust. Thus they are not, inherently, immortal.
 
   
  +
Legends say that sunlight can turn a Strigjian vampire to ash, but what they're actually weak to is the sun's ultraviolet rays; their skin is roughly 85% less resistant compared to other races, so while sunlight won't kill them immediately the process is excruciatingly painful. a Strigjian's only real weaknesses are those mentioned, and it should also be noted that beings turned into vampires by Strigjians share the same weaknesses.
One other way they stay alive for centuries is to hibernate by mummifying themselves. This allows narkpiors to hibernate for decades or centuries before being reawakened again by being fed blood. This is the only way for them to survive extremely long periods without consuming blood. However, they are fatally vulnerable while in this state, so they tend to hide their resting place from all but a trusted few (e.g. the ruling family of Transylvania).
 
   
  +
To those who don't know better, Strigjians are erroneously considered immortal, as they usually don't die from old age, and are highly resistant to most diseases. No one knows why, but when Strigjians consume good blood, their youth is partially restored, giving them the ability to stay young for centuries; although, how much of their youth is restored seems to revolve around the ''quality'' of the blood they drink, not the ''quantity''. This includes all sorts of factors when choosing blood: including, but not limited to, race/ethnicity, age, health, ancestry, genetic conditions, etc. Thus, a Strigjian has some degree of control over how old or young they appear, making their actual age impossible to determine on sight alone. It is not uncommon for a centuries-old Strigjians to appear a young adult, a teenager, or a child (e.g. A 500-year-old Strigjians can possibly appear much younger than 400-year-old). However, not only does their youth wear off when they fast, but if a Strigjian goes too long without consuming blood their age can catch up with them, causing them to wither and weaken without necessarily killing them. Additionally, the longer they live the ability to stay young with good quality blood weakens greatly, until it gets to the point that no amount of blood of any quality will keep them alive. Thus they are not, inherently, immortal.
Narkpiors can also hypnotize their prey, even fellow members of their race, with their gaze; which makes them a formidable threat if wronged. Another gift narkpiors possess is the ability to see memories by tasting their prey's blood. Zyorites don't have this ability, but the only known exception is [[Adelaide Corvinus|Zelda XI Corvinus]], a 46<sup>th</sup> century AFZ lunaculus of Eurodysia.
 
   
  +
One other way they stay alive for centuries is to hibernate by mummifying themselves. No one knows how this is achieved, mainly due to the process being a closely-guarded secret. This allows Strigjians to hibernate for decades or centuries before being reawakened again, usually by being fed blood. This is the only way for them to survive extremely long periods without consuming blood. However, they are fatally vulnerable while in this state, so they tend to hide their resting place from all but a trusted few, and the ruling family of Ardeal is one of the few groups of people who know the resting place of many Strigjians.
However, narkpiors are relatively few in number. Since they're no longer a common sight due to vampire hunters hunting narkpiors, there are about 10,000-15,000 left on Qirsyllviar; but it is now illegal to hunt narkpiors due to a shaky peace pact and they are now recovering, increasing in numbers once again.
 
  +
  +
According to ''Rykardiac's Archaic Book of Records'', the longest recorded strigjian lifetime was ''Gerbladius Kangarian'', who died in 3722<small>PCZ</small> at the age of 1232.
  +
  +
Strigjians can also hypnotize their prey, even fellow members of their race, with their gaze; which makes them a formidable threat if wronged. Another gift Strigjians possess is the ability to see memories by tasting their prey's blood. Twilitians don't normally have this ability, but a known exception is Queen-Empress [[Adelaide Corvinus|Adelaide III]], a 46<sup>th</sup> century <small>PCZ</small> abjaksan of Soligaia.
  +
  +
Strigjians are relatively few in number, and they're no longer a common sight due to vampire hunters hunting vampires of all kinds in the past. There are between about 90,000 - 1,000,000 left on Qirsyllviar – which seems like a lot but really isn't, especially since ''many thousands'' among those have been hibernating in hidden hideaways for many centuries, many of whom have been all but forgotten with nobody to wake them up. It is now illegal to hunt Strigjians in many parts of the world and they are recovering their numbers once again.
  +
  +
===Twilitians ===
  +
{| class="mw-collapsible wikitable" style="float:left; margin-right:1em;"
  +
|+Terms for Twilitians in other cultures/languages:
  +
!Culture:
  +
!Term:
  +
|-
  +
!Starkchen
  +
|Taggeher
  +
|-
  +
! Kelt
  +
|Merastrata<br>Μεραστρατα
  +
|-
  +
!Wan
  +
|Chenzou<br>晨走
  +
|-
  +
!Genjin
  +
| Pikaho<br>光歩
  +
|-
  +
!Sinjok
  +
|Najsanbo<br>낮산보
 
|-
 
|-
  +
!Arslan
!Zyorite Vampires
 
  +
|Naralkhaa<br><span style="writing-mode:tb-rl;vertical-align:text-top;">ᠨᠠᠷᠠᠯᠬᠠ</span>
 
|-
 
|-
  +
! Mưa Nhân
|The modern '''Zyorite Vampires''', sometimes known as '''Daywalkers''', are vampires that have evolved and adapted to live alongside humans. They are no different from humans save for a few obvious characteristics, and the fact that they still drink blood; but they mostly feed on animal blood, only drinking human blood if offered or if they have no choice. While they are still preferably nocturnal, they can operate on the same [https://en.wikipedia.org/wiki/Circadian_rhythm sleep cycle] as humans if they choose, and many do. Their evolution resulted in their skin-pigmentation being identical to humans, and now allows them to blend in more easily, making it difficult to identify a zyorite on sight alone.
 
  +
|Ngày đi<br>㝵𪠞
  +
|}The modern '''Twilitians''', also known as '''Daywalker Vampires''', are vampires that have evolved and adapted to live alongside humans. They are no different from humans save for a few obvious characteristics, and the fact that they still drink blood; but they mostly feed on animal blood, only drinking human blood if offered or if they have no choice. While they are still preferably nocturnal, they can operate on the same [https://en.wikipedia.org/wiki/Circadian_rhythm sleep cycle] as humans if they choose, and many do. Their evolution resulted in their skin-pigmentation being identical to humans and now allows them to blend in more easily, making it difficult to identify a Twilitian on sight alone.
   
Zyorites maintain their enhanced senses, agility and healing abilities, but they're half as powerful as narkpiors. Zyorite Vampires eat normal food too, yet must still drink blood every few or so weeks or suffer malnourishment; or worse, they can descend into insanity, becoming skratcies (though exceedingly rare for a natural-born).
+
Twilitians maintain their enhanced senses, agility and healing abilities, but they're half as powerful as Strigjians. Twilitians eat normal food too, meat, fruit and vegetables and all, yet they must still drink blood every so often or suffer malnutrition; or worse, they can descend into insanity, becoming Verminpires (though an exceedingly rare fate for a natural-born).
   
They are unaffected by sunlight, and have no allergies to garlic or silver. The only drawback is that they age and die like humans and are just as vulnerable to disease, and they can't mummify themselves like narkpiors can. Nevertheless, they still live longer than humans, usually around 160 years on average, but advanced ages are still reported once in a while. Zyorites don't posses the ability to shapeshift either, and they have reflections in mirrors. Pureblood Zyorites, those who have no human ancestry in their veins, maintain the ability to turn humans into vampires with their venomous bite; but non-purebloods, those who ''do'' have human ancestry, such as a dhampir, or being descended from a pureblood and a human-turned vampire, do not produce the venom.
+
Twilitians are unaffected by sunlight, and have no allergies to garlic (though they still tend to avoid it on instinct). The only drawback is that they age and die like humans and are just as vulnerable to disease, and they can't mummify themselves like Strigjians can. Nevertheless, they still live longer than humans, usually around 160 years on average, but advanced ages are still reported once in a while. Twilitians don't posses the ability to shapeshift either, and they have reflections in mirrors. Pureblood Twilitians, those who have no human ancestry in their veins, maintain the ability to turn humans into vampires with their venomous bite; but non-purebloods, those who ''do'' have human ancestry, such as a dhampir, or being descended from a pureblood and a human-turned vampire, do not produce the venom.
   
The zyorites first began when a coven of vampires decided to try and make themselves immune to sunlight so that they may feed more actively, an effort which succeeded after much trial-and-error. They developed a skin-applied potion that would allow them to walk in the sunlight until the effects wore off, the only side-effect being the human-like pigmentation of their skin, as well as the loss of their allergies to garlic and silver. Despite the fact that the effects of the potion were temporary to them, the genetic effects were permanent; their offspring developed a permanent immunity to sunlight, along with the rest of the strengths and deficiencies that characterize zyorite vampires. The formula for the potion, immortalized with the name "Shelgaed," has been lost to history, but its legacy has remained in the form of the zyorite vampires.
+
<s>According to legend, the Twilitians first began when a coven of vampires decided to try and make themselves immune to sunlight so that they may feed more actively, an effort which succeeded after much trial-and-error. They developed a skin-applied potion that would allow them to walk in the sunlight until the effects wore off, the only side-effect being the human-like pigmentation of their skin, as well as the loss of their allergies to garlic and silver. Despite the fact that the effects of the potion were temporary to them, the genetic effects were permanent; their offspring developed a permanent immunity to sunlight, along with the rest of the strengths and deficiencies that characterize the Twilitians. The formula for the potion, immortalized with the name "Shelgaed," has been lost to history, but its legacy has remained in the form of the daywalker vampires, or so goes the legend.</s>
   
Due to these many differences, along with many similarities to humans, most narkpior Vampires consider zyorites inferior and view them with disdain and scorn, bordering on open hostility. This even extends to zyorites of their own decent, despite the fact that zyorites outnumber them greatly, and the sentiment is getting worse by the decade, as the number of purebloods has been steadily dropping. Only a rare few are openly accepting to zyorites, usually not caring one way or the other.
+
Due to these many differences, along with many similarities to humans, most Strigjians consider Twilitians inferior and view them with disdain and scorn, bordering on open hostility. This even extends to Twilitians of their own descent, despite the fact that Twilitians outnumber them greatly, and the sentiment is getting worse by the decade, as the number of purebloods has been steadily dropping. Only a rare few are openly accepting to Twilitians, usually not caring one way or the other.
  +
  +
=== Verminpires===
  +
{| class="mw-collapsible mw-collapsed wikitable" style="float:left; margin-right:1em;"
  +
|+Terms for Verminpires in other cultures/languages:
  +
!Culture:
  +
!Term:
  +
|-
  +
!Ardealian
  +
|Paraziţi
  +
|-
  +
!Starkchen
  +
| Schädling
  +
|-
  +
!Kelt
  +
|Zoyfia<br>Ζωυφια
  +
|-
  +
!Wan
  +
|Haichong<br>害蟲<br>害虫
  +
|-
  +
!Genjin
  +
|Gaichu<br>害虫
  +
|-
  +
!Sinjok
  +
| Sahoeui Haechung<br>사회의 해충
 
|-
 
|-
  +
!Arslan
!Skratci Vampires
 
  +
|Ichgüürgüi<br><span style="writing-mode:tb-rl;vertical-align:text-top;">ᠢᠴᠢᠭᠦᠷᠢ ᠦᠭᠡᠢ</span>
 
|-
 
|-
  +
!Mưa Nhân
|'''Skratci Vampires''', sometimes known as '''Plague Vampires''', are the lowest of the entire vampire race. They are vampires who have lost their sanity and general humanity, descending into bloodthirsty beasts. Skratcies are considered vermin by both sane vampires and other races, and due to their beastly nature are the main reason for the ongoing animosity between vampires and other races.
 
  +
|Côn trùng gia súc<br>昆虫加亍
  +
|}'''Verminpires''', are the lowest of the entire vampire race. They are vampires who have lost their sanity and general humanity, descending into bloodthirsty beasts. Verminpires are considered vermin by both sane vampires and other races, and their beastly nature are the main reason for the ongoing animosity between vampires and most other races.
   
Skratcies are skillful hunters, but they rarely ever attack in plain view out in the open; they prefer to corner their prey once they're alone. They are also labeled for execution immediately if they can't be brought back to sanity, or if they've caused too much trouble.
+
Verminpires are skillful hunters, but they rarely ever attack in plain view out in the open; they prefer to corner their prey once they're alone. They are also labeled for execution immediately if they can't be brought back to sanity, or if they've caused too much trouble.
   
Skratcies are a rare sight, as they normally keep to the shadows, and their existence is usually kept to a minimum. Skratcies are normally the product of humans-turned-vampires that go without blood for too long after turning. Natural-born narkpiors and zyorites rarely ever turn into skratcies, but it can happen.
+
Verminpires are a rare sight, as they normally keep to the shadows, and their existence is usually kept to a minimum. Verminpires are normally the product of humans-turned-vampires that go without blood for too long after turning; others are the result of a loss in sanity from trauma. Natural-born Strigjians and Twilitians rarely ever turn into Verminpires, but it can happen.
  +
<div style="clear:both;"></div>
|}
 
   
== Werecats ==
+
==Werecats==
 
Werecats are a demihuman race of beings who possess the ability to shapeshift between the form of a human and the form of a cat, either partially or fully. Werecats are considered the feline equivalent of the Werewolf. However, Werecats are more "tame" than werewolves, possessing "cat-like" behavior and mannerisms. Werecats were once believed to be the descendants/cousins of the Alfheimish Cait Siths, but this has since been proven false.
 
Werecats are a demihuman race of beings who possess the ability to shapeshift between the form of a human and the form of a cat, either partially or fully. Werecats are considered the feline equivalent of the Werewolf. However, Werecats are more "tame" than werewolves, possessing "cat-like" behavior and mannerisms. Werecats were once believed to be the descendants/cousins of the Alfheimish Cait Siths, but this has since been proven false.
   
 
Appearances and sightings of Werecats have been reported around the world, with "feline forms" ranging from domestic cats to overly large lions, panthers and cougars.
 
Appearances and sightings of Werecats have been reported around the world, with "feline forms" ranging from domestic cats to overly large lions, panthers and cougars.
   
=== Nekomata ===
+
===Nekomata===
 
Nekomata are a sub-race of werecat native to Fuso. The only real difference between them is having two tails instead of one.
 
Nekomata are a sub-race of werecat native to Fuso. The only real difference between them is having two tails instead of one.
   
== Werewolves ==
+
== Werewolves==
 
The '''werewolf''', also known as a '''lycanthrope''', '''lycan''', or '''vargulf''', is a demihuman race that transforms into a wolf-like creature on nights when one the moons are full. They are very carnivorous, and much like wolves, they communicate by growling, snarling, and howling. They are usually either quadrupedal, or bipedal, or both. They usually have wolf-like heads, tails, fur, teeth, claws, etc, and are allergic to silver. People who become werewolves usually lose control over the wolf, and have no memories after they transform into werewolves.
 
