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Many sapient races exist on Qirsyllviar.
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 clans of angels, but there are seven Great Angel Clans that take the name of their archangel progenitor as a surname:
- Michael clan
- Uriel clan
- Sariel clan
- Sandalphon clan
- Metatron clan
- Raphael clan
- Gabriel clan
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."
|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||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, 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.
|Ferafti (sing. Feraftus) are animal people that are near fully human in appearance but with animal ears and tails.|
|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.|
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.
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.
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.
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.
|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.
|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.|
|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.
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.
Baphomets are a demihuman race with goat-like attributes in similar vein to Pans but with the addition of raven wings.
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.
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.
Cecaelia, also known as Scylla, are a demihuman race with the upper body of a human and the lower body of an octopus.
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 (Eurodysia 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.
|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 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 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 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.
|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.
|A pegataur is a centaur race with the wings of a pegasus.|
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.
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.
|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.
|The One-Eyed Monk sub-race are cyclopses who have converted to 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.
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, 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 clans of demons, but there are seven Great Demon Clans that take the name of their Progenitor as a surname:
- Lucifer clan
- Leviathan clan
- Astaroth clan
- Belphegor clan
- Mammon clan
- Beelzebub clan
- Asmodeus clan
Demons are the opposite of angels, and the two are constantly at odds with each other.
Demi-devils are less powerful demons that generally take the form of impish creatures.
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 (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 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).
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 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 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; Nidavellir and Carpathia in Eurodysia, and Arkka Uralia, Z'ngkhar, Izokyraz, Ongor Diruna and Qirlok Trezka in Aquilonis (Qirlok Trezka is not independent, but an autonomous kingdom subordinate to the Kingdom of Soleil).
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 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 extremely long lived. They age at 1/4 of the pace as humans, so forty human years is roughly equivalent to ten elf years. Because their slow aging gives them great longevity, the average elven lifespan is roughly 415 years. Because elves age so slowly they usually become able to bear children at 40, and since reproduction in elves happens at the same rate as humans (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 by an unmarried elven woman, 222 children by a male elf with several spouses, and 209 by a female elf with several spouses).
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.
|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.
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 five independent High Elven nations on Qirsyllviar; Hylar, Cajar and Cyrillia in Aquilonis, New Hylar in Ingdjiva, and Bohemia and Glagolita in Eurodysia. High Elves are regarded by Wood Elves as ignorant snobs due to their choice to disconnect from nature.
|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.
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.
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 four independent Wood Elven nations on Qirsyllviar; Jingling in Marlakcor, Korokiri and Huzkhaz in Aquilonis, and Muisca in Nekcroz.
|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.
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 (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, 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.
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.
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.
|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.|
|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.|
|Gnome||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.|
|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.|
|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.|
|Leprechaun||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.|
|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.|
|Sneachta||Inhabitants of the frosty mountains of central Alfheim, Sneachtas, 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 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.|
|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.|
|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.|
|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.
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.
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.
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.
|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.|
|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 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.|
|Chaneque||The Chaneque are a pixie race native to the Nahuatl regions of central Nekcroz.|
|Jogah||Jogah are a pixie race native to Coilagbein, the northeastern subcontinent of Nekcroz.|
|Kijimuna||A pixie race native to Ningyo Shima 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 Eire in southeastern Eurodysia.|
|Menehune||The Menehune are a pixie race native to the Waikiki 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 surface counterpart of the Cait Sith, but both races staunchly claim they are unrelated.|
|Nimerigar||Nimerigar are a pixie race native to Nekcroz. They are more common in Coilagbein, 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 Coilagbein.|
|Pukwudgie||The Pukwudgie are a pixie race native to Coilagbein.|
|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 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.|
|Yosei||A pixie race native to Fuso.|
|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.|
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 AFZ, after being cursed.
Some gargoyles also have an affinity for magic, and it was magic that allowed the old Gargate 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.
The Ghoul (female: Ghoulah) is a humanoid race who are native to Arabia. They are depicted as evil spirits in Ashkhas 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 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.
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 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.
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.
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 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 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.
|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.|
|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 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.
Much like the yatagarasu, it is unknown how closely related phoenixes are to the harpy race.
|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.
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 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 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.
|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.
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 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.
Major Human Ethnic Groups
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.
|Ethnicity:||Homeland & Notes:||Subgroups (if any)||Homeland & Notes|
|Asgardian||The main ethnic group of the floating island of Asgard.
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||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||The Brythons are the main human ethnic group of the Brythonic Isles, primarily in the island of High Albion.
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)||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)||The Gaeilge are the main human ethic group of the Island of Éire, the southern island of the Brythonic Isles.|
|Gallic||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.
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.
|Graikoi (sing, Graikos)||The main ethnic group of the Akhaian Peninsula northwestern Eurodysia, and partially on the Phrygian Peninsula.|
|The main human ethnic group of Fuso.
