Races

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Tazreale

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Table of Contents
Demi Humans
Demons
Angels
Minotaurs/Minotauruses
Satyrs/Fauns
Horde
Orcs
Ogres
Trolls
Gnolls
Goblins
Beastmen
Wolfmen
Rat People
Lizardfolk
Bearmen
Tiger People
Undead
Vampires
Dullahan - WIP
Ghouls
Soft Skins
Elves Tribal/High
Drow
Amazonians/Barbarians
Humans
Wild Humanoids
Fairies
Naga
Alraune
Nymphs/Dryads​
 
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Tazreale

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Joined
May 9, 2019
Demi-Humans


Demons
There are a large variety of demons, although traditionally they fall into one of four groups. Those notably being as follows.

Common Demons - Your average demons that may hold some variety of skills, but nothing amazing on any of the leaders potential levels. All demons come in a variety of shapes and colors whether they are self proclaimed Teraheart lineage or elite members of the brutish Cerabuhm tribe. Some have horns, tails, wings, claws, fangs, hooves, and/or other oddities. Some may not even be completely humanoid in appearance.

Terahearts - Few Terahearts wield an intimidating image, many are blessed with an alluring beauty about them through their demonic heritage. Every Teraheart goes through a stage of 'awakening' near their adult years. This phase draws out a magical marking along their body as a signature of their upbringing, the aptitude of their magic, and the royal stature of their race. All Terahearts believe keeping the blood pure for royal lineage, a child outside the family circle will never be recognize as a heir to the throne; unless they possess potent enough magical power to be blessed with a marking. Terahearts are not that tall in comparison to other demons, males and females generally cap at 6"5".

Cerabuhm Tribe - The Cerabuhm Tribe fits the imagery of sheer power, the leaders making the most of it with their muscular forms. Their ways in leadership are much different than the Terahearts, they believe in a policy of might is right and only the strong should truly rule over all. It is even common for members within their tribe to challenge fellow ones for power, although today it has been unheard of for the Purebloods(six primary leaders) to fall to another lesser demon. They have a love for the battlefield and also a strange since of honor- even for demons- as far as fighting goes. For example, they will never turn down an invitation to a one on one fight and some may go as far as waiting for their opponent to retrieve a weapon. Each leader may have their own rules and moral codes for a fight, so it is rare to expect similar results. As for distinguishable traits, there isn't many beyond their behemoth sizes, although there have been many known to possess heterochromia. Their heights are massive, on the shortest of scales they still tower a good six feet, the tallest of leaders has been rumored to stand nine feet

Beast Masters - Beast Masters are true to their name, demonic fiends capable of taming and empowering various monstrous companions. Most of them are 'feral' in image and has been known as a former rarity of race with the steady declining of beasts within Respain and the distant prior war between the two major demon factions. Still with the new conquests, it has allowed Beast Masters to thrive once more in finding new companions amidst the many continents. A Beast Master's magical aptitude is different than other demons, it effects and strengthens the creature that they had bonded with. The more potent their magic is, the higher boost of stats the creature receives. Beast Masters with high magic potential are considered the most dangerous if they had tamed a creature for their own; enough to be on par with the Terahearts and the Cerabuhm tribal leaders, depending on the creature. Beast Masters can stand any where between five feet to seven feet in height. Their most distinguishable of features is that they vary greatly from common demons in physically carrying more partial animal qualities to them. These can vary anywhere from ears, tails, and even legs or arm sleeves of furr or hide depending how 'feral' they may be; but primary they look otherwise human-ish despite those wild characteristics.
Lifespan
These creatures are not immortal; though they can easily outlive many normal races time.
Common demons and Beastmasters age slowly. Fifty years = one year of age progression. (900+ for adults)
Terahearts and Cerabuhm purebloods age excessively slow. It generally takes a hundred years for them to age a single year. (1,800+ for adults)
Racial Pros
All demons are adaptable to new terrains and are unhindered by climate.
Terahearts can activate their runes, enhancing their magical aptitude. Being proficient in magic, they can mastery in subject of a field and still minor dabble in other areas. Though they cannot master more than four altogether. Activation of ruins will be taxing on the body and as a result a Teraheart will have to rest for several days to recover.
Cerabuhm purebloods can activate an adrenaline rush which will temporarily boost their speed, endurance, and strength. Though this too is taxing on the body and they will have to rest several days to recover.
Beast Masters possess higher senses in comparison to other demons. They are also believed to be able to communicate with beasts.
Racial Cons
All demons are weak to holy magick.
Terahearts are not physically as strong, their magical bloodlines has left them weaker than the run of the mill demon and without magic buffering them they can just as easily be physically overpowered by orcs or even humans.
Cerabuhms purebloods hold no magical talents of their own and their resistance to magic is not the best either.
Beast Master's can only generally command a few creatures at a time. Naturally the larger the creature the less they can control in number.