The '''werewolf''', also known as a '''lycanthrope''', '''lycan''', or '''vargulf''', is a demihuman race that transforms into a wolf-like creature on nights when one the moons are full. They are very carnivorous, and much like wolves, they communicate by growling, snarling, and howling. They are usually either quadrupedal, or bipedal, or both. They usually have wolf-like heads, tails, fur, teeth, claws, etc, and are allergic to silver. People who become werewolves usually lose control over the wolf, and have no memories after they transform into werewolves.
   
Line 1,065: Line 1,076:
 
Werewolves transform any time there's a full moon, but it's not required for both moons to be full. Since Hyacintho's orbit is longer than Vermiclus', werewolves can transform at least twice a month.
 
Werewolves transform any time there's a full moon, but it's not required for both moons to be full. Since Hyacintho's orbit is longer than Vermiclus', werewolves can transform at least twice a month.
   
== Yeti ==
+
==Yeti==
   
== Yukibito ==
+
==Yukibito==
Yukibito (雪人) are a demihuman race native to northern Fuso, Akantai, and parts of Marlakcor. In Yamato folklore, they are viewed as snow spirits of inhuman beauty that appear before travelers trapped in snowstorms with the purpose of killing them. Females and males are called yukionna (雪女) and yukiotoko (雪男) respectively.
+
Yukibito (雪人) are a demihuman race native to northern Fuso, and Akantai. In Genjin folklore, they are viewed as snow spirits of inhuman beauty that appear before travelers trapped in snowstorms with the purpose of killing them. Females and males are called yukionna (雪女) and yukiotoko (雪男) respectively.
   
Yukibito typically live in the colder northern regions of Yamatai and Marlakcor during warmer seasons, usually in mountain villages, but sometimes venture farther south during colder months.
+
Yukibito typically live in the colder northern regions of Fuso and Akantai during warmer seasons, usually in mountain villages, but sometimes venture farther south during colder months.
   
Yukibito normally keep to themselves, but they will occasionally descend to villages and sometimes reproduce with a human. However, there are no real hybrids; offspring between a yukiotoko and a human female do not inherit their father's powers, while offspring between a yukionna and a human male is a full yukibito. It is believed that this is so because yukibito fetuses produce a chilling aura, even from the womb, that increases in potency as the baby grows to maturity. And so nature allowing a human female to carry a yukibito with its father's powers would freeze the woman to death before the infant is even born. Conversely, it is believed that a yukionna carrying a baby without inheriting her powers would not survive to be born.
+
Yukibito normally keep to themselves, but they will occasionally descend to villages and sometimes reproduce with a human. However, there are no real hybrids; offspring between a yukiotoko and a human female do not inherit their father's powers, while offspring between a yukionna and a human male is a full yukibito. It is believed that this is so because yukibito fetuses produce a chilling aura, even from the womb, that increases in potency as the baby grows to maturity. And so nature allowing a human female to carry a yukibito with its father's powers would freeze the woman to death before the infant is even born. Conversely, it is believed that a yukionna carrying a baby without inheriting her powers would not survive to be born, as it would freeze in her womb.
   
 
However, their have been rare cases in the past of a woman carrying a yukibito fetus to term while surviving the freezing aura, and there have rare been cases of a child of a human woman and a yukiotoko developing their father's powers later in life. There have also been rare cases of a baby between a yukionna and a human man being safely born without inheriting its mother's powers, and either never, or only partially, developing them later in life. So the question of whether or not there are real hybrids within the race is a bit ambiguous.
 
However, their have been rare cases in the past of a woman carrying a yukibito fetus to term while surviving the freezing aura, and there have rare been cases of a child of a human woman and a yukiotoko developing their father's powers later in life. There have also been rare cases of a baby between a yukionna and a human man being safely born without inheriting its mother's powers, and either never, or only partially, developing them later in life. So the question of whether or not there are real hybrids within the race is a bit ambiguous.
   
While the Yukibito race is not inherently malevolent, their stoic demeanor and their natural environment being hazardous to humans, may have given rise to myths that they intentionally cause deaths. While possessing elemental control over ice and snow, Yukibito can not live in high temperate environments without assistance.
+
While the Yukibito race is not inherently malevolent, their stoic demeanor, and their natural environment being hazardous to humans, may have given rise to myths that they intentionally cause deaths. While possessing elemental control over ice and snow, Yukibito can not live in high temperate environments, at least without assistance.
  +
  +
==Notes & Trivia==
  +
  +
*While humans are indeed the most numerous sapient race on Qirsyllviar, the populations of the rest of the races listed are significant as well. Although, some races thrive better in different regions than one others, and are therefore rare, or nonexistent, in certain parts of Qirsyllviar.
  +
**Regardless, most races are so numerous that almost every major city on Qirsyllviar, particularly capitals and major trade centers, have a reasonable population of a different race other than the country's dominant one.
  +
**Also, aside for humans, other races with known nobility and royalty include centaurs, dwarves, elves, fairies, fauns, gargoyles, lamia, merpeople, pterytiko, saurians, thirilgae, vampires, and yukibito.
  +
*Cymatilis is a Latin word for blue, which describes the color of the race's skin. The plural "Cymatilae" is author-invented but means the same thing.
  +
*Alraune and Salabhanjika are the only plantlike races that are female-only.
  +
*"Pterytiko" is a portmanteau of the Greek words "ptéryga," meaning "wing," and xotikó," meaning "elf."
  +
*Skiageher is a portmanteau of the Greek word "skia" meaning "shadow," and the German word "geher" meaning "walker," which describes their inability to walk in the sunlight.
  +
*Tojakapi is a portmanteau of the Sanskrit words "Toja" meaning "water", and "kapi" meaning "monkey", which describes their affinity for water and their humanoid appearance.
  +
*Animal People are complicated:
  +
**Apefolk and Lizardfolk (Saurians), are ''not'' included in the thirithrope category, or animal people on general, as they are separate races all their own.
  +
**The different appearances and animals of individual thirithropes are more equivalent to being different "ethnicities" than different races.
  +
*It should be noted that, although Xotil and Xzandor are both Lizardfolk-dominated nations, their cultures are completely different. Xotil culture is more akin to the cultures typical of central and southern Nekcroz. The culture of Xzandor, on the other hand, is more of a blend of the cultures of Talmyrnia and Hylar.
  +
*Given the way Soligaia is arranged compared to real-world Europe, the Forsprakkar are the Qirsyllvian equivalent to the Scandinavians.
  +
*The Magyars (the Hungarian term for themselves) are based on a combination of Hungarian and Viking culture.
   
== Notes & Trivia ==
 
* While Humans are indeed the most numerous sapient race on Qirsyllviar, the populations of the rest of the races listed are significant as well. Although, some races thrive better in different regions than one others, and are therefore rare, or nonexistent, in certain parts of Qirsyllviar.
 
** Regardless, most races are so numerous that almost every major city on Qirsyllviar, particularly capitals and major trade centers, have a reasonable population of a different race other than the country's dominant one.
 
** Also, aside for humans, other races with known nobility and royalty include centaurs, dwarves, elves, fairies, fauns, gargoyles, lamia, merpeople, pterytiko, saurians, thirilgae, vampires, and yukibito.
 
* Cymatilis is a Latin word for blue, which describes the color of the race's skin. The plural "Cymatilae" is author-invented but means the same thing.
 
* Alraune and Salabhanjika are the only plantlike races that are female-only.
 
* "Pterytiko" is a portmanteau of the Greek words "ptéryga," meaning "wing," and xotikó," meaning "elf."
 
* Skiageher is a portmanteau of the Greek word "skia" meaning "shadow," and the German word "geher" meaning "walker," which describes their inability to walk in the sunlight.
 
* Tojakapi is a portmanteau of the Sanskrit words "Toja" meaning "water", and "kapi" meaning "monkey", which describes their affinity for water and their humanoid appearance.
 
* Animal People are complicated:
 
** Thirilgus is a portmanteau of the Greek word "thirío," meaning "beast/animal," and the Latin word "volgus," meaning "crowd."
 
*** Zoothropes are based off the inhabitants of the Sly Cooper Series.
 
*** Ferafti is a portmanteau of the Latin word "fera", meaning "animal", and the Greek word "afti", meaning "ear".
 
**** Ferafti are basically kemonomimi from Japanese moe anthropomorphism.
 
** Apefolk (Jueyuan), and Lizardfolk (Saurians), are ''not'' included in the zoothrope category, or animal people on general, as they are separate races all their own
 
*** The different appearances and animals of individual ferafti and zoothropes are more equivalent to being different "ethnicities" than different races.
 
* It should be noted that, although Xotil and Xzandor are both Lizardfolk-dominanted nations, they are completely different cultures. Xotil culture is more akin to the cultures typical of central and southern Nekcroz. The culture of Xzandor, on the other hand, is more akin to the cultures of Eurodysia and southern Aquilonis.
 
* Given the way Eurodysia is arranged compared to real-world Europe, the Ostligs are the Qirsyllvian equivalent to the Nordics.
 
* The Magyars (the Hungarian term for themselves) are based on a combination of Hungarian and Viking culture.
 
 
[[Category:Qirsyllviar|Sapients]]
 
[[Category:Qirsyllviar|Sapients]]
 
[[Category:Qirsyllvians|Sapients]]
 
[[Category:Qirsyllvians|Sapients]]

Latest revision as of 18:05, 22 January 2024

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Many sapient races exist on Qirsyllviar.

Humans and their varying cultures are more dominant than most other races, and so other races are typically influenced by and exhibit the cultural traits of the human culture they grow up nearest to.

Angels

Angels are semi-ethereal beings that live in the Heavenly Realm, a higher plane beyond the Mortal Realm.

Angels have white avian wings protruding from their backs that vary in size from angel to angel. All angels also have transparent halos that float above their heads, which is viewed as a sign of their divine affinity and the grace of the gods.

Angels thrive of the positive, peace hope etc. and are masters of sacred magic. Angels typically maintain their status by the grace of heavenly gods, and generally carry out their whim.

There are many different tribes of angels, but there are eight Great Angel Clans descended from the archangel progenitors:

  • Virgil tribe, descended from Archangel Nanael.
  • Sizouze tribe, descended from Archangel Zophiel.
  • Micah tribe, descended from Archangel Sachael.
  • Telantes tribe, descended from Archangel Izrail.
  • Conah tribe, descended from Archangel Zaphreal.
  • Empyrean tribe, descended from Archangel Oriphiel
  • Maroth tribe, descended from Archangel Mendrion.
  • Semyaza tribe, descended from Archangel Tadhiel.

Angels are the opposite of demons, and the two are constantly at odds with each other.

While angels typically maintain an outwardly poise of divinity and diligence, they are still sapient beings with minds of their own, and typically just keep their private desires in check to as to preach faith to the "lowly."

There a couple different types of angels aside from standard ones.

Fallen Angel

Fallen Angels are angels that have given in to their inner desires and have fallen from the grace of their divine masters. When they fall, their avian wings turn black and their halos vanish, as a sign that they have lost the grace of the gods

Valkyrie Valyries are a subrace of warrior angels that pluck the souls of those who have fallen in battle and guide them to their afterlife. They are typically more fond of those of Ostliger origin, but will come before anyone who has valiantly earned their place in the afterlife.

Unlike normal angels, they don't have wings or halo, but are not viewed any less an angel from the widely recognized ones.

Animal People

Terms for Animal people in other cultures/languages:
Culture: Term:
Kelt Thirithrope
Θηρηθρωπε
Wan Shouren
獸人
兽人
Genjin Kemonomimi
獣耳
Sinjok Jimseung-inmin
짐승인민
Arslan Adguus ard
ᠠᠳᠤᠭᠤᠰᠤ ᠠᠷᠠᠳ
Mưa Nhân Người thú
𠊛戍
Taraki Pashulog
पशुलोग
Aztec Tecuani Tlacah

(sing. Tlacatl)

Animal People – also known by the collective terms "Thirithropes," in Geminos and the Soligaian colonies in northern Neckroz and parts of Tarak – and other names elsewhere – are demihuman beings that are equal-part human and animal. They normally resemble near fully humans in appearance but with animal ears and tails. Their other form is their beast form, which is fully animal, yet they retain their sapient minds and faculties. They can shapeshift between these two forms at will, and some can even shapeshift into an anthropomorphic form of their animal form.

Mature thirithropes can shapeshift between these forms at will, but children can't. Thirithrope children remain stuck in the form they were born in – typically whichever form their mother was in when they gave birth to them – until they master shapeshifting. They normally display the first signs of their shapeshifting abilities at the age of ten, while they remain unable to fully change, and normally master it by their thirteenth year.

Animal people can be either terrestrial land animals to marine animals. Marine animal people whose animal forms include gills can breathe underwater when in humanoid form.

Apefolk

Terms for Apefolk in other cultures/languages:
Culture: Term:
Wan Houren
猴人
Genjin Enjin
猿人
Sinjok Sinsaram
신사람
Arslan Michkhümüüs
ᠮᠡᠴᠢᠬᠦᠮᠦᠰ
Mưa Nhân Người vượn
𠊛𤠴
Taraki Kapilok
कपिलोक

Apefolk, also known by many names depending on the nearest culture, are a demihuman race with simian-like attributes. Males and females are called Apemen and Apewomen as adults and Apeboys and Apegirls as children. Despite the name, they have more in common with monkeys than apes, as they all have tails and human-like faces; their hands and feet are human-like as well, while they are more dexterous than humans. They have ape-like teeth and their fur is restricted to their tails, backs, arms and legs; their hands and feet, as well as the front of their bodies and pelvic area, are free of fur. Apefolk generally don't wear clothes, but the few who willingly assimilate into civil society, such as those who willingly leave the tribe or those who take refuge in a town after being banished from their group, will adopt the custom. Some independent tribes of apefolk also adopt some form of clothes-wearing custom.

They form troops and live deep in mountains and forests of Marlakcor, Nekcroz, and Tarak. They can freely leap about between trees with their light body and dexterous hands and feet. They use their long tail for maintaining balance in the treetops, and other than that, they can use it to hang by wrapping it around a branch; they also specialize in a form of martial arts using this durable tail.

Apefolk are cheerful and fun-loving, and are known for playing pranks with the locals of various towns and villages they occasionally wander into, but others have a rough disposition, and can be know to have arrogant and selfish personalities. They are regarded as being closer to human, and they have extremely high intelligence. They are cunning due to their high intellect, and some generals have been known to hire apefolk as guides or assistant strategists in times of war.

Some apefolk have been known to be highly lustful and curious; when breeding season comes around some become very interested in their bodies, the bodies of humans and mating, and they have been known kidnap and violate them. This has led to a bad reputation against a few particular apefolk across continents, but most apefolk don't succumb to their primal instincts and reproduce normally, sometimes after falling in love with those of other races.

Females have strong maternal instincts and will sometimes adopt an orphaned or abandoned child they find, no matter the age or race. This has led to people of other races being raised among apefolk troops. The opposite is true as well, and some well-known apefolk have been brought up amongst normal societies. While apefolk have been know to form their own societies, there has never been an independent apefolk state.

