Humans
Humans are a hardy folk. They carved their niche in a dangerous world and excelled with their innovations and adaptability. However, the human mind is a dichotomy, a battle between wants and fears. While conflict between humans is documented with great detail, the unease with magical beings around them is deeply rooted in lore and culture. While defending their race from real threats, the fear of magic became an epidemic and humankind lashed out against all kinds of magic. The Great Leveling was passed, a text and rule of law that outlawed sorcery from human settlements. Once adopted across the globe, humans began to build defensive structures, ranging from simple earth markers around small settlements, to huge city walls with towers and battlements.
Collectors
Collectors are human. How magic entered the gene pool is unknown, but it is clear that the mother's mitochondrial DNA passes on ability to use magic. Thanks to the immense flexibility of the human condition, Collectors are the only magical race with no limit on the kind of magic they can use. They are not bound by location or situation.
The hands of a Collector control most of their magic, at least in the early and intermediate stages of learning to control their gift. The Great Leveling recommends the severing of the hands of suspected Collectors at very least, execution at worst. Some gifts deemed 'useful' have been commercialised, like Seeing in Casaemos. Many Collectors live in secret among humans or leave their homes for greener pastures.
The hands of a Collector control most of their magic, at least in the early and intermediate stages of learning to control their gift. The Great Leveling recommends the severing of the hands of suspected Collectors at very least, execution at worst. Some gifts deemed 'useful' have been commercialised, like Seeing in Casaemos. Many Collectors live in secret among humans or leave their homes for greener pastures.
Sprites
Sprites, dryads, tree-folk, shepherds of the forest. The largest known population of sprites live on the East coast of Xhizheng. Sprites correspond with species of trees, spending most of their time as those trees. When sprites need to move, they can shift into a humanoid shape and walk or run. Their skin tones range from woody browns to pale green with leaf coloured hair and eyes. Deciduous sprites experience hair colour change and shedding.
All sprites are outwardly female in humanoid form, but as plants they are monoecious and polygamomonoecious. The types of plants they inhabit are restricted to those that grow "perfect" flowers or flowers with multiple sexes, allowing for self-pollination. They can also out-breed with others.
There is no obvious need for male sprites. This was turned on its head when Take'Ichi, a bamboo sprite, was revealed to have an outwardly male body. He is the first of his kind.
Sprites live all across the globe and avoid contact with others. Their hidden existence has lead to their widespread survival as a species.
All sprites are outwardly female in humanoid form, but as plants they are monoecious and polygamomonoecious. The types of plants they inhabit are restricted to those that grow "perfect" flowers or flowers with multiple sexes, allowing for self-pollination. They can also out-breed with others.
There is no obvious need for male sprites. This was turned on its head when Take'Ichi, a bamboo sprite, was revealed to have an outwardly male body. He is the first of his kind.
Sprites live all across the globe and avoid contact with others. Their hidden existence has lead to their widespread survival as a species.
Tengu
Tengu have been called many things across the ages; angels, gamayun, garuda, harpies, sirens. Most names reflect their intentions, good and evil. Truthfully, they may be separated into two groups: combined wings and isolated wings. The highest number of wings known is six, along with two arms and two legs.
The tengu are born as eggs, in groups of two or three. Like baby birds, once hatched they are fragile and require a lot of care. When fully grown, some tengu experience wing-splitting, where their two wings divide into four and, rarely, to six. Once divided, flying is possible. Those who do not split can only glide. It is unknown how many tengu there are, or how many different species. It is unclear if those who wing-split and those who do not are the same species, or if it is an evolutionary trait to improve flight ability. Male tengu are able to breed with human females to produce live young, but there are no known tengu mothers having children with human men.
Kagemaru and Kiramaru are both tengu.
The tengu are born as eggs, in groups of two or three. Like baby birds, once hatched they are fragile and require a lot of care. When fully grown, some tengu experience wing-splitting, where their two wings divide into four and, rarely, to six. Once divided, flying is possible. Those who do not split can only glide. It is unknown how many tengu there are, or how many different species. It is unclear if those who wing-split and those who do not are the same species, or if it is an evolutionary trait to improve flight ability. Male tengu are able to breed with human females to produce live young, but there are no known tengu mothers having children with human men.
Kagemaru and Kiramaru are both tengu.
The Giants and the Totems
The Giants, or the Naakihasti, were an early humanoid race. They once lived across the entire Northern hemisphere but were slowly driven to the North West coast of Afaronmya and Amazimya. There they met and interbred with the Totems, the ancient ancestors of the modern Hésé, Îytwêwun, and Latoltica people.