Angels
The divinity, the very few higher beings that could fully combat against the growing menace. Many have now fallen into the clutches of the Empire as prized slaves, their powers bound by powerful, demonic, sealing devices. Angels come in varieties, nearly all possess some form of magic, generally that of a holy nature; unless of course, they fell off towards the darker alignment. It is rare for angelic beings to intervene in the mortal realm of affairs, less a great threat befalls the world; this a later fact that has cost many divine beings dearly and has left them within the clutches of darker fiends.

Common Angels - The run of the mill, bulk of the angelic forces. Most of their kind possess similar traits as far a feathery wings go. They also share a typical radiant beauty about them and come in all varying heights and weights. Still it is uncommon to find any common angel more than six feet tall.

Valkyries - The warrior breeds of the angelic lineage; sure, there are plenty of common ones that are drafted as fighters within military ranks, but the Valkyries themselves are the pure soldiers that have been trained since their creation and had continued to train since to tune their skills. They are also the 'fabled' ones to some racial beliefs that will take them in the afterlife to a realm befitting of fighters from past deeds of glory. Whether or not this is true is questionable, but one cannot put much inquiry on the battle skills these beings possessed that had put up more than a fight against the Horde and Demonic fiends in the final hours of the conquest upon reign of the world. Sadly they did not have the same numbers to deal with such large forces and their intervention could had came better in the past should they sought interference. Valkyries are often hard to distinguish between the common angels; they do not possess much differences about them beyond the obvious physical builds of much sturdier, toner, athletic, or even muscular bodies. Valkyries are also the taller of the angel breeds as some do cap in heights up to eight feet.

Fallen - The sinners, the corrupted, the 'Fallen.' These are beings of darker lineages, creatures that had believed that humans were granted too much freedom and went against the principal that they were a race that should had been watched over given their(humans) meekness. Fallen are rare entities to come across, it is due to their twisted ways that they have been bound upon the world in many hidden locations in depths that no living souls should ever come across them and should they be freed they are often later hunted by the Valkyries and slain to prevent them from causing future problems to the mortal realm. Well, with the pending invasions and war, some of those Fallen were awoken and either contributed to the invasion by joining the armies or went their separate ways to create chaos and mischief of their own. As for their appearances, it is usually twisted and distorted in some way as far as their bodies go. Fallen either possessed glowing eyes, horns, multiple wings, claws, or some mixture of qualities to taint any beautiful angelic grace they may of prior had.
Lifespan
Angels are considered immortal if they do not meet any ends.
Racial Pros
All angels are magical to an extent.
All angels are believed to possess the ability of flight.
Racial Cons
Common angels and Valkyries are weak to dark magick.
Fallen are weak to holy magick.