Arachne

The Arachne are a demihuman race with the upper body of a human and the lower body of a spider. Carnivores, arachne are physically strong and fast.

Arachne are most noted for being able to create a silk that is five times stronger than steel and twice as elastic as nylon. They can also produce variants of the silk, ranging from sticky, stretch, to tough to suit whatever situation is required. While most commonly used to catch and bind prey, arachne can also use their silk to form a network of threads to sense vibrations.

Subraces of Arachne include:

Jorou-gumo

Jorou-gumo are a demihuman Arachne sub-race native to Fuso. According to folklore, the race is said to be spiders that can change their appearances into that of beautiful women due to gaining magical powers after turning 400 years old.

Depicted as being skilled at entrapping their prey, jorou-gumo possess many of the same traits as an arachne; such as possessing six eyes, a light exoskeleton and the ability to produced webs, however, while an arachne has the upper body of a human and the full lower body of a spider, a jorou-gumo possesses a fully humanoid body with a spider abdomen extending from the base of their spine but no spider thorax. Also, in addition to their humanoid arms being covered in an exoskeleton, they have six fully dexterous "spider legs" attached to their upper back which they can hide beneath their clothing should they choose.

Large Breed

The Large Breeds a sub-race far larger than standard arachne with thick legs and a covering of hair. They are very wild and aggressive. In addition to being strong, they also have venom, making them extremely dangerous to approach without caution. That being said however, said venom is not particularly strong nor harmful.

Long Legs Breed

The Long Leg Breeds are a large sub-race with thinner and longer legs than standard arachne. These large arachne are mild-mannered. They cannot produce thread, but they move surprisingly quickly to secure their prey. Their hunting instincts are so powerful that they will sometimes abandon the prey they have captured to pursue new prey.

Small Breed

The Small Breeds sub-race is smaller in size than the standard arachne. Their legs are short, but they can move much faster than standard arachne, and they are good at jumping and full of energy.

Instead of spinning webs, these arachne wander around on the ground in search of prey. They can produce thread, but they only use it to stop their descent when they fall from high places.

Ariels

The Ariels are a race of diminutive bird-sized pixie-like race. They generally have a humanoid form, with the exception of their wings and feet which resemble those of a bird, their antennae, which have an insect-like look to them, and can come in a wide range of shapes and their ears which have an elf-like look to them.

Some Ariel also possess a tail feather and/or a tuft of feathers on their chest. Their skin is often in a pale color and their eyeballs are black with red irises. Their hair can come in a wide range of colors and styles. Some ariels have only wings in place of arms and/or humanoid feet, but this differences seem to stem from an ariel's linage rather than a racial norm.

Ariels are often erroneously believed to be a race of pixie, but actually have no relation whatsoever to fairies. Ariel's are very rare these days, and their natural habitat is not very well known.

Ariels do no wear clothes.

Zogrolans

Zogrolans are a demihuman race with goat-like attributes in similar vein to Pans but with the addition of raven wings.

Bake-danuki

Bake-danuki are a pseudo-human race native to Fuso. Reputed to be mischievous, jolly, and masters of disguise and shapeshifting, they are also reputed to be somewhat gullible and absent-minded.

Originally deified as governors of all things in nature, where animals other than envoys of the gods (foxes, snakes, etc.), dake-danuki are reputed to have the ability to shapeshift into objects and people as well being able to possess human beings.

Banshees

The Banshee is a dark creature native primarily to the Albion Isles, but is found across Soligaia. Banshees have the appearance of women and their cries are fatal to anyone that hears them.

Cecaelia

Cecaelia, also known as Scylla, are a demihuman race with the upper body of a human and the lower body of an octopus.

Centaurs

The Centaur are a demihuman race with the upper body of a human and the lower body of a horse. A nomadic herbivorous people, centaurs are normally found in tent towns in grasslands and savannas, and become brave warriors in times of conflict.

Their culture is just as ancient as the humanoid races known to mankind, and the fifth most populous race on Qirsyllviar. Extremely proud and strong-willed, they differ from most other races in that they consciously suppress their urges during mating.

They are more commonly found in the northern hemisphere than the south, particularly in Arqupeiro (Soligaia and Aquilonis), which have the largest populations. There are some centaur colonies in northern Nekcroz, but they're not very large.

Though they are nomadic and don't normally settle down, a few centaurian families have done so; most end up establishing agricultural farming communities, but other go into other walks of life such as business and there are a few well known noble families of centaurs among various aristocracies.

Subraces of centaurs include:

Dairy Breed

Amongst female centaurs, the dairy breed centaurs are a centaur sub-race that produces an exceptional amount of milk. While adult female centaurs are already well-endowed, dairy centaurs have particularly large breasts. Because of this, they often serve as wet nurses for other centaurs who have trouble producing milk (like lightweights), and due to this, it is common for dairy centaurs to live among groups of other centaur sub-race. Though they are about the same size as standard centaurs, their waists and legs are especially thick. Dairy centaurs are typically easygoing and meek. Their maternal instincts are strong, and they love small things.

Heavyweight Breed

Heavyweight Centaurs are the most muscular of the centaur sub-race. They are so powerful that they can move around unimpeded even while wearing heavy armor. They sometimes also apply their strength to farming and agriculture. They are the largest and most muscular of the centaurs, and their legs are far thicker than those of other centaur sub-race. However, despite their imposing appearance, most are gentle and good-natured.

Heavywight centaurs, alongside the standard centaur, are a favorite for rcruitment among some standing armies.

Lightweight Breed

Lightweight Centaurs, known also as Racing Centaurs, are a centaur sub-race that excels at running. They are smaller than standard centaurs, with slimmer and tighter bodies. Though they approach their rank and records with a stoic attitude and love running, they are easily injured, and they devote much of their attention to health care. They can be rather moody, but this can be attributed to timidity or physical and mental innocence. Since their bodies are not as large, neither are the breasts of females.

Lightweight centaurs sometimes serve as scouts and messengers, but can also perform delicate work like tailoring or peddling. Given their necessary attention to health care, lightweights also serve as doctors and therapists for the community, as well. Female centaurs of this breed have only standard breasts, and would make heavier use of dairy breed centaurs as wet nurses than the other races do.

Unicorn Centaur

Unicorn Centaurs, sometimes known as Unitaurs, are a demihuman sub-race of centaur that have had myths and legends written about them. They are distinguishable with their pure-white coats and the horn growing out of their forehead like regular unicorns. Known as a symbol of virgin purity, Unitaurs are said to be "only tamable by virgin women". It is said that their horns are able to cure all diseases, with the resulting rumor resulting in a mass hunting for the race. Hunters usually used the race's fondness for virgin women to lay traps to capture them and harvest their horn.

Recent years have seen many societies render hunting them forbidden, with killing one resulting in a death sentence for the hunter.

Pegataur

A pegataur is a centaur race with the wings of a pegasus.

Cervitaur

Cervitaurs are a demihuman race with the lower bodies of a deer and the upper bodies of humans. This makes them similar to centaurs in that regard, but they are unrelated to centaurs in any way. Males grow antlers just like regular deer.

Typically found in wooded areas amongst normal deer, cervitaurs are extremely shy and tend to avoid contact with other races unless treated with kindness. However, since their venison is just like normal deer, they were hunted for it in the past and were on the brink of extinction at one point. But since the outlawing of hunting cervitaurs in many nations, they have since recovered their numbers to a sizable population. Cervitaurs are most commonly found around Geminos (Soligaia and Aquilonis) these days, but there are minor colonies in Marlakcor and northern Nekcroz.

Cu Sith

Cu Sith are demihuman beings that possess canine physical characteristics and traits. Cu Sith are native to Caledonia, and are viewed as mythological fairy-hounds who are feared as harbingers of death. According to mythology, Cu sith would appear to bear away the soul of the dead to the afterlife, but this is merely a myth.

According to legend, a Cu sith would occasionally let out three bays that could be heard for miles. Those who hear the baying of the Cu Sith must reach safety by the third bark or be overcome with terror to the point of death, but this is also a mere myth.

Cyclops

The Cyclops are humanoid beings that possess the notable feature of only having one eye.

Cyclopses are able to see objects up to 2 kilometers away without assistance; however, they have poor depth perception, making it difficult for them to navigate 3-dimensional spaces, and their eyes require constant protection from harsh environments as their size makes them susceptible to dryness and allergies.

Subraces of cyclopses include:

Giga-Cyclops

the Giga-Cyclops are an unusually large cyclops sub-race, whose special talents lie in smithing/metalwork. Their large eye allows them to accurately determine the temperature of the fire and iron, which is the source of their unique smithing techniques.

Other Cyclopses view their special gifts (especially their breasts in the females case) with envy.

Demons

Demons, also known as Devils, are semi-ethereal beings that live in the Underworld, both a physical and ethereal place beneath the Mortal Realm.

Demons come in varying shapes and forms, from bestial animals to almost human like, some even have scales that cover their bodies; but traits all demons have are bat-like wing protruding from their backs, horns protruding from their heads, both of which vary in size from demon to demon, a tail with a spade-like tip, and acidic/poisonous blood.

Demons thrive on the negative, such as chaos, war, fear, sorrow etc. and are masters of demonic dark magic.

There are many different tribes of demons, but there are eight Great Demon Tribess which the great demons are their progenitors:

  • Galvoron tribe, descended from Erzeth.
  • Vazonok tribe, descended from Rannith.
  • Regmoris tribe, descended from Zogrolan.
  • Oglinod tribe, descended from Azgoth.
  • Xagoth tribe, descended from Orthraxes.
  • Agdriuth tribe, descended from Gastroth.
  • Trigath tribe, descended from Sungrek.
  • Borul tribe, descended from Zarkath.

Demons are the opposite of angels, and the two are constantly at odds with each other.

Demi-Devil

Demi-devils are less powerful demons that generally take the form of impish creatures.

Djinns

Djinns, also known as Genies, are powerful magical beings. Generally taking on the form of a human with pointed ears, djinns are famous for possessing near-limitless capabilities when it came to magic. For this reason, djinns were often captured by sorcerers and confined to objects such as oil lamps or bottles, cursed to grant the wishes of whoever rubbed their vessel; only a handful were never captured and remained free. The vessels of djinns often change hands since they're so sought after for their magic, so it is considered normal for a djinn to have had many masters, and a number became family heirlooms.

While djinns are powerful, their magic does have limits; often because their powers are bound by a set of rules, or they're simply not as powerful as other djinns.

Most djinns confined to their vessels would offer a limited number of wishes. The usual number is three but more generous djinns would offer more, sometimes up to ten. Regardless, most never stop privately wishing for their freedom. Many would usually use trickery to make their master wish them free, as djinns usually can only be freed from their vessel if their master wishes for it or the number of wishes runs out. However, some djinns are permanently bound to their vessels and can't be set free, even with a wish. On the other hand, if the djinn was well treated by their master, even simply treated as a friend rather than a slave, they would serve their master with loyalty, sometimes for successive generations, even if the master set them free from their confinement. Such loyal djinns would sometimes offer unlimited wishes.

However, djinns have their own personalities just like everyone else. Some djinns are malevolent and will flagrantly grant wishes in a negative way; ranging from granting the literal interpretation to the worst interpretation. Either way, the wishes turn out far from that the wisher had in mind.

Dwarves

Dwarves (masc-sing. Dwarf, fem-sing Dwarfette) are a humanoid race substantially shorter than humans, their maximum height being about 4½ feet tall, give or take their individual genealogy. They typically inhabit mountain ranges, usually in cities built into the interior, on the faces of the mountains, or on the valley floor, but can be found mingling with other races in other towns. Grown male dwarves are stocky and muscular while dwarfettes tend to retain their youthful childlike appearances much longer. Male dwarves are known for having beards, but they vary from being long, short, bushy, or straight, depending on personal choice or genes. Some even braid their beards and some dwarves are also known for being clean-shaven, but these are also personal choices.

Dwarves in general are very strong, and can lift at least five times their own weight.

An ancestral occupation amongst dwarves is blacksmithing and engineering. A well-trained dwarf is capable of producing the finest quality steel weapons money can buy, and items of dwarf-made steel are a favorite amongst warriors and aristocrats. Dwarves are so good at smithing, and a great majority of the dwarven race are master blacksmiths and engineers, some have been known to master the technique required for reforging Zedylrian Steel. Their engineering skills are far beyond most races, and their cities, while rough at first glances, are splendorous to behold. Cities built into the interior of mountains are often the result of carving out massive caverns not made by nature, and their mountain-face and valley floor cities often have buildings up to ten stories tall. One of the biggest testaments to their engineering is the many bridges they have built spanning between two peaks with minimal support (Rykardiac's Archaic Book of Records states that the longest dwarf-made bridge between two mountains was 4,500ft. long). Their engineering abilities are such that it's common for architects of other races rarely to hesitate in hiring dwarves to help in construction.

Dwarves also excel at glass-making. Dwarf-made glassware is so durable and so fine that even the smallest piece can sell for a small fortune to the right buyer; it's for this reason that Dwarf-made glassware is also a common sight among noble and royal homes. No other glass-maker of any other race in known history has been able to produce glassware at the quality that dwarves produce.

Dwarves are natural warriors in their own right as well. Not only are they capable warriors on the battlefield, they have been known to withstand sieges from attacking armies for a very long time (Rykardiac's Archaic Book of Records states that the longest siege withstood by a defending dwarven army lasted over five decades).

Dwarves are also known to hold grudges. Crossing a dwarf is sometimes considered signing one's own death warrant, unless the offended dwarf is satisfied with simply humiliating the offender, or the offender makes amends for what they did.

While dwarves are well-known for mingling among other races, and are therefore a common sight amongst much of Qirsyllviar, there are several strictly dwarven cities in many mountain ranges, but are subject to the nation that hold's sovereignty over them. There are seven known independent dwarven nations on Qirsyllviar, mostly in Geminos (Soligaia & Aquilonis).

Sovereign nations ruled by Dwarves include:
Soligaia Czardom of Karphijorc Kingdom of Narkallyar
Aquilonis Kingdom of Arkka Uralia Kingdom of Ongor Diruna Kingdom of Izokyraz Kingdom of Qirlok Trezka Kingdom of Z'ngkhar
Marlakcor Kingdom of Baoshi
Notes Of the listed dwarf-ruled nations, Qirlock Trezka isn't actually independent. It maintains a degree of autonomy from the Kingdom of Soleil in exchange a yearly tribute while recognizing Soleillien sovereignty over their kingdom.

Elves

Elves (sing. Elf), or Oravik as they call themsevles, are the second-most populous race on Qirsyllviar. They appear indistinguishable from humans except for their elongated pointed ears, which are normally anywhere between 7–10cm in length on average, but can be as short as a human ear or as long as 5in depending on genealogy; regardless, all elves have pointed ears.