The Totems worshiped and used the magic of the animal spirits in their environment. Examples include bison, jaguar, hyena, elk, bobcat, and bear. Many animals may reflect past homeland that is no longer inhabited.
The Giants were largely non-violent and content to live nomadic lives. They had their own kinds of magic, including 'unbreakable' skin. This gift is almost entirely lost in the present day.
The Zakide-Zasaanh is the greatest tragedy in the history of the people. It translates to the Burning Nest, the slash and burn, murder and kidnap of their nations. Settlements and nomadic groups alike were targeted. Adults were systematically executed and the children were taken into slavery. Most were taken far from home to work as labourers and private armies in Yukigafuru, Snega, Yevrey, and Bičuvūn. Others simply disappeared.
The Totems worshiped and used the magic of the animal spirits in their environment. Examples include bison, jaguar, hyena, elk, bobcat, and bear. Many animals may reflect past homeland that is no longer inhabited.
The Giants were largely non-violent and content to live nomadic lives. They had their own kinds of magic, including 'unbreakable' skin. This gift is almost entirely lost in the present day.
The Zakide-Zasaanh is the greatest tragedy in the history of the people. It translates to the Burning Nest, the slash and burn, murder and kidnap of their nations. Settlements and nomadic groups alike were targeted. Adults were systematically executed and the children were taken into slavery. Most were taken far from home to work as labourers and private armies in Yukigafuru, Snega, Yevrey, and Bičuvūn. Others simply disappeared.
Merfolk
The Merfolk are indigenous to fresh and salt waters around Miñacasa, Ojczyzna and the East Islands Peninsula. The two groups, though similar, are suited to the water of their environment. Saltwater merfolk have long, flowing hair and massive tails. Their skin is rubbery and dark to absorb warmth when they bask. Freshwater varieties are paler in complexion, with scalier skin, and short, moss-like hair.
Both can have brightly coloured tails similar to the fish in their environment. Many have elaborate fins. Male merfolks are often more brightly coloured and display to assert dominance. The only place both species are likely to meet is where a river meets a sea or ocean.
A merfolk diet consists of aquatic plants and fish.
On the whole, merfolk enjoy being considered a myth, as it has protected them from human predation. They are used as motifs by sailors and pirates all around Afaronmya, often stylised to look more like human women. Most male merfolk would consider this an insult, as they are blessed with more vivid colours and longer, more plume-like fins.
Both can have brightly coloured tails similar to the fish in their environment. Many have elaborate fins. Male merfolks are often more brightly coloured and display to assert dominance. The only place both species are likely to meet is where a river meets a sea or ocean.
A merfolk diet consists of aquatic plants and fish.
On the whole, merfolk enjoy being considered a myth, as it has protected them from human predation. They are used as motifs by sailors and pirates all around Afaronmya, often stylised to look more like human women. Most male merfolk would consider this an insult, as they are blessed with more vivid colours and longer, more plume-like fins.
Kwarrians and Ice Titans
The Kwarrians and Ice Titans straddle the line between nations and beings. While human, their separation has lead them to evolve extreme distinctions.
Both groups are large humanoids, around seven feet tall on average. Kwarrians, their name an adaptation of the word "quarry", have unique eyes evolved to protect their vision from harsh light above ground and snow blindness. The iris, pupil, and sclera are all black. The iris will glow white in the dark, self-illuminating.
The Ice Titans split off from Kwarrians after an epidemic that caused keratin masses to grow on the face and scalp. Unsure if the condition was contagious, as it appeared to run in families, these early Kwarrians isolated on the far side of the mountains of Kwari. The growths caused extreme damage to the facial bones and many starved when it became impossible to eat, despite rations coming from Kwari. Those that survived began to grow spiraling horns from their temples, fused into their skull bones. These horns became a part of their genetic makeup. Their eyes are normal, usually brown, grey and hazel.
Both groups are large humanoids, around seven feet tall on average. Kwarrians, their name an adaptation of the word "quarry", have unique eyes evolved to protect their vision from harsh light above ground and snow blindness. The iris, pupil, and sclera are all black. The iris will glow white in the dark, self-illuminating.
The Ice Titans split off from Kwarrians after an epidemic that caused keratin masses to grow on the face and scalp. Unsure if the condition was contagious, as it appeared to run in families, these early Kwarrians isolated on the far side of the mountains of Kwari. The growths caused extreme damage to the facial bones and many starved when it became impossible to eat, despite rations coming from Kwari. Those that survived began to grow spiraling horns from their temples, fused into their skull bones. These horns became a part of their genetic makeup. Their eyes are normal, usually brown, grey and hazel.
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