Minotaurs/Minotauruses
Towering brutes of immense, raw, physical aptitude; the shortest of minotaurs one may ever encounter is that of eight feet while others can stand as tall as twelve feet in height. They come in a variety of furr colors, although more rare are those of golden and white fur where ravens, brunettes, and reds make up most of their colors. Males appear more beastly on the animal/human side of things sporting bull like heads and coated in mix amounts of furr along their body. While females often appear more humanoid and sometimes questionably taken for demons given the horns on their heads; but they too generally have hoove feet and that of bovine tails. Minotaurs are nonmagical beings, though they do possess keen intelligence and combative aptitude making them valuable assets all around for those that had aligned themselves within the Horde. Others may serve as common mules and lesser slaves around the city, used to haul and transport various merchandise for their masters or treated as prized caged fighters within the arena.
Lifespan
Minotaurs live up to 200 years and reach adulthood at age eighteen.
Racial Pros
Physically the third strongest race. (Pureblood Cerabuhm > Ogres > Minotaurs)
Racial Cons
Nonmagical


Satyrs/Fauns
Revere as old forest 'Godlings,' these once wild beasts have become valuable hunting prizes for that of the ever growing Horde and their demonic retainers. Both Satyrs and Fauns generally average in heights of five feet to six feet. Their upper body is human while beneath the waist they are that of a goat. Their colors come in a few variety, common browns and blacks to rarer whites, reds, and even blonds. Many have a talent of song and dance, whiles others prove more skill and valuable with their prowess in bed. Satyrs and Fauns are not known to possess any magical aptitude beyond invoking various effects inspired by music.
Lifespan
These creatures can live up to 500 years and reach adulthood around twenty-five.
Racial Pros
Make general great entertainers and possess a high libido.
Racial Cons
Not magical inclined, not very combatant.
 
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Tazreale

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Joined
May 9, 2019
Horde


Orcs
Fearsome tribes that often were once in conflict with one another, till they found themselves dominated by the invading forces of the horned ones years ago. Only a few tribes were wise to unite an pledge their service, the first step that would shape the movement of a later unified horde. Orcs live by a strict rule of hierarchy within their society, a law that favors the strong always being in command. One's value is determined later at birth, what skills they possess, what worth they would be to the race as a whole. It isn't uncommon for them to make prisoners of their own people, servants, slaves, and even skags that could not show the skills possible befitting of their warrior nature. Women and transgender have to struggle more to find a place on the social ladder, but once proven warriors few men beneath them may dare to openly question them. Orcs skin tones vary from greens to browns to even grays(mostly from age.) Their heights are around six to seven feet. Males generally do average seven feet in height where females stand around six feet at lowest. Orcs possess little magical capability, usually used by what they would call 'Shamans.'
Lifespan
Orcs only live a few hundred years. The longest living orc was believed to be 400. Orcs reach adulthood by age twenty.
Racial Pros
Orcs can enter a berserk state that increases their strength, endurance, and reflexes.
Racial Cons
Very few orcs hold some magical affinity and not many pursue it.


Ogres
Brutish and stupid, the best of categories that fit any Ogre, but they are valuable all the same within the Horde. Ogres make terrifying opponents, given their sheer sizes of nine feet at shortest to eleven at highest and raw muscle they hold, which the tough tissue can prove hard to cut or pierce through for those lacking in strength. Given their low intelligence, they are not favorable in the least for magical aptitude. They are also quite primitive in nature, serving those that may be stronger than them; hence their easy unification within the unified Horde.
Lifespan
Ogres can live up to 600 years, they reach adulthood by age thirty.
Racial Pros
Extremely strong in physical power. Second strongest race. (Cerabuhm > Ogre )
Racial Cons
Not that smart, no magical aptitude.