Elves are divided into three separate types, High Elves, Wood Elves and Dark Elves. Elves in general are spiritually connected to nature, and their magic revolves around the elements. High elves and wood elves typically have brightly colored hair and eyes (typically the colors from a rainbow spectrum), but other colors, such as brown or black, are highly common as well. Dark elves, on the other hand, typically have silver hair and caramel eyes, while a minority have dark hair.

Elves are also natural archers. No one knows why, but archery comes second nature to elves, making them the best archers on the world. This makes them an asset to any army that specializes in ranged attacks.

Elves are long lived in comparison to humans. They age at roughly ⅓ of the pace as humans, so thirty human years is roughly equivalent to ten elf years. Because their slow aging gives them greater longevity, the average elven lifespan is roughly above or below 300 years. Because elves age so slowly in comparison they usually become able to bear children between the ages of forty and fifty, and since reproduction in elves happens at the same pace as humans (taking between 8-10 months) it is not uncommon for elves to have many offspring and early descendants, whether with the same spouse or different ones (Rykardiac's Archaic Book of Records puts the records at: 209 children between the same two spouses, 222 children by a single male elf with several partners, and 185 children by a single female elf with several partners).

While dark elves are considered racially distinct from high elves and wood elves due to their skin color, the only real difference between high elves and wood elves is their opposing cultures. The differences in culture between high elves and wood elves leads the two to viewing each other with near hostility. The division first began when some elves began to embrace, or reject, the evolving societies of Geminos (Soligaia and Aquilonis), but it is not uncommon for a high or wood elf to swap allegiances and switch to the opposing culture.

High Elves

High Elves, or Singho Oravik as they call themselves, are Elves that have embraced civil society created by humans and are less connected to nature than their wood elven counterparts. High elves are more common in Soligaia and Aquilonis, with some minor presence in the other continents, and are the more commonly seen elves across Qirsyllviar, but are less numerous than wood elves. Most tend to live amongst civil Qirsyllvian societies rather than amongst nature like the wood elves. High elves are a bit more intelligent than wood elves, due to their educated upbringing, and often combine their magic with those of other races to make it stronger. High elves are regarded by wood elves as pompous snobs due to their choice to disconnect from nature.

A common custom among high elves is to wear a gem on their foreheads.

While high elves are a common sight in most Qirsyllvian societies, there are several independent high elven nations on Qirsyllviar.

Sovereign nations ruled by High Elves include:
Soligaia Kingdom of Glajiltaris Kingdom of Ruljotris
Aquilonis Cajar Federation Republic of Kyrallisica Kingdom of Galiara Empire of Hylar Kingdom of Qiric
Marlakcor Empire of Gaoliang
Ingodija Kingdom of New Hylar
Notes: Of the high elf-ruled nations listed, the Kingdom of Qiric is not independent, but a semi-autonomous constituent feudal kingdom of the United Empire of Talmyrnia.

Wood Elves

More common in Marlakcor, Nekcroz and Tarak, but with some relative presence in Soligaia, Aquilonis and Maritymir, the rustic and sylvan Wood Elves, or Toghkoa Oravik as they call themselves, are the less commonly seen elves across Qirsyllviar, but are more numerous than high elves. Wood elves, unlike high elves, are completely connected to nature and make their homes in areas of forests and jungles, commonly living in giant hollowed-out trees or in buildings built in the branches. Living by their traditions, wood elves are regarded as wild savages by high elves.

Wood elves typically wear tribal clothing made from plant fibers, but traditionally do not wear footwear of any kind. Wood elves believe that they are spiritually connected to the nature and that they can feel the forest's will through their feet, and so covering their feet would sever the connection. Also, wood elven children traditionally don't wear clothes for the first fifteen years of their life (as elves age slower, that's equivalent to three human years). Wood elves believe that keeping their children naked for the first few years helps form a spiritual bond with nature.

Wood elven magic revolves more around nature and spirituality than the high elves due to keeping it isolated.

There are many dozens of wood elf colonies in isolated areas of forests all over Qirsyllviar, but there are several independent wood elven nations on Qirsyllviar.

Sovereign nations ruled by Wood Elves include:
Aquilonis Domain of the Huzkhaz Tribes Kingdom of the Korokiri Tribe
Marlakcor Senxiao Kingdoms
Nekcroz Muisca Confederation
Notes: The Senxiao kingdoms is not one sovereign nation, but a collectve term for the numerous independent wood elven kingdoms in the region.

Dark Elves

Dark Elves, or Black Elves, or Zyrgki Oravik as they call themselves, are elves that have a dark skin tone. Skin tones range from light caramel to solid black. In ancient times, dark elves were once believed to be associated with chaos bringers, but interactions in recent centuries have proven this untrue.

Dark elves build their homes out of caverns and canyon forests, and have been known to carve entire cities into the interior or face of mountain habitats. Dark elves typically keep to themselves and remain out of contact with other races, making them a relatively rare sight.

Fairies

Fairies (sing. Fairy) are a common sight across Qirsyllviar. Fairies, sometimes known as Fae or Fae folk, are magical beings that have natural ability to fly and have the best affinity for magic than any other race on Qirsyllviar.

Fairies can be small or tall, but all have a pair of upper and lower wings that resemble those of an insect, save for a few exceptions. A fairy's wings are composed of a fleshy hydrostatic skeleton attached to their shoulder blades that are normally kept folded down their back when not in use.

Fairies also have pointed ears like elves, but they're nowhere near as long. They're actually the same size as human ears.

The appearance of each fairy's wings look different from fairy to fairy, but certain wing colors and/or patterns are as hereditary facial features and body structure, to the point where, to a keen observer, their wings can serve to identify a fairy's nearest genealogy. A fairy's parents, siblings and other close relatives generally have similar-looking wings and colors, though unpredictability of genetics can sometmes cause the colors to differ.

Because fairies are such powerfully magical beings, various myths and legends say that there's magic in a fairy's kiss that grants extraordinary boons, but whether or not this is true remains unproven.

Alfheimish Races:

Ten different races of fairies inhabit Alfheim, each with its own characteristics. The fairies of Alfheim are as tall as humans. Their bones, while as strong as a human's, are honeycombed as well, making them very light compared to humans.
Fairy Description
Cait Sith The Cait Sith are the race native to western Alfheim. Clad in yellow, Cait Siths, like the Sylphs, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Another characteristic unique to the Cait Sith is their capability to tame beasts. They have an almost symbiotic relationship with animals, allowing them to calm down and tame even the most agressive of beasts, from the most timid of mice to the most ferocious of dragons. Resultant of this, animals are an important part of their culture, and a Cait Sith is rarely seen out of company of an animal companion. They also have the best eyesight of all Alfheim races, making their archers some of the best on Qirsyllviar, second only to elves.
Trow Inhabitants of the rocky areas of the north, the brown-styled Trows, also known as Earth Fairies, are the largest of the Alfheim fairy races and specialize in Earth Magic. Male Trows have bulky muscular frames, while females are more slender like other races of Alfheim. Despite having smaller bodies, female Trows still retain the great strength male trows are known for.
Ifrit Inhabitants of the desert of the south, the red-styled Ifrits, also known as Fire Fairies, are considered the strongest Alfheimish race in terms of strength, second only to the Trows, and are masters of Fire Magic. Although they are capable of learning and using other types of Magic, as a cultural trait Ifrits shun most magic they don't find useful to them.
Imp Living in the alpine areas of the southeast, the purple-styled Imps, also known as Dark Fairies, are the masters of night and are blessed with great night vision. Though capable of using different types of magic, Imps excel at using Dark Magic. This tends to give them a bad reputation with the surface. Imps are also known to have night vision, allowing them to see in near total darkness. However, this ability is considered to be second only to that of a Spriggan's.
Skarbnik Living at the rocky areas of the north, Skarbniks are a race that are well-known for gem mining and blacksmithing. The gem mines of their territory produce the most flawless gems in the world and Skarbnik blacksmiths make some of the best weapons and armor on Qirsyllviar, second only to dwarves. Rumor has it that the best Skarbnik smiths can reforge Zedylrian steel.
Puca From the northwest of Alfheim the Pucas, also known as Music Fairies, specialize and excel at using sounds and music for anything. Music has been a part of their culture for millennia, leading to the development of Music magics magicians of the surface continents simply can't replicate.
Haltija Inhabitants of the frosty mountains of central Alfheim, Haltijas, also known as Ice Fairies, are white styled fairies and are masters of Ice Magic.
Spriggian From the ancient ruin areas of the northeast, the black-styled Spriggans, also known as Shadow Fairies, are masters of Illusion Magic. Though capable of using other types of magic, Spriggans generally favor Illusion spells. The Spriggans are also known to be the master assassins, a trait that can make them master thieves as well. Spriggans are known to have night vision, allowing them to be able to see in near total darkness. They are also capable of casting spells that gives others the same abilities.
Sylph From the grassland-forest areas of the southwest, the green-styled Sylphs, also known as Wind Fairies, are considered to be the fastest race and are masters of Wind Magic. When in a pinch, the Sylphs specialize in stealth to hide. Only Sylphs with powerful senses are capable of seeing through this. Sylphs, like the Cait Siths, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks.
Undine From the wetlands of the east, the blue-styled Undines, also known as Water Fairies, are masters of Healing and Water Magic. The Undines are cultrually experts in using powerful recovery and support magic due to their capabilities. Due to their affinity with water, Undines are experts in underwater combat; some rumors speculate that Unidines ar ebale to breathe underwater, but this is rebuted. This makes them valuable assets when waging war at sea. Undines are also master healers, and their water-based healing magic is famous for their capability for saving a life just inches from death.

Surface Races

Pixies

Pixies are a fairy race of the surface. They are diminutive fairy races that typically inhabit wherever they can find home, but many are known to live side-by-side with other races. Full-grown pixies are usually about 7 inches (between 16 and 18 centimeters) tall.

Pixies inhabit all continents of Qirsyllviar, but they're normally difficult to spot since they have such an easy time hiding.

Because pixies are so small, their attire usually consists of scraps of materials that they've thrown and sewn together, such as cloth, plant pieces, and other things, though they are capable of weaving cloth out of fibers and making their own; even wearing shoes is a rare luxury for them, but those who are kind enough to let pixies live with them will often make small clothes for them to wear.

Some pixies make a home in the residencies of humans or other races. Most often prefer buildings that are abandoned, but they will occasionally move into an already occupied home if they have few options. When living in already occupied places, they normally keep to themselves and don't interact with the homeowners; often pixies move in without the homeowners' knowledge, staying hidden while keeping their lifestyle intact, and only taking what they need. But occasionally pixies will openly interact with the homeowners; sometimes they will ask permission before moving in, and, if allowed in, will help the homeowners around the house as compensation for their stay.

Besides sometimes making homes in random places, small colonies of "Pixie Kingdoms" exist all over Qirsyllviar. Such kingdoms are normally in secluded parts of woodlands, forests, grasslands, caves, or in abandoned ruins or mines. These kingdoms usually have small pixie-made buildings made of twigs, branches, grass, earth and soil, even small castles ranging from a small mound to the size of three grown men. These kingdoms are more akin to small city-states since their borders typically don't extend very far, and they're not usually findable unless one stumbles upon them by accident or already knows they're there. Also, since most Pixie Kingdoms exist within the borders of already established states, they're not usually treated as fully sovereign states, with a few rare exceptions.

Fairy Description
Alux The Alux are a pixie race native to the Mayan regions of Nekcroz, and are well-known for living right alongside the Mayan people.
Asrai An aquatic fairy
Aziza A fairy native to Orbica.
Brownie The Brownies are a pixie race that get their name from the brownish color and dirt-like texture of their wings.
Butterfly Fairy The Butterfly Fairy is any type of pixie with butterfly wings rather than the insectoid-like wings most fairies are known for. Colonies of Butterfly fairies typically inhabit dense forests, making their homes in the tree branches.
Chaneque The Chaneque are a pixie race native to the Nahuatl regions of central Nekcroz.
Jogah Jogah are a pixie race native to Wudfyrgen, the northeastern subcontinent of Nekcroz.
Kijimuna A pixie race native to Ningyo Kazan and Hinomoto.
Kodama A pixie race native to Fuso.
Koro-pok-guru a pixie race native to northern Fuso.
Leanan Sidhe The Leanan Sidhe is a pixie race native to the island of Ghlastír in southeastern Soligaia.
Menehune The Menehune are a pixie race native to the Maluhia Archipelago in northern Maritymir.
Mogwai The Mogwai are a pixie race native to Marlakcor. They have cat-like ears and tails, and are believed to be the pixie counterpart of the Cait Sith, but both races staunchly claim they are unrelated.
Morgen The Morgen is a water fairy native to Mhrydain.
Nimerigar Nimerigar are a pixie race native to Nekcroz. They are more common in Wudfyrgen, but have been reported on the Nekcrozi mainland.
Nixie A Nixie is a pixie that dwells near lakes, ponds, or other bodies of water. Sometimes known as "river fairies," they make their homes out of bushes of grass near the water, or in underground air pockets hidden by the lakes, connected to the outside by a narrow tunnel.
Nunne'hi The Nunne'hi are a pixie race native to Wudfyrgen.
Pukwudgie The Pukwudgie are a pixie race native to Wudfyrgen.
Sprite Sprites are a nomadic pixie race, but usually inhabit ancient underground ancestor sites such as stone circles, barrows, dolmens, ringfort or menhirs. They are known to inhabit ancient ruins as well. Generally benign, mischievous and childlike in nature, Sprites are usually sighted gathering outdoors in huge numbers to dance through the night in various celebrations. They are generally said to be helpful to others, sometimes helping needy widows and others with housework before moving on. However, they do have a mischievous side, as they also have a reputation for misleading travelers. Sprites live in the deepest, most pristine forests, but their insatiable curiosity and lust for adventure and excitement often means that they can be found in the most unlikely of places.
Xiannu A pixie race native to Marlakcor.
Yaksha (fem. Yakshini) A pixie race with yellowish skin native to the island of Ceylon in southern Tarak. Styling themselves as the guardians of nature in Tarak, they reside in a hidden city known as Alaka, one of the few well-known pixie kingdoms.
Yosei A pixie race native to Fuso.

Demipixie

A demipixie is a fairy race that is larger than a pixie yet is still diminutive. Adults are about ten to thirteen inches tall.

Other Races

Fairy Description
Hadithi Kunguru Hadithi Kunguru is the collective term for the two black-skinned fairy races native to Orbica, the human-sized Kiwango Kunguru and the pixie Ndogo Kunguru.
Urt The Urts are a human-sized fairy race that inhabit forests and jungles all over Qirsyllviar. They were originally native to the forests of Alfheim before completely mass-migrating to the surface. Urts have an affiliation with plant magic, and are rumored to be the protectors of the jungle ecosystems. They are the only human-sized fairy race at home on the surface and enjoy a rustic-sylvan lifestyle, similarly to wood elves. To this day, there are no Urts left on Alfheim.