The ancestors of the modern Hayato mostly migrated from western Marlakcor roughly twelve-thousand yers 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.
|A minority ethnicity that mostly lives in the southern regions of the middle big island and the eastern regions of the southern big island.|
|Tan-skinned peoples native to the southern islands, mostly in the south of the southernmost island of Yamatai and in Ningyo Shima. There are some populations in northern Hinomoto too.
Kaigaras are adept at swimming and diving and specialize in them, relying on diving and fishing for their livelihood.
|The main and dominant ethnic group of Fuso.
The imperial family is also primarily Migoto, with some other ethnicities mixed in.
|Groups of people whose ancestors made the mountains spread across the three big islands their home|
|Peoples native mostly to the eastern regions of Manzhou, closest to Zhongyuan.|
|Hesperian||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||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||The native human ethnic group of the Kejawen Archipelago in Maritymir.|
|Khitan||The collective term for the human ethnic groups of Liao, the northern subcontient of Marlakcor.||Shuto||The main ethnic group|
|Lac||The Lac are a people native to southeastern Marlakcor.|
|Lech||The main human ethnic group of Lechia and Slavia. Also the namesake of the former.|
|Magyar||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||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.|
|Nekcr'zii||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||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||The Ordrysians are the main ethnic group of their namesake kingdom.|
|Phrygian||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||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||The black-skinned people of the Island of Nyeni.|
|Salrin||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||The Saoghails are the native ethnic group of Coilagbein, the northeastern subcontinent of Nekcroz.|
|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||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.|
|The main human ethnic group of Marlakcor. Their homelands are mainly in the Zhongyuan region of he central continent, but have influence in all directions.||Chire|
|Peoples native mostly to the eastern regions of Manzhou, closest to Zhongyuan.|
|Peoples native to the eastern lands and islands, from the shores of Dongbalian to Tianchao's northeasternmost territories.|
|Peoples mostly native to central Liao, the northern subcontinent of Marlakcor. They're alledgedly distantly related to the Khitan people, but Xiong leaders dispute this.|
|Peoples native mostly to the southeast. Primary ethincity of Dongbalian.|
|The dominant ethnicity of Marlakcor, and Huaxia (Tianchao & Dongbalian) in particular. Primarily native to the Zhongyuan region. More Tianyu dynasties were of this ethnicity than any other.|
|People native mostly to the southeastern islands of Dongbalian.|
|Waikikese||The Waikikese are the main ethnic group of the Waikiki Archipelago in Maritymir.|
|Zedyl||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.
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.
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.
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.
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.
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.
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, 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.
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.
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 are a lizardfolk sub-race with reptilian wings and can fly.
Chamelia are a lizardfolk sub-race that have a chameleon-like appearance and have the ability to change color.
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.
Salamanders are a lizardfolk sub-race native to mountains. They have bright-orange hides and typically live near volcanoes.
Skinks are a lesser lizardfolk sub-race that are much smaller than a typical saurian.
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.
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.
Merpeople are incredibly fast in water, and can cover distances of up to 50 miles within twenty 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 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.
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.
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.
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.
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.
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.
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 mermaids.
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 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 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).
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
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 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 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, 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 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 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.
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 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.
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.
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 are a plantlike race native to Caledonia on eastern High Albion.
Kodama are a plantlike race native to Fuso.
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 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).
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.
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.
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.
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.
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.
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.
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 appearence 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.
An Incubus is the male counterpart of a succubus. They typically seduce women, but are known to play with succubi as well.
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.
Tojakapi are found in all the world's oceans, but their largest populations are in Maritymir.
Despite all these aquatic adaptations, Tojakapi are unrelated to merfolk in any way.
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.
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.
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.
While there are many covens, noble houses, and simple families of vampires all over Qirsyllviar, the only independent vampires-ruled nation is Transylvania.
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.
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.
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.
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).
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, a 46th century AFZ lunaculus of Eurodysia.
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.
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 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.
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).
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.
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.
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.
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.
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.
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.
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 are a sub-race of werecat native to Fuso. The only real difference between them is having two tails instead of one.
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.
Yuki-bito are a demihuman race native to Fuso and parts of Marlakcor. In Yamato folklore, it is viewed as a snow spirits of inhuman beauty that appears before travelers trapped in snowstorms with the purpose of killing them. Females are called yuki-onna and males yuki-otoko.
Yuki-bito 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.
Yuki-bito 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 yuki-otoko and a human female do not inherit their father's powers, while offspring between a yuki-onna and a human male is a full yuki-bito. It is believed that this is so because yuki-bito 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 yuki-bito with its father's powers would freeze the woman to death before the infant is even born. Opposite that, it is believed that a yuki-onna carrying a baby without inheriting her powers would not survive to be born.
However, their have been rare cases in the past of a woman carrying a yuki-bito fetus to term while surviving the freezing aura, and there have rare been cases of a child of a human woman and a yuki-otoko developing their father's powers later in life. There have also been rare cases of a baby between a yuki-onna 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 Yuki-bito 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, Yuki-bito can not live in high temperate environments 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 yuki-bito.
- 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.
- Thirilgus is a portmanteau of the Greek word "thirío," meaning "beast/animal," and the Latin word "volgus," meaning "crowd."
- 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.