Trolls
Another wild species within the Horde, Trolls possess a variety of hair colors and skin colors; from reds, purples, blues, and greens. Their heights tower over that of orcs, most trolls of male, female, and other average at seven and a half feet; being as short as seven even and tall as that of eight feet. They possess remarkable durability, making them often sought after by some of the more brutish members of the Horde or their demon masters and mistresses. They also possess heightened, natural healing, capable of regeneration which can be countered by that of fire. This does not make them immortal, Trolls can still be fell from a deep mortal wound such as damaging of a valuable organ, suffocation, or something else to that extreme that they cannot regenerate from. Trolls possess little magic aptitude, those skilled enough are either 'Witch Doctors' or 'Shamans,' in those fields.
Lifespan
Trolls typically can live up to 400 years. They reach adulthood at age twenty.
Racial Pros
Regenerative capabilities.
Racial Cons
Weak to fire. Possess little magical aptitude.


Gnolls
Gnolls are excessively tall standing at seven feet to seven and a half feet. They are a species of humanoid hyenas, who are more feral in nature than anything else. They have been forcefully domesticated by that of the unified Horde; ruled and commanded over with the use of fear and coercion involving their people. They are one of the few 'enslaved' races within the Horde military ranks. Still, they possess prowess in combat and their animal aspects make them valuable in tracking and bringing back prey. Gnolls possess no magical aptitude.
Lifespan
Gnolls generally live for about 100 years and reach adulthood at age eighteen.
Racial Pros
Heightened Senses
Racial Cons
No magical abilities.


Goblins
The runts that make up the Horde, Goblins are often on the bottom of the social ladder, little above that of actual enslaved races. They are many in number, given the reproductive capabilities of their species; although many have shorter lifespans compared to that of the other races(assuming they survive that long naturally.) Goblins often pose little to no threat, most of their kin average three feet in height. Their only valuable asset is that of them being treated mostly as 'fodder,' by the Horde or other weird and crazed experiments. Others may gain survival from traditional work such as trade skills to keep them busy and out of the chaos in times of war. They come in various colors of green, brown, and even gray. Goblins hold little magical affinity.
Lifespan
Goblins age faster than all creatures and reach adulthood by nine mortal years. On the same token, goblins do not live a long life. The oldest existing goblin was speculated to reach sixty mortal years; but was found drowned in a river.
Racial Pros
None really, beyond them being the largest race in sheer numbers.
Racial Cons
Too many to list.
 
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Tazreale

Member
Joined
May 9, 2019
Beastmen


Wolfmen
The creatures are closer to some humanoids in height, ranging from five feet and three inches at shortest to six and a half feet at tallest. They come in a variety of fur coatings and markings. They are also an intelligent breed, compared to some of the other beastmen tribes, and there has been a few packs that realized the strength of the united Horde and quickly submitted into their ranks to avoid fates of being enslaved or slaughtered. Still low in status, many wolfmen do not hold any valuable positions of power, even for those that folded into unity. To the Empire, their only valuable assets are that of scouts or watchdogs and nothing more. Wolfmen possess no magical aptitude.
Lifespan
Wolfmen can live up to 150 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses
Racial Cons
No magical abilities.


Rat People
Intelligent creatures that once dwell within various caverns, a prior bane to many Goblins coexistence; now the once 'feared' rodents serve as slaves to the Horde and amusement to the goblins that they formally were responsible for tormenting many years past. Those of the rodent beast tribe come in various shades of colors, their heights range any where from four feet to five feet maximum in height. They are the only known beast tribe to possess little magical aptitude.
Lifespan
Rat People can live up to 125 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses
Racial Cons
Little magical ability.


Lizardfolk
Warrior tribes from the swamp lands, lizardfolk come in a variety of shades depending on their tribe they hail from. Their heights average seven feet in stature. They were another race that resisted the invasion of the Horde, resulting in many casualties and enslavement of their tribes. Many of their kin have been forced into servitude, acting as common bulk of fresh soldiers to send out during times of war upon other nations. Others are made into entertainment to their newly brutish owners or that of the demonic fiends that command over the Horde ranks. Lizardfolk possess no magical ability.
Lifespan
They live up to 300 years and reach adulthood by age twenty.
Racial Pros
Tough skin
Racial Cons
No magical powers.