Gargoyles

Gargoyles are reptilian nocturnal beings that turn to stone during the day. They live in close-knit groups called clans that protect their rookeries and the surrounding area. Some are known to live alone for one reason or another, such as banishment, or simply choosing to strike out on their own.

Gargoyles are bipedal gargates, and are generally more physically powerful than humans. And though greatly varying in physical prowess, even gargoyles with frail or lanky build, or diminutive in stature, have both known to being able to lift full-grown humans over their heads with ease, and are also very agile, since large or elderly gargoyles have been seen capable of side-stepping, with surprising agility, away from strikes that are too fast for the human eye to follow. Another factor to this is gargoyles being digitigrades, meaning that they walk in their toes. Being nocturnal, gargoyles are very adept at concealing themselves within shadows, perfectly camouflaging themselves in the dark for ambushes, or simply to get around stealthily.

Gargoyles exhibit tremendous visual variety. For example, some have hair and some don't. Most gargoyles have crests on their foreheads in addition to horns, but some gargoyles lack one, the other, or sometimes even both. Some have relatively round, humanoid faces; some have more animalistic snouts, whilst there are those bearing features that are near-human. Most have prehensile tails possibly to provide aerodynamic balance as they glide airborne, many have six limbs, usually two arms, two legs that have curving spurs extending from where the knees and elbows are. Their lower body portions are usually analogous between human and quadrupedal lower limbs and corresponding appendages (allowing a gargoyle to drop down on all fours and run quicker that way) in that they stand on their toes, making a gargoyle appear taller that he or she actually is, and two wings, though among Mayan gargoyles it is not uncommon to have a snake tail instead of legs, and aquatic gargoyles presumably have dolphin-like tails instead of legs.

All gargoyles are shown to have a pair of wings that vary in appearance. Most of the gargoyles featured in the series had mammalian wings resembling a bat's, containing a variety of different digit-combinations, while others have avian wings, resembling a birds. The rarest wing variation are those stretching between his arms and legs, rather than extending from his back as with other gargoyles, somewhat resembling a flying squirrel. These wings are used for gliding as they are incapable of flight, most likely stemming from the gargoyle's highly-developed musculature and dense bone structure. But they need height to take off and must usually fist allow themselves to fall off an elevated terrain before unfurling their wings in order to glide. They cannot take a running start to achieve flight and they cannot hover. If they're on the ground, there's only one way to get into the air: they must climb with their claws to a sufficient and elevated height and then jump. They are quite prehensile, able to fold around their bodies in a cape-like manner.

Gargoyles turn to stone at sunrise and will remain as such until nightfall, at which point everything but the surface layer will crack and flake away, though a gargoyle would generally have to burst itself free from the thin stone covering upon awakening, revealing flesh and blood underneath. During this period (daytime) the stone form is absolute, and they are effectively indistinguishable from statues. This is not triggered by direct sunlight, since a gargoyle kept in a dark and secluded place will still turn to stone when the Sun rises, and more due to the gargoyle's "internal clock" as dictated by his or her circadian rhythms.

While in stone form, all physiological functions of the gargoyle in question are stopped, with the exception of the their natural recuperative processes. Because of this, a gargoyle can stay submerged in deep water while in stone state, with later danger to his or her somatic systems and functions, such as breathing and circulation. However, a measure of cognitive activity must remain, since gargoyles are said to be capable of dreaming while asleep this way.

The stone form appears to be quite durable, given that the Garvis Clan, managed to survive two thousand years in this state, without any apparent degradation. It is not however indestructible, as a human with a strong arm, and the right bludgeoning tool, can shatter it. A dismembered limb, for example, could not be reattached; or regenerated entirely, for that matter. If the stone form is seriously damaged, then the gargoyle will die, without ever waking up. In fact, a nighttime gargoyle corpse would not turn to stone, as it is a biological process.

If a gargoyle is wounded during the night, the transformation to stone would seal and heal any cuts, bruises or abrasions. If properly set, broken bones would knit during the day. Sore muscles would be refreshed as well. There do appear to be limits to this, however, as some injuries never heal. More often than not, a gargoyle awakens at dusk in full physical health, due to their stone state effectively purging his or her body of any malignant yet redeemable factors, inherent or otherwise, that he or she might sustain whilst flesh and blood which, of course, contributes greatly to their remarkably long lifespans.

Female gargoyles lay eggs, which look roughly like large stone cannonballs, and their reproductive cycles are unique. Female gargoyles become fertile on the autumnal equinox every twentieth year, and will lay a single egg on the following spring equinox. If reproducing amongst an large clan, all of the eggs are stored together in the clan's rookery, and the communal hatching occurs roughly two years later.

While not inherently immortal, gargoyles can be extremely long-lived, a result of stone sleep which seemingly slows or halts their aging process to an absolute still (possibly a state of suspended animation) until they wake again the following night. This was how the Garvis Clan was able to survive all the way to the 46th Century PCZ, after being cursed.

Some gargoyles also have an affinity for magic, and it was magic that allowed the old Garvine Empire to survive for so long before the Garvis Clan was cursed into stone sleep. While gargoyles are normally vulnerable during the day, the Garvis clan developed a way to remain protected during he day, and maintain their rule during light hours: Gargate Mages developed a type of amulet that allows the wearer to remain flesh in daylight. Hundreds of handpicked guards were given these amulets to protect the Clan, and maintain the authority of the ruling clan, during the day. They would take turns with one another every few nights before taking the amulet off and getting some rest for a few days. The only drawback was that they would suffer their wounds, and age, like normal beings until their shift was over.

Even in old age they are not as frail and incapacitated as other creatures. Because they spend half their day asleep as stone, they age at half the rate of other beings, thus living twice as long. And given stone form's ever-healing and senility-dampening nature, it is very likely that a gargoyle cannot die a natural death (i.e. advanced age and sustained disease) whilst he or she is in stone.

Ghouls

The Ghoul (female: Ghoulah) is a humanoid race who are native mostly to the Great Dhahabi Desert in southeastern Aquilonis. They are depicted as evil spirits in Ikaj mythology.

They are said to be a desert-dwelling, shapeshifting, race of devils that can assume the guise of an animal and lure unwary people into the desert wastes or another abandoned place to slay and devour them. They are famed for preying on young children, drinking blood, stealing coins, eating the dead, and taking the form of the person that they have most recently eaten.

Ghouls are sometimes confused with zombies, causing them to be mistaken as undead monsters rather than demons.

Giants

Giants are an incredibly large human-like race. The largest known race to date, giants are identical to humans anatomically, but they averagely reach heights of over 14 meters (about 45 feet). Baby giants are typically the size of a human adolescent when born.

Giants tend to live in groups of varying size and are typically nomadic.

Fashion is no concern to Giants, as practically no clothes are large enough for them to wear, so they dress themselves in whatever rags they can to preserve some sense of decency.

Giants are not known to attack other creatures, but a common misconception about giants is that they are ferocious. This isn't true, as most giants believe in the preciousness of life. Regardless, giants are capable warriors.

Gnomes

Goblins

Gods

Gods, or deities, sometimes called "divine ones," are immortal ethereal beings that exist in waht is called the Divine Realm, a higher plane beyond the Mortal Realm and even beyond Heavenly Realm, the home of the angels. Gods and goddesses form the basis of all the worlds religions and take on many forms depending on their culture, sometimes human-like, a beast-person, or an animal.

Gods supposedly have the power to shape the entire Mortal Realm, but usually don't interfere in the realms of mortals.

Since they normally live beyond the mortal world, most mortal being often question their existence, but it generally agreed that they do, particularly by religious authorities.

While they normally reside in the higher plane beyond the mortal world, sometimes a god or goddess will descend into the mortal world in a physical form to mingle with mortals. These visits sometimes result in the production of a demigod, but these are rare. Other times they will give up their immortality and powers to live a lifetime in the mortal world, either by reincarnating themselves as an infant or by discarding their powers upon entering the Mortal Realm, only returning to the realm of the Gods upon the death of their mortal forms.

Deification, or apotheosis, is the act of deifying a person into a god, enlisting them among the ranks of the divine ones. Many important people have been put through this process throughout history, usually upon death, for achieving something so great they supposedly deserve to be counted among the ranks of the gods; but whether or not they actually did join the ranks of the gods has never been fully clear.

Golems

Harpies

The Harpies (sing. Harpy) are a demihuman race with the body of a human and the wings and talons of a bird in place of arms and legs respectively. They colonize mountainsides, treetops, canyons and similar places.

A pure and cheerful race that loves the blue sky and singing. Unfortunately, most of the time they only sing for other harpies.

Harpies are nomadic migratory beings by nature and are a race that embodies the notion of freedom, going where they please, when they please. Being similar in nature to migratory birds, harpies travel about and migrate seasonally. When they're not migrating, they tend to seek adventure before returning to the village. Despite this, some harpies will occasionally settle down and plant roots.

Harpies have an opposable digit on the joint of each wing, and the wing at the joint can curl to some small degree. This allows for gripping of objects, but these improvised grabbers are nowhere near as dexterous as true hands. Because of this, harpies have limited crafting ability. They're dexterous enough that they can make clothing and tools, but more complicated things are received from elsewhere. Additionally, harpy villages have a number of female poultry harpies to produce eggs for trading. Common female harpies lay a small clutch of unfertilized eggs once every month or so, so their production alone could not fill such a role.

Harpies normally reproduce with their own kind, but every so often one will procreate with another race; normally a human, but elven, dwarven and fae partners have been documented as well. However, they don't bring their mates back to their villages. Either way, males and females don't typically mate for life and often have multiple partners to encourage genetic diversity. Despite this, love does happen and sometimes a harpy will choose a mate for life, and will either move to be with them or else continually return when their migration routes bring them back around.

Harpies that mate for life will tend to stay with their partners during birth (or nesting, as female harpies lay eggs), but normally females tend to leave their partners after mating to have their young someplace familiar.

Newborn/hatchling harpies have only light downy feathers, but their juvenile ones grow in by the age of two, and they normally learn to fly by the age of three. Their adult feathers start grow in by the age of twelve and finish by the age of eighteen. While all harpies are colorful, males tend to have dull colored feathers while females have brightly colored feathers.

Subraces of Harpies include:

Garuda

Garuda are a large harpy sub-race prevalent in Tarak. Garuda are considered the strongest of the harpy sub-race and are known for their eternal animosity with the Naga serpent race.

Land Harpy

Land Harpies are a sub-race of harpy adapted and evolved for terrestrial life, like ostriches and emus. Their wings are small, but their bodies have evolved to be larger than humans. Using their thick, powerful legs, they can run at incredibly high speeds. Despite their large bodies and sharp claws, they are generally easygoing.

These harpies still have light frames but are nearly twice the size of other harpies, making them quite tall. Their wings would be a little more dexterous than a common harpy's, as they do not have large pinions to obstruct movement. Land harpies are generally of a duller plumage than the colorful common harpies or patterned raptor harpies, but would also be more memorable and not as keen to forgetting things, as land travel requires greater use of landmarks than air travel. The same issue of crafting would affect them as any other harpy, and they likely have poultry harpies in their villages for the production of trade material.

Though still migratory to an extent, there would be far less distance covered by land harpies than other sorts when moving. Despite their flightless status, land harpy wings are far from weak, and would be able to carry moderate loads while running by wrapping around the items or passenger poultry harpies.

Land harpies would exhibit the same manner of finding mates as common harpies, though due to their restriction of movement, they would likely not seek multiple partners as often.

Phoenix Harpy

Phoenix Harpies are harpies with attributes reminiscent of the phoenix. They are generally found living amongst regular phoenixes. Like phoenixes, Phoenix Harpies burst into flame when they die and are reborn from their own ashes. Yet they still lay eggs and newborn phoenix harpies are born from them.

Much like the yatagarasu, it is unknown how closely related phoenixes are to the standard harpy races.

Poultry Harpy

Poultry Harpies are a harpy sub-race who have more in common with chickens. Females are adapted for laying eggs like hens while males are like roosters. They cannot fly and are unable to run at high speeds like land harpies. However, females produce far more eggs than other sub-races, and they continuously lay eggs nearly every day. Poultry harpies have a red crest on top of their heads. Unlike chickens, their appearance is natural, not selectively bred. They are also very cowardly.

Given their inability to transport or defend themselves to any great degree, poultry harpies simply live with populations of other harpy races. Common, land, and raptor harpies are too different in lifestyle from one another to comfortably form unified villages, and these three races would form their own villages in their own regions. However, harpies cannot make things like clothes or tools because their wings lack the dexterity, so they would have to barter for or steal such things. Most harpies are too laid back to actively steal from other races, so they mostly trade for them. This is where poultry harpies would come in: they produce eggs far more frequently than the other harpy races, and these eggs are the harpy trade specialty.

Given the poultry harpy's status, it's in the village's best interests to have them around. So it is that villages of each type of harpy also include a number of poultry harpies, and offer them protection and shelter. Poultry harpies are weak, slow, flightless, and chicken-hearted, so they would not have survived this long if not for this relationship with the other harpies.

As poultry harpies cannot go out and search for a mate on their own, they're carried and escorted to a place where men might be found by their village-mates or else those village-mates would invite men into the village for the purpose of mating with the poultry harpy.

Likely just as dim as a common harpy, a poultry harpy could not possibly be naturally migratory, as it lacks any means to be such. Even should they not feel the inclination to move, though, they are the smallest of the harpy races, and would be carried by their village-mates when the group decides to move.

Raptor Harpy

Raptor Harpies are large eagle- or hawk-like harpy sub-race. Their bodies are very similar to human bodies. Though other sub-races are omnivorous, raptor harpies are strictly carnivores. They are proud and difficult to please, an unusual trait among the generally amicable harpies.

Raptor harpies have patterned plumage, such as found on hawks or owls, and do not have the giddy colors of common harpies or the simple uniform tones of land harpies. Raptor harpy wings are more angled than common harpy wings and are more adapted to swooping and cornering. As raptor harpies are purely carnivorous, their increased protein intake leads to their bodies being fuller and far less juvenile in appearance. Raptor harpy wings have very long pinions, and these would likely make them even less dexterous than common harpies. Due to the inherent difficulty this presents to crafting, raptor harpies would keep proportionately more poultry harpies in their villages than common or land harpies would.

As hunters, raptor harpies are strong and proud, and are not as easily-impressed by other harpies. Being a predator takes a degree of cunning and consistent knowledge of the terrain and situation, so raptor harpies would be the most intelligent of the harpy races, though that doesn't mean they're particularly smart by human standards.

Mate-finding would be essentially the same as with common harpies, except that raptor harpies would likely be more inclined to finding only a single mate each season, to keep enough time for hunting. As they are predatory, they might be considered a touch more aggressive than other harpy races, and even though harpies would not usually go about abducting men for breeding purposes, if any of them were going to do it, it would be Raptor Harpies.

Yatagarasu

A Yatagarasu is a demihuman race very similar in appearance to harpies. Possessing crow-like traits, Yatagarasu appear prominently in Fuso, and were once viewed as supernatural guides and symbols of divine rebirth and rejuvenation.

Omnivorous, yatagarasu prefer habitats that have sunlight and demonstrate the same "air-headed" behavior as harpies. As such, it is not known precisely how closely related the harpy race are to the yatagarasu.

Humanoid Honey Bee

Honey Bees are an insectoid demihuman race who have four insectoid limbs, antennae, compound eyes, a bee thorax complete with stinger, and wings. The race typically lives in mountainous caves overlooking wildflower fields, or are within range of such places.

Queen Bee

A Queen Bee is a humanoid sub-race of Honey Bee that has been specifically raised from birth to create and rule her own hive/colony.

While born amongst a number of other "Queen" candidates, by the time they reach adulthood there is usually only one ruling Queen Bee in a single hive/colony, with all other bees within the colony loyally following and fiercely protect her when threatened. She is usually the mother of most, if not all, of the bees in her hive. However, if the hive/colony was inherited from a previous Queen, the children of the previous Queen (who has since died or otherwise relinquished her position to the new Queen) will serve her as if she was their biological mother.

Humans

Main article: Human Ethnic Groups of Qirsyllviar

Humans are the most numerous and politically dominant sapient race in the world largely thanks to their ability to create tools and adapt themselves or their environment to survive.

Possessing the largest and widest-spanning culture known, they are often considered to be the standard to which the biology, psychology, and culture of other species and races are compared.

Aggressively territorial, while possessing no natural means of offense or defense (like claws or armor) that other races may possess, human's ability to create and adapt objects to serve specific functions, and their tendency to live/work in groups, has enabled them to dominate the majority of Qirsyllviar and force other races to withdraw into their own enclosed populations away from human attention.

Originally migratory, throughout their written history, humans have managed to set up large empires and kingdoms all over Qirsyllviar and effectively achieved near-global dominance due to their industrious nature; being able to alter themselves or the environments to suit their needs as well as utilizing/taming the wildlife to serve their purposes.

Lamia

The Lamia are a reptilian race with the upper body of a human and the lower body of a snake. Lamias are predatory carnivores that form tribal villages everywhere on Qirsyllviar. Their serpentine tails are powerful enough to rend steel. Male Lamia tend to have solid scales, while females usually have colorful patterns.

Believed to be deadly towards humans, lamia are reputed to lure people back to their lairs and kill them after they've had their way with them. However, this is only partially true, as due to being a race with high libido, lamias would lure men and women to their villages and hold them as 'communal spouses'. If the potential mate is resistant, lamia will use alchemical aphrodisiac compounds such as incense to draw out their lust and force themselves upon them. Usually all the eligible members of the village would get involved, resulting in mass orgies. Following the initial orgy, the person has a choice to voluntarily stay or leave.

Despite the legends and their high libido, Lamias don't usually mate with humans; they normally mate with each other.

Lamia affection has no gender boundaries; while they can only reproduce with the opposite gender, same-sex couples are a common sight.

Some lamias actually chose to leave for the purpose of finding a mate, starting their own colony, or simply making it on their own.

Subraces of lamia include:
Cobra Lamia Cobra Lamia are, as their names suggests, a sub-race of lamia that resemble cobras. Like a normal cobra, they can produce a hood of scales.
Echidna Echidnas are a sub-race of lamia. Because more of their bodies are covered by scales, compared to standard lamias, echidnas are more closely related to Lizardfolk. Their name means "viper women", and true to their name, they possess poisonous fangs inside their mouths. Their venom is a type of hemorrhagin (meaning that it breaks down blood vessels) and must be treated with caution. Their snake-like lower bodies are covered in a unique pattern reminiscent of vipers.
Gorgon Gorgons are a sub-race of lamia with snakes for hair. In mythology, their gaze are said to turn creatures into stone, but in thankful reality, they possess no such ability. However, their gaze seems to be very keen, and their glare makes living creatures unable to move, as though they've been turned to stone. In unfortunate reality, they have poor eyesight and only appear to be glaring despite their lack of ill will, as they are instead only trying to see more clearly.
Melusine Melusines are a lamia sub-race with dragon-like wings on their backs. Due to this, they share characteristics with Dragonewts. In contrast to other lamia sub-races, they are more similar to sea snakes than terrestrial snakes and prefer to live by the shore. Sadly, their wings aren't strong enough to lift their long lower bodies, making said wings being more vestigial in nature.

Leprechaun

Lizardfolk

Lizardfolk, or Saurians as they call themselves, are a group of demihuman races that possess dinosaurian lizard-like attributes such as claws, scales and a tail. While reptilian, lizardfolk do posses aquatic abilities and are particularly gifted swimmers, able to use their tails to aid in swimming. Lizardfolk are universally digitigrades, meaning they walk on their toes, and can run faster because of it. Lizardfolk are almost dinosaur-like in appearance, hence their preferred term to call themsevles, and are sometimes mistaken for them at first glace. Lizardfolk are also carnivores, with their diet usually consisting of a fresh kill from hunting, though they will also cook it. Saurians are also adapted to eating fruits, but have a strong distaste for vegetables.

More common in Nekcroz, lizardfolk are known for being aggressive and warlike; they once held dominion over at least seven known empires in various parts of Qirsyllviar, but were always forced from power due to infighting or constant invasions, save for two. The only two remaining independent lizardfolk-ruled states are Xzandor in Aquilonis, and Xotil in Nekcroz; the latter is more successful and prominent, as it holds vast territory over its home continent, as well as lands in Tarak and Maritymir.

Lizardfolk outside Nekcroz have since become more self-controlling and docile, but are still known for violence if provoked or provided the right incentive; while the lizardfolk of Xotil still retain most of their more aggressive warlike behavior, they are still docile and patient enough to maintain control of their vast empire. Some Saurians are even docile enough to except servitude to other races.

Because some lizardfolk can't completely let go of the primal warlike instincts, it's not uncommon to find lizardfolk fighting as mercenaries in foreign armies, or wandering around with groups of bandits.

Saurians have a natural affinity with dinosaurs, and are able to bond with, and tame, most on Qirsyllviar, including the most vicious of predators; although is undeniable that the herbivores are much easier to tame than the predators. No one knows why, but must assume it's because that saurians and dinosaurs are both reptilian, and therefore share some kind of bond, much like merfolk and sea creatures.

Saurians are one of the few sapient races that lay eggs. When females lay a fertile clutch, they often revert to their animalistic instinct to guard them jealously, letting only their mates near them.

Lizardfolk subraces include:
High Saurian The High Saurians are the standard lizardfolk. Adults stand as tall as humans, have tough scales of various colors (depending on dominant traits) that run down their backs, arms and spines, and bony crests that protect their head and back.
Caelidon Caelidon are a lizardfolk sub-race with reptilian wings and can fly.
Chamelia Chamelia are a lizardfolk sub-race that have a chameleon-like appearance and have the ability to change color.
Crocodon Crocodons are a larger lizardfolk sub-race that are crocodilian in appearance. Much larger and stronger than an average saurian, crocodons are the muscle of the lizardfolk races.
Salamander Salamanders are a lizardfolk sub-race native to mountains. They have bright-orange hides and typically live near volcanoes.
Skink Skinks are a lesser lizardfolk sub-race that are much smaller than a typical saurian.

Merpeople

Merpeople, also known as merfolk, are a demihuman race with the upper body of a human and the lower body of a fish. Males and females are called mermen and mermaids respectively. Their tails include two pelvic fins, a dorsal fin and a fluke, and gills on their sides. They also have webbed hands. A merperson's genitalia generally aren't visible at first glance; they're most often covered by fleshy flaps that open up during sexual arousal.

Although they spend most of their time underwater, merpeople have been known to deliberately beach themselves on sandy beaches because they love to sunbathe like seals. To prevent their bodies from drying out when they sunbathe, they are covered in a mucus which keeps them moist when they spend time on land. However, prolongued time outside water can still cause the mucus to dry out. Merpeople breathe through their gills under water, but switch to lungs when they're above water; this switch automatically happens outside their control, but it tends to take up to five seconds for the switch to finish, requiring them to hold their breath briefly. If their moistioning mucus drys out, particularly in their gills, this can cause failure to switch from lungs to gills and they can drown.

Merpeople live all waters of Qirsyllviar, but most live in waters of warm tropical oceans and their scales and fins are colorful like tropical fish.

Merpeople are incredibly fast in water, and can cover distances of up to 50 miles within minutes. Merpeople also have biosonar, and it assists them in getting around if they are sight impaired or are venturing into darker waters without any light. This natural sonar they possess is actually difficult to master, and some go through their lives never learning how.

Merpeople also have powerful voices, especially mermaids. They can either vocalize in a low pitch to enchant other races, or in a high pitch to cause immeasurable pain. The powerfulness of a merperson's voice used either way is what gave the rise to the term "siren," a word most merpeople take with great offense.

A great many merpeople are generally nomadic, but most live in permanent colonies. There are thousands different colonies of merpeople of all sizes all over Qirsyllviar, but the only recognized solely merpeople nations are the undersea nations of Bivalvia, Chelonii, Cnidaria, Delphinidae, and Mysticeti in Maritymir. Nearly all colonies have been known to form a society of coexistence with the locals over a few short generations; Ningyo Shima in Aquilonis, and Renyu Dao in Marlakcor, the Arawak Islands in Nekcroz, and the Maluhia Archipelago in Maritymir, are prominent examples, and this is also a normality in various places in Maritymir. Talmyrnia, Fuso, New Hylar, Long Qundao and Soynaltiar also have several well-known colonies of merpeople in their waters. There are some merfolk colonies in Soligaia and Tarak, but they're a bit rarer.

Merpeople also have a strong bond with the creatures of the sea, and live amongst them in an almost symbiotic way.

The exact origin of the merpeople race is unclear; some philosophers speculate that they evolved on their own, while others believe that the first merpeople were once humans who were changed into half-pisces creatures by magical means; both theories are supported and rejected by various groups.

Merpeople generally have a different sense of modesty from other races. Most merpeople who live away from land-based societies traditionally don't wear clothes of any kind and have no issue showing themselves, but merfolk who live near or coexist with land-based societies tend to adopt the custom of clothes, primarily in the form of skirts and tops of some kind.

Subraces of merfolk include:
Arctic Merpeople Arctic Merpeople, sometimes known as Ice merfolk, thrive in cold waters and are built for survival and polar temperatures. They live in the waters around Arctica and are generally protective of their territory.

Evolved to withstand cold climates, they have extra body fat to insulate them against the cold keep themselves warm. Arctic merfolk usually have larger eyes to see well, paler skin and lighter hair colors. Their tails are also usually darker.

Eel Race The Eel Race are merfolk with long bodies like a lamia. Unlike most merfolk, they have no trouble living on land. This is because they produce even more mucus than standard merfolk, though as a result, they have trouble wearing most clothing materials.

They have a tremendous amount of stamina and often stay up all night, consequently making them sleep-deprived most of the time. Their mucus possess cosmetic properties as well, making it a highly coveted substance for use in massages.

Freshwater Class Unlike standard merfolk, which reside in warm ocean waters, these merfolk regularly travel from rivers to oceans and back again; some also live in freshwater lakes, Loch Wyvern in Caledonia being a famous example.

These merfolk are known for journeying through any fierce rapids or waterfalls that may stand in their way. Because of this, the have slim and fit bodies. Their colors are more muted than those of standard merfolk.

Shark Merfolk Skark merfolk, sometimes known as Mersharks, are a merfolk sub-race armed with sharp teeth and having the lower body of a shark. Shark merfolk are also entirely carnivorous, a rare trait among the predominantly omnivorous merpeople.

Shark mermaids have a enchantingly sweet singing voice, and due to their carnivorousness, are sometimes believed to be the sirens of myth.

Their personalities are wild and aggressive. Many engage in pirate-like activities, and are popular with the most ruthless as a way of looking even more menacing. Like sharks, the skeleton in the lower bodies is made of cartilage, making them very delicate. They are mentally weak, as well.

Tropical Merfolk Tropical Merfolk are a rare sub-race of merfolk found within tropical waters, usually near or within coral reefs. Capable of living in both fresh and salt waters, Tropical Merfolk are a minority race amongst the Mer-races but are widely famed for their beauty.

Minotaurs

Minotaurs are a demihuman race with bovine attributes. Minotaurs are visually muscular, possess, legs, tail, feet, and head of a bull, but with a human torso, and are taller than an average human while also possessing greater physical strength that may rival a Centaur. There are two types of Minotaur, the lactating "milk producing" types (female) and the aggressive "bullfighting" types (male).

Nymphs

Nymphs are a set of monogender races of women with elemental properties. All nymphs are nude and their appearance usually determines their elemental affinity on sight. Without any men in their race, no one is sure how they reproduce, as mating with men of other races is beleived to be insuffiecent.

One of the most well known and observed traits of all nymphs is that thye love playing and pulling pranks. They are often heard laughing and seen dancing while some of their own plays music. Nymphs are somewhat shy and tend to avoid interaction with other races except to pull a fun but harmless prank, but they can be attracted if music is played, especially if they like it. Nevertheless, nymphs have powerful control of their affinitive elements and are formidable opponents in a fight, though they tend to avoid controntation if they can avoid it.

Celestial Nymph

Celestial nymphs are a type of nymph that is beleived to be closest to the heavens, literally and figuratively. They have gold ahir and their pale-yellowish skin is covered with gold dots that are interconnected with equally gold lines. They live near the tops of the highest peaks,

Earth Nymph

Fire Nymph

Fire nymphs have pale-reddish skin with dark red hair and live in and around volcanic areas. Their skin is warm to the touch but not to the point that they can survive in fridged climates. A common myth says they are descended from dragons, but this is just a fairytale.

Ice Nymph

Ice nymphs are a type of nymph that only thrives in fridged climates. They have pale-white skin and have shars of ice in their hair.

Water Nymph

Water nymphs have pale-blueish skin dark blue hair and live in and around bodies of water. Mostly lakes and ponds but are sometimes spitted near rivers and streams and even in the ocean.

Wind Nymph

Wood Nymph

Wood nymphs are type of nymph with an affintity with plants and trees. They have pale-green skin and dark green hair are covered with wines and leaves. They are sometimes confused with dryads.

Ogres

Ogres are horned humanoid beings that possess the notable feature of not only great size, but phenomenal strength.

While many of their depictions in mythology may not hold true to how they are in reality, Ogres are indeed very tall in stature, ranging from two to three meters (6'6"-9'10"), and possess incredible strength. Thought to live in mountainous areas or badlands, most Ogres have a single large horn protruding from their head and tend to have thick, tanned skin. Despite their large size, female ogres are laid-back and carefree, while males tend to be more violent

Oni

The Oni (鬼) is a horned race native to Fuso and parts of Marlakcor. They have colorful skin ranging from red to blue and have two small horns. Standing only two meters tall (6'6") they are larger than the average human.