Bearmen
The largest of the beast tribes, bearmen stand at grand heights of ten feet on average and come in a variety of furr coatings. Unlike many other tribes, bearman live mostly solitary, territorial lifestyles. This of course changed with the invasion of the Horde forces which led to the inevitable capturing and enslavement of these humanoid beasts. Due to their ferocious, feral nature; many bearmen serve as entertainment within the arena or a personal pet or guard for those of a powerful nature to control them. Bearmen possess no magical ability.
Lifespan
They live up to 150 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses. Questionably fourth strongest race in physical power. (Cerabuhm > Ogre > Minotaur > Bearmen )
Racial Cons
No magical ability.


Tiger People
The feline tribe which would in time fall victim to the Horde, another race that resisted the invasion to their forestlands. These once proud feline beasts now serve as various means of entertainment, be it within the Arena or with individuals that are either bold or powerful enough to keep them under control. Tiger people generally stand between five feet even to six feet tallest. They are agile creatures given their feline origins and like most other Beastmen, incapable of wielding any magic.
Lifespan
They live up to 150 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses
Racial Cons
No magic.
 
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Tazreale

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May 9, 2019
Undead


Vampires
Blood suckers, no one knows where vampirism infliction originally hailed from, although most of these nightmarish fiends were discovered upon the icy continent Vendile and the undead were quickly manipulated into demonic ranks. To the Horde, Vampires are not recognized as a species that belongs or ever should be unified with them and naturally those of the Undead nature mostly view similar upon the lesser mortal ranks. It isn't rare to see disputes between the two factions, however both of their alliances and fear of their demonic masters and mistresses keeps a full war from breaking out between them. Vampires come in various heights and vampirism can be inflicted on most races, except Demi-humans.
Lifespan
Immortal
Racial Pros
Immortal, natural healing, heighten senses.
Racial Cons
Weak to sunlight, holy, fire, and decapitation.


Dullahan - WIP

Placeholder/Not Applicable
Lifespan
Immortal
Racial Pros
Immortal, Some Magical Aptitude
Racial Cons
Weak to Holy


Ghouls
What are ghouls? A variation of undead through experimental, resurrection magic. Unlike most traditional common undead such as zombies, skeleton legions, mummified humanoids, and so on; ghouls are often freshly brought back to life and are able to maintain their bodies without much fear of rotting away. They are blessed with enhanced physical capabilities far more than they would of shared within their prior living bodies as it is believed the limitations of the former living body have been removed. This does not make them anything as 'superhuman' as they can still be overpowered by other races depending on their own. Also, unlike most other members of the undead variations; ghouls must either feed on the living or the dead to stay in to shape; otherwise they will steadily perish. Human food does not provide much substance, only that of flesh and often better that of ripe freshness if they want to maintain peak performance. Why is such? It is believed to be the darker sorcery of demon blood used in the resurrection of these creatures that turned them into such monstrosities. Sometimes they will keep their memories of their prior life but there are also those that bring them back to ensure that their memories are completely wiped to reign over the perfect, undead soldiers. The most obvious aspects of ghouls are their eyes, many of them possess that of a black sclera; but this doesn't guarantee all creatures with such are ghouls. Some ghouls lens and sclera are that of a same solid color but again this doesn't always mean they are such beings. Few sure ways to spot them would be able to sense who may or may not be undead; but most creatures do not possess those abilities.
Lifespan
Immortal
Racial Pros
Inability to feel pain.
Enhanced physical capabilities.
Enhanced healing through feeding.
Racial Cons
Weak to fire and holy.
Must maintain a steady diet of either the living or the dead to maintain their bodies.
May or may not possess former memories of their prior life depending on resurrection methods.
 