Red Oni are thought to be crybabies and Blue Oni are considered self-sacrificing, but it is unclear whether or not there is any truth to these claims. It is customary for Oni to dress in tiger-striped clothes.

Orcs

Orcs are a race of brutish, aggressive and generally lustful pseudo-humans. Possessing large lower jaws with prominent fangs and a snout, their features tend to be "pig-like" in appearance. Taller and thicker than a human by half, they would have about the strength a two bears, and have noses capable of accurate olfactory sense to up to a kilometer out.

Aggressive scavengers and opportunistic carnivores, while they possesses a low cunning and a low intelligence when compared to other more intellectual races, orcs do possess a crude culture of their own. Violent by nature, they will fight ferociously if compelled but tend towards more chaotic/destructive behavior such as pillaging, rape and/or cowardice. Their only joy in life seems to be to ravage settlements, rape women of all races, and to steal things made by greater societies. It is for this reason that half-orcs are generally discriminated against, despite being less violently-inclined than their orc parent. Orcs are not without a sense of reason, and some are known to be hired as mercenaries or join mercenary bands with the promise of pay.

Despite their brutal lifestyle and instincts, a few are intelligent enough to maintain the sovereignty of the widely recognized Orc Empire. However, while there have been several independent orc states in recorded history, none have lasted for long due to infighting; the current Orc Empire is the only organized Orcish state currently in existence

Pans

Pans, are a demihuman race possessing characteristics of a goat, sheep or ram, including a pair of curved horns on the head, a small tail, ungulate ears, furry goat legs and hoofed feet.

There are two types of Pans; Satyrs and Fauns.

Pans of either type typically don't wear trousers.

Fauns

Fauns have thick roundly curved horns out of the side of their head like a bighorn ram, almost like corkscrews.

Fauns are some of the more common, and popular, race of pans and have integrated into most societies extremely well. Fauns are shy and sheepish in general, and thus are known for bouts of extreme embarrassment, particularly females. But as they age many fauns have grown more confident and can interact with other races smoothly.

Similarly to sheep, female fauns are known to grow some thick wool out of every surface of their body, excluding the hooves, hands, fingers, and face, and requires occasional shearing. The rate of this wool's growth normally follows a seasonal pattern; meaning that it grows more in the fall and winter, and less so in the spring and summer. If left unchecked, this wool will grow thick enough to become unbearable to the individual in question.

Satyrs

Satyrs have thin slightly curved horns out of the top of their head like a domestic goat.

Satyrs are generally more warrior-like in nature than their cousin race, and tend to be protective of their own kind. Satyrs are more secretive as well, and are not normally seen outside of their natural habitats, which include forested groves with nearby rivers or streams. Satyresses (female satyrs) don't grow very thick wool like fauns do.

Despite being more reclusive than fauns, satyrs are notoriously lustful.

Papillion

Papillions are a diminutive demihuman race with butterfly attributes. Roughly the same size as an adult pixie when fully grown, Papillions have butterfly wings, antennae, and an extra set of arms.

Papillions hatch from eggs in their larval stage; during this stage they resemble caterpillars, termed a "Greenworm," and have a single set of arms with a caterpillar body and feet. After some time eating to a necessary weight (it varies by the individual) they then go into their pupa stage by encasing themselves in a chrysalis, emerging in their adult form after roughly six months. They are extremely vulnerable in their pupa stage, and generally go into their chrysalis form in a safe place such as the hollows of trees.

Like normal butterflies, Papillions feed primarily on nectar; for this reason, it is believed that Papillions can share a symbiotic relationship with Alraunes, but this is unconfirmed.

Despite being diminutive and capable of flight, Papillions are unrelated to pixies in any way.

Plantlike Races

Plantlike races are beings that have plantlike attributes. They can appear human most of the time, but can take on a more plantlike appearance under certain conditions. When in plant form, their bodies change according to the amount of nutrients and water they have absorbed. This holds true for their human form as well, regardless of their actual age, making it impossible to determine their age by appearance alone. Plantlike races do not wear clothing.

The different plant-like races include:
Alrune Alraune are a pseudo-human female-only plant-like race with the form of a extremely beautiful, nude, women covered in flowers, and have flower-like qualities. When in humanoid form, they typically have flowers sprouting in their hair and the joints of the their bodies.

they are timid and normally prefer to not move around very much. Noted for being carnivorous (both literally and sexually), they're always releasing sweet smelling fragrances that attract men, and they wait for their prey. This pheromone-rich fragrance is released from their bodily fluids, and the fluid is called "Alraune Nectar", and the nectar also acts as a powerful aphrodisiac. As they use cross-pollination rather than self-pollination to procreate, they do require interaction with other races (primarily humans).

When an alraune reproduces, the process of which takes roughly a month, they appear pregnant like a human woman; but when they give birth, a giant flower bud grows out of their naval; when the flower blooms, a new alraune is born and the flower withers and falls away. Their nectar also acts as "breast milk" for their young, but alraunes in general are completely unaffected by the aphrodisiac effects of their nectar.

Dryad Dryads are a plantlike non-human race that is associated with trees and bushes.

They normally take on the form of beautiful, nude humans, but can change into a more plantlike form, with qualities similar to those of small or medium sized tress or vines, at will. There hair is also known for being cluttered with leaves in addition to normal hair. When they are angered or feel threatened, they transform into large tree-like monsters. They're normally warm and welcoming, but they will attack those who threaten the forest without mercy.

Though they are easygoing and mild-mannered, they tend to not associate with other races (this is true of all plantlike races). However, exceptions are made for those who do not harm them or provide them and their home with care, and they sometimes open their hearts to helpful members of other races.

Dryads normally spend a lot of their time amongst trees. They will wander around their forest usually keeping to themselves, but when something spikes their curiosity, normally visitors in their woods, they will try to get as close as possible without being seen. When they sleep, they merge directly with a tree, becoming one with them.

Ghillie Dhu Ghillie Dhu are a plantlike race native to Caledonia on eastern High Albion.
Kodama Kodama are a plantlike race native to Fuso.
Mandrake Mandrake, also known as Mandragora, are a plantlike race with root-like qualities. Preferring solitude, even among the timid plantlike races, mandrakes are known for being exceptionally timid and cowardly, although this is not so much due to xenophobia as being due to extreme shyness. Unlike other plantlike races, like aryads of alraune, there are male mandrakes as well as female.

The scream they emit when removed from the ground is fatal; but the screams of younger ones are not. But as their scream is still very loud, it does sometimes cause loss of consciousness of hearing in those standing in the vicinity.

Salabhanjika

Salabhanjika are a plantlike female-only race native to Tarak. Like Alraune, they resemble beautiful, nude, human women, but are covered in leaves and vines instead of flowers. Salabhanjika reproduce parthenogenically (meaning without fertilisation).

Pterytiko

The Pterytiko are a race of humanoid beings with elf-like ears and angel-like wings on their backs, and feathers growing on their back, arms and legs. Because of their appearance, they are sometimes called demi-harpies, but this an erroneous term, as their feet are still human-like and their arms and wings are separate.

The Pterytiko inhabit the flying cities known collectively as the Sky Cities, but how exactly they manage to locate each city when they travel between them is a mystery to all but them. They typically aren't seen on the surface, and even when they do they are a rare sight. They are, however, known to visit the flying lands of Alfheim, Avalon, and Asgard.

Even though they are technically "Winged Elves," the Pterytiko are not related to the elf or harpy races in any way.

Puck

Pucks are a small elf-like race, about twelve inches tall at adulthood, the typically inhabit woodlands. They are particularly populous in Arqupeiro (Soligaia and Aquilonis together). Despite being "elf-like," they have relation to elves whatsoever.

Selkies

Selkies are a humanoid race that are fully human on dry land but turn into seals when they enter the sea. On land, selkies are only identifiable by their silver hair and hazel-gold eyes. Selkies are more commonly found in the waters around the Albion Isles and Eylanda, but are also found in the waters around New Albion and Talmyrnia.

Serkets

The Serket, named for the Kemetan deity of the same name, are a demihuman race with the upper body of a human and the lower body of a scorpion. There lower arms are also replaced with the claws of a scorpion. Their scorpion tail contains a highly potent venom that can kill a mammoth within minutes.

Serkets are said to be skilled in the knowledge and curing of any manner of animal poisons, ranging from scorpion stings to snakebites.

Skiageher

Skiagehers are a race of humanoid beings that live in caves, abandoned catacombs, the caves and tunnels of the underworld, or any shadowy place. A skiageher is human-like save for a few obvious characteristics: they have purple skin, blue sclera, and they grow short horns. No one know why, but they can't survive in sunlight, just like Strigjian vampires; their skin burns upon exposure, and can be fatal if exposed to long. Because they can't go out in the daylight, there are a rare sight. Those that are sighted are often mistaken for demons at first glance, but Skiagehers are unrelated to demons in any way.

Soul-Wraith

A Soul-Wraith is a non-being and Dark creature, considered one of the foulest to inhabit the world. Soul-Wraiths feed upon the happiness of other beings, and thus cause depression and despair to anyone near them. They can also consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "soul-sucking fiends". They are known to leave a person as an 'empty-shell'.

There are certain defenses one can use against soul-wraiths, specifically the Astral-Fauna Charm. Soul-Wraiths hold no true loyalty, except to whomever can provide them with the most people to feed off. They cannot be destroyed, though their numbers can be limited if the conditions in which they multiply are reduced, implying that they do die off eventually.

Soul-Wraiths have a humanoid shape, approximately three metres, or 10 feet high, and are covered in dark hooded cloaks of long ripped black cloth, making them closely resemble wraiths. Its body is greyed and decayed looking, like a decomposing corpse, and its breath sounds rattling, like it is trying to "suck more than air" out of a room. Its hands are "glistening, greyish, slimy-looking, and scabbed". They seem to exude cold.

A soul-wraith's face has empty eye sockets, covered with scabby skin. There is a gaping large hole where the mouth should be, which is used for sucking the soul out of the victim in a process called the Wraith's Kiss, leaving victims in a state generally considered worse than death. The soul-wraith pulls back its hood and sucks out its victim's soul, leaving the person an empty shell, alive but completely, irretrievably 'gone'. Unlike other creatures, who move through some means of physical support, soul-wraiths can fly freely. However, they are still solid and cannot pass through solid obstacles.

Soul-Wraiths are also known to be blind, as they do not have any eyes. However, they can sense whether a presence is near them or not, by sensing the victim's emotions.

Soul-Wraiths seem to suck all the light and happiness from the air as they draw long rattling breaths, and cause darkness to close in everywhere and the victim to feel incredibly cold. They can glide toward a victim without sound, and they are sapient enough to taste and sense fear, being drawn to it and the promise of positive memories that it can feed off of. They are also intelligent enough to be greedy.

In addition to feeding on positive emotions, soul-wraiths can perform their last and most dangerous ability: the Wraith's Kiss, in which a soul-wraith latches its mouth onto a victim's and sucks out the person's soul. The victim is left as an empty shell, incapable of thought and with no possibility of recovery. It is believed that existing after a Wraith's Kiss is worse than death: as a person's soul is their true self, to be 'kissed' by a soul-wraith is to cease to exist, and yet also remain.

Succubus

The Succubus is a female-only race with a penchant for seducing men. They appear in various places in search of men, no matter the race. The succubi are a race that always has the form of a woman and feed on human body fluids, typically the sexual kind. They are human-like in appearance normally, but they have bat-like wings and flexible devil-like tails and horns. They sometimes hide their wings, tails and horns to take up residence in human settlements unnoticed so they can hunt in a similar way a human woman would, by simple flirting.

They are typically dishabille, often wearing the bare minimum, but will sometimes wear normal clothes in order to blend in; other succubi never wear clothing of any kind, going their entire lives in the nude.

In order to meet the desire of a wide variety of types of men, they range from having full, voluptuous bodies, to having bodies like that of a child; while their initial everyday form is supposedly hereditary, it's said they can change their form, such as their breasts, waist, hips and butt, even their own face, and even the color of their hair, eyes and skin, to suit the man's fancy, but this is unconfirmed. It is also rumored that they can change to look like another race, but this is also unconfirmed.

Just as their appearance vary greatly, so too do their personalities, but every succubus has in common being extremely lascivious, lustful and dedicated to the pursuit of pleasure. They are also apparently adept at changing their personality to suit the man's taste; one moment they can take on the personality of an elegant and dignified noble lady, and the next a bodacious prostitute. They can even take the personality of innocent ignorant child. Despite the variations, all are beautifully lewd, arousing the desire of men. Also, they do attack human women as well, often it's simply out of preference.

They have a powerful affinity magic, but nearly all of it is used for seducing men. Whenever they find a man, they use charm spells, their gorgeous bodies, naturally produced pheromones, and various means to seduce him, and gain the greatest pleasure through sex. Every aspect of the succubus is designed to enable her to bewilder men. Few, if any, would be able to elude the temptation, save for those men who possess truly remarkable willpower. If they fancy a man, they'll bring him back to their residence, sometimes for marriage. Succubi are not immune to the concept and emotion of love, and many have been known to fall in love with a man. They are no different from other beings when it comes to love, and it can range from just a childish crush to a possessive obsession.

Succubi will normally reproduce with incubi, a male of their own kind, but conceiving children with other races is a common occurrence. A pregnant succubus will not usually stop trying to feed on men, no matter how far along they are, but will into hiding when they give birth. Additionally, while they are adept at changing their appearance to suit a man's fancy, their pregnant bellies are the one thing they can't hide.

In some cases, they can pour their pheromones into their partners through sexual acts, and change women into succubi like themselves, or men into incubi.

Despite all this, succubi aren't evil by any means; they're just a race that enjoys the pleasures of the flesh more than normal beings.

Incubus

An Incubus is the male counterpart of a succubus. They typically seduce women, but are known to play with succubi as well.

Troll

Trolls are a diverse race. Depending on the type, trolls can reach heights over three meters tall (9'10"). They have skin that varies depending on the type. Females are easy-going and carefree, while males tend to be more violent.

Mountain Troll

Mountain trolls are a type of troll that make their home in mountain ranges or hills.

River Troll

River Trolls are a type of troll that make their home in along the banks of rivers. They're also proficient swimmers due to having leaner bodies, and they stand fully erect like humans.

Swamp Troll

Swamp Trolls are a type of trolls that make their home in swamplands.

Vampires

Vampires are a human-like being that feeds mainly on blood. They can be distinguished from regular humans with their long canine fangs, palish skin, and unnatural eyes that glow, but are otherwise indistinguishable from humans. They also have enhanced senses, agility and healing abilities, and they're also regarded as slightly more intelligent than regular humans.

There are three types of vampires across Qirsyllviar; there's the ancient but few-in-number "Strigjians," also known as "True Vampires"; the more recently evolved and numerous "Twilitians," or "Daywalkers," who have evolved to a near-human state; and the beastly "Verminpires."

The legends also state that vampires can turn humans into vampires by biting them. While this goes without saying for Strigjians, amongst Twilitians only purebloods can turn humans into vampires by bite. The transformation is achieved via a naturally-produced venom that is mixed with the vampire's saliva. Nonpure Twilitians, daywalkers with too much human blood in their recent ancestry, don't have this power, and neither do Verminpires, but any natural-born vampire can turn a human into a vampire by having them drink their blood.

Some ancient societies regarded vampires as undead, but this isn't true; vampires are living beings just like all others, thus they do have to breathe and they can die if a vital organ is damaged enough. All vampires of each type are naturally stronger than humans, but they can drown or be asphyxiated, and if enough force is applied an organ can be damaged beyond biological repair. No one know why, but when any type of vampire drinks blood, especially if it's good-quality, any non-fatal injuries they're suffering from heal at an accelerated rate. However, if their injuries are too severe, drinking such blood may still accelerate the healing but it won't be enough to save them in time.

While there are many covens, noble houses, and simple families of vampires all over Qirsyllviar, the only independent vampire-ruled country left is the Kingdom of Ardeal.

Strigjians

Terms for Strigjians in other cultures/languages:
Culture: Term:
Starkchen Makellos
Kelt Alithinos
Αληθινος
Wan Chunzheng
純正
纯正
Genjin Honmono
本物
Sinjok Sunjong
순종
Arslan Jinkhene
ᠵᠢᠩᠬᠢᠨᠢ
Mưa Nhân Thuần Chủng
馴肿

In most legends vampires are portrayed as nocturnal, reflectionless, shape-shifting beings with chalk-white skin and allergies to sunlight (the sun's ultraviolet rays to be precise), garlic and silver, and only feed on blood. They mostly prefer to consume the blood of humans or other sapients, but sometimes animal blood (like sheep, goat, cattle, pigs, deer, bison, wild boars, etc.). Most of the legends are true only for Strigjians, also known as True Vampires, vampires who are often many centuries old.

Contrary to the legend, Strigjians don't feed only on blood, they also eat meat, fruit, vegetables, and anything edible, though they are primarily carnivorous. However, they truly can't consume garlic. The most logical believe that garlic contains something that is poisonous to Strigjians. However, simply being in the vicinity of garlic doesn't harm them. It's only dangerous if they consume it or their skin is splattered with garlic juice. Consuming garlic or its fluids can make Strigjians very sick, but is not usually harmful to them beyond that; however, garlic can be toxic if consumed in large quantities.

Contrary to legends, no vampire is weak to silver.

Legends say that sunlight can turn a Strigjian vampire to ash, but what they're actually weak to is the sun's ultraviolet rays; their skin is roughly 85% less resistant compared to other races, so while sunlight won't kill them immediately the process is excruciatingly painful. a Strigjian's only real weaknesses are those mentioned, and it should also be noted that beings turned into vampires by Strigjians share the same weaknesses.

To those who don't know better, Strigjians are erroneously considered immortal, as they usually don't die from old age, and are highly resistant to most diseases. No one knows why, but when Strigjians consume good blood, their youth is partially restored, giving them the ability to stay young for centuries; although, how much of their youth is restored seems to revolve around the quality of the blood they drink, not the quantity. This includes all sorts of factors when choosing blood: including, but not limited to, race/ethnicity, age, health, ancestry, genetic conditions, etc. Thus, a Strigjian has some degree of control over how old or young they appear, making their actual age impossible to determine on sight alone. It is not uncommon for a centuries-old Strigjians to appear a young adult, a teenager, or a child (e.g. A 500-year-old Strigjians can possibly appear much younger than 400-year-old). However, not only does their youth wear off when they fast, but if a Strigjian goes too long without consuming blood their age can catch up with them, causing them to wither and weaken without necessarily killing them. Additionally, the longer they live the ability to stay young with good quality blood weakens greatly, until it gets to the point that no amount of blood of any quality will keep them alive. Thus they are not, inherently, immortal.

One other way they stay alive for centuries is to hibernate by mummifying themselves. No one knows how this is achieved, mainly due to the process being a closely-guarded secret. This allows Strigjians to hibernate for decades or centuries before being reawakened again, usually by being fed blood. This is the only way for them to survive extremely long periods without consuming blood. However, they are fatally vulnerable while in this state, so they tend to hide their resting place from all but a trusted few, and the ruling family of Ardeal is one of the few groups of people who know the resting place of many Strigjians.

According to Rykardiac's Archaic Book of Records, the longest recorded strigjian lifetime was Gerbladius Kangarian, who died in 3722PCZ at the age of 1232.

Strigjians can also hypnotize their prey, even fellow members of their race, with their gaze; which makes them a formidable threat if wronged. Another gift Strigjians possess is the ability to see memories by tasting their prey's blood. Twilitians don't normally have this ability, but a known exception is Queen-Empress Adelaide III, a 46th century PCZ abjaksan of Soligaia.

Strigjians are relatively few in number, and they're no longer a common sight due to vampire hunters hunting vampires of all kinds in the past. There are between about 90,000 - 1,000,000 left on Qirsyllviar – which seems like a lot but really isn't, especially since many thousands among those have been hibernating in hidden hideaways for many centuries, many of whom have been all but forgotten with nobody to wake them up. It is now illegal to hunt Strigjians in many parts of the world and they are recovering their numbers once again.

Twilitians

Terms for Twilitians in other cultures/languages:
Culture: Term:
Starkchen Taggeher
Kelt Merastrata
Μεραστρατα
Wan Chenzou
晨走
Genjin Pikaho
光歩
Sinjok Najsanbo
낮산보
Arslan Naralkhaa
ᠨᠠᠷᠠᠯᠬᠠ
Mưa Nhân Ngày đi
㝵𪠞

The modern Twilitians, also known as Daywalker Vampires, are vampires that have evolved and adapted to live alongside humans. They are no different from humans save for a few obvious characteristics, and the fact that they still drink blood; but they mostly feed on animal blood, only drinking human blood if offered or if they have no choice. While they are still preferably nocturnal, they can operate on the same sleep cycle as humans if they choose, and many do. Their evolution resulted in their skin-pigmentation being identical to humans and now allows them to blend in more easily, making it difficult to identify a Twilitian on sight alone.

Twilitians maintain their enhanced senses, agility and healing abilities, but they're half as powerful as Strigjians. Twilitians eat normal food too, meat, fruit and vegetables and all, yet they must still drink blood every so often or suffer malnutrition; or worse, they can descend into insanity, becoming Verminpires (though an exceedingly rare fate for a natural-born).

Twilitians are unaffected by sunlight, and have no allergies to garlic (though they still tend to avoid it on instinct). The only drawback is that they age and die like humans and are just as vulnerable to disease, and they can't mummify themselves like Strigjians can. Nevertheless, they still live longer than humans, usually around 160 years on average, but advanced ages are still reported once in a while. Twilitians don't posses the ability to shapeshift either, and they have reflections in mirrors. Pureblood Twilitians, those who have no human ancestry in their veins, maintain the ability to turn humans into vampires with their venomous bite; but non-purebloods, those who do have human ancestry, such as a dhampir, or being descended from a pureblood and a human-turned vampire, do not produce the venom.

According to legend, the Twilitians first began when a coven of vampires decided to try and make themselves immune to sunlight so that they may feed more actively, an effort which succeeded after much trial-and-error. They developed a skin-applied potion that would allow them to walk in the sunlight until the effects wore off, the only side-effect being the human-like pigmentation of their skin, as well as the loss of their allergies to garlic and silver. Despite the fact that the effects of the potion were temporary to them, the genetic effects were permanent; their offspring developed a permanent immunity to sunlight, along with the rest of the strengths and deficiencies that characterize the Twilitians. The formula for the potion, immortalized with the name "Shelgaed," has been lost to history, but its legacy has remained in the form of the daywalker vampires, or so goes the legend.

Due to these many differences, along with many similarities to humans, most Strigjians consider Twilitians inferior and view them with disdain and scorn, bordering on open hostility. This even extends to Twilitians of their own descent, despite the fact that Twilitians outnumber them greatly, and the sentiment is getting worse by the decade, as the number of purebloods has been steadily dropping. Only a rare few are openly accepting to Twilitians, usually not caring one way or the other.

Verminpires

Terms for Verminpires in other cultures/languages:
Culture: Term:
Ardealian Paraziţi
Starkchen Schädling
Kelt Zoyfia
Ζωυφια
Wan Haichong
害蟲
害虫
Genjin Gaichu
害虫
Sinjok Sahoeui Haechung
사회의 해충
Arslan Ichgüürgüi
ᠢᠴᠢᠭᠦᠷᠢ ᠦᠭᠡᠢ
Mưa Nhân Côn trùng gia súc
昆虫加亍

Verminpires, are the lowest of the entire vampire race. They are vampires who have lost their sanity and general humanity, descending into bloodthirsty beasts. Verminpires are considered vermin by both sane vampires and other races, and their beastly nature are the main reason for the ongoing animosity between vampires and most other races.

Verminpires are skillful hunters, but they rarely ever attack in plain view out in the open; they prefer to corner their prey once they're alone. They are also labeled for execution immediately if they can't be brought back to sanity, or if they've caused too much trouble.

Verminpires are a rare sight, as they normally keep to the shadows, and their existence is usually kept to a minimum. Verminpires are normally the product of humans-turned-vampires that go without blood for too long after turning; others are the result of a loss in sanity from trauma. Natural-born Strigjians and Twilitians rarely ever turn into Verminpires, but it can happen.

Werecats

Werecats are a demihuman race of beings who possess the ability to shapeshift between the form of a human and the form of a cat, either partially or fully. Werecats are considered the feline equivalent of the Werewolf. However, Werecats are more "tame" than werewolves, possessing "cat-like" behavior and mannerisms. Werecats were once believed to be the descendants/cousins of the Alfheimish Cait Siths, but this has since been proven false.

Appearances and sightings of Werecats have been reported around the world, with "feline forms" ranging from domestic cats to overly large lions, panthers and cougars.

Nekomata

Nekomata are a sub-race of werecat native to Fuso. The only real difference between them is having two tails instead of one.

Werewolves

The werewolf, also known as a lycanthrope, lycan, or vargulf, is a demihuman race that transforms into a wolf-like creature on nights when one the moons are full. They are very carnivorous, and much like wolves, they communicate by growling, snarling, and howling. They are usually either quadrupedal, or bipedal, or both. They usually have wolf-like heads, tails, fur, teeth, claws, etc, and are allergic to silver. People who become werewolves usually lose control over the wolf, and have no memories after they transform into werewolves.

Most werewolves lose their mind to their savage instincts when they transform, but werewolves by birth or older former-human werewolves who've been cursed for decades can develop control over their transformation, allowing them to transform at will and maintain their mind whenever they please, not just during the full moons.

Werewolves are incredibly strong, so they can pick up things about as large as a horse. They transform back into humans or human-like creatures when the sun rises. They can range in size from 5 foot creatures to 12 foot creatures.

Werewolves transform any time there's a full moon, but it's not required for both moons to be full. Since Hyacintho's orbit is longer than Vermiclus', werewolves can transform at least twice a month.

Yeti

Yukibito

Yukibito (雪人) are a demihuman race native to northern Fuso, and Akantai. In Genjin folklore, they are viewed as snow spirits of inhuman beauty that appear before travelers trapped in snowstorms with the purpose of killing them. Females and males are called yukionna (雪女) and yukiotoko (雪男) respectively.

Yukibito typically live in the colder northern regions of Fuso and Akantai during warmer seasons, usually in mountain villages, but sometimes venture farther south during colder months.

Yukibito normally keep to themselves, but they will occasionally descend to villages and sometimes reproduce with a human. However, there are no real hybrids; offspring between a yukiotoko and a human female do not inherit their father's powers, while offspring between a yukionna and a human male is a full yukibito. It is believed that this is so because yukibito fetuses produce a chilling aura, even from the womb, that increases in potency as the baby grows to maturity. And so nature allowing a human female to carry a yukibito with its father's powers would freeze the woman to death before the infant is even born. Conversely, it is believed that a yukionna carrying a baby without inheriting her powers would not survive to be born, as it would freeze in her womb.

However, their have been rare cases in the past of a woman carrying a yukibito fetus to term while surviving the freezing aura, and there have rare been cases of a child of a human woman and a yukiotoko developing their father's powers later in life. There have also been rare cases of a baby between a yukionna and a human man being safely born without inheriting its mother's powers, and either never, or only partially, developing them later in life. So the question of whether or not there are real hybrids within the race is a bit ambiguous.

While the Yukibito race is not inherently malevolent, their stoic demeanor, and their natural environment being hazardous to humans, may have given rise to myths that they intentionally cause deaths. While possessing elemental control over ice and snow, Yukibito can not live in high temperate environments, at least without assistance.

Notes & Trivia

  • While humans are indeed the most numerous sapient race on Qirsyllviar, the populations of the rest of the races listed are significant as well. Although, some races thrive better in different regions than one others, and are therefore rare, or nonexistent, in certain parts of Qirsyllviar.
    • Regardless, most races are so numerous that almost every major city on Qirsyllviar, particularly capitals and major trade centers, have a reasonable population of a different race other than the country's dominant one.
    • Also, aside for humans, other races with known nobility and royalty include centaurs, dwarves, elves, fairies, fauns, gargoyles, lamia, merpeople, pterytiko, saurians, thirilgae, vampires, and yukibito.
  • Cymatilis is a Latin word for blue, which describes the color of the race's skin. The plural "Cymatilae" is author-invented but means the same thing.
  • Alraune and Salabhanjika are the only plantlike races that are female-only.
  • "Pterytiko" is a portmanteau of the Greek words "ptéryga," meaning "wing," and xotikó," meaning "elf."
  • Skiageher is a portmanteau of the Greek word "skia" meaning "shadow," and the German word "geher" meaning "walker," which describes their inability to walk in the sunlight.
  • Tojakapi is a portmanteau of the Sanskrit words "Toja" meaning "water", and "kapi" meaning "monkey", which describes their affinity for water and their humanoid appearance.
  • Animal People are complicated:
    • Apefolk and Lizardfolk (Saurians), are not included in the thirithrope category, or animal people on general, as they are separate races all their own.
    • The different appearances and animals of individual thirithropes are more equivalent to being different "ethnicities" than different races.
  • It should be noted that, although Xotil and Xzandor are both Lizardfolk-dominated nations, their cultures are completely different. Xotil culture is more akin to the cultures typical of central and southern Nekcroz. The culture of Xzandor, on the other hand, is more of a blend of the cultures of Talmyrnia and Hylar.
  • Given the way Soligaia is arranged compared to real-world Europe, the Forsprakkar are the Qirsyllvian equivalent to the Scandinavians.
  • The Magyars (the Hungarian term for themselves) are based on a combination of Hungarian and Viking culture.