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Tazreale

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May 9, 2019
Soft Skins


Elves Tribal/High
Forest dwellers mostly, in the past the elves were divided between tribal brethren who were more in tune to nature and the desire to live with the wild and of High Elves, a 'civilized' faction that made crafty homes out of the very forest they resided within. The difference between the two is night and day, the wild elves preferred traditional medicine, herbs for healing, their tools and clothing were more primitive; while the High Elves lean towards the magical fields and possessed far more talented clothing makers, armor workers, and even weapon smiths; often imbuing their items with magic for better protection. Neither faction could get along, though they were never at war, the tribal ones always seen 'magic' as an imbalance towards nature, a blasphemy to the spirits they communed with and for those talented enough, gained power through. Regardless, most spirit or magic arts did not protect them, inevitably they too fell victim to the Empire's invasion. Most elves height range from four feet and five inches to five feet and five inches. Elves are traditionally spiritually or magically inclined.
Lifespan
Elves can live for several thousands years. The oldest elf was believe to be at least 5,000. Elves reach adulthood at age 900.
Racial Pros
Agile
High Elves - Magical inclined.
Tribal Elves - Capable of communicating with nature.
Racial Cons
Not as physically strong as compared to many other races.


Drow
The darker faction of Elven blood, evil creatures that made their living within deep caverns with various monstrosities as their slaves. Women once ruled within their chaotic society, but times have changed given their refusal to align themselves within an alliance of savages and their horned commanders. As a result, the Drow were punished for their blatant refusal, their beloved system of rule crushed; slaves and other monstrosities were freed and turned against their once captives. Those willing to pledge their servitude to the Horde and Demonic forces were left free, however many former Priestesses and Matriarchs are now slaves to either their previous captives or that of the Empire or Horde aligned fiends. Drow heights range from four feet and five inches to five feet and five inches. Drow Priestesses and Matriarchs are known to have magical talents towards those they worship.
Lifespan
Elves can live for several thousands years. The oldest elf was believe to be at least 5,000. Elves reach adulthood at age 900.
Racial Pros
Dark vision, agile, some are magically inclined.
Racial Cons
Sensitive to light, not as physically strong compare to many other races.


Amazonians/Barbarians
Savage and primitive tribes to human standings, these individuals have once been a thorn to human civilization with their raids and assaults upon towns; although that begun to change with the rise in technology. Before the invasion of the Horde, these primitives had mostly been engaging in attacking one another's tribe or assaulting villages or caravans of low protection. The latter was retaliation from being pushed back so far on the continent and the former a desire to maintain some footing over the other tribes. It didn't suit them well from finding themselves pinned between an invading force from faraway lands and the civilized settlements now garrison up that once were attacked by the barbarian or amazonian tribes. Some submitted quickly to rule while many others were enslaved by the trespassing Horde. These individuals are basically 'human,' and their heights may range anywhere from four feet to seven in stature. These wild tribes are not magically inclined though Amazonians may be a bit more spiritual.
Lifespan
These races are still humans and live up to 100 years. Adulthood age eighteen.
Racial Pros
Capable of enhancing their physical abilities in a bloodlust state for short period of time.
Racial Cons
Not magical.


Humans
Not much can be said towards the human faction, many are more civilized with the rise of technological works from Gnome/Dwarf inventions. Such has been protecting most settlements from the onslaught of the invading, outside forces of creatures that they only heard in stories; however, not all humans are as blessed. There have been cities and castles alike overrun. Even now, Old Warren, a centerpiece and larger city focusing on trade and entertainment has been completely taken over by these invading brutes. Humans range between four feet to seven feet in height. Some humans possess a talent towards magic.
Lifespan
Humans only live close to 100 years. Adulthood age eighteen.
Racial Pros
Very little beyond few with magical talent.
Racial Cons
Short lifespans, squishy.
 
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Tazreale

Member
Joined
May 9, 2019
Wild Humanoids

Fairies
Magical creatures that are often very mischievous or playful in nature; beyond those that may be much darker in persona. These small(naturally ranging around five to nine inches tall) sprites have became many targets of fascination with certain races to the extent of magical alteration to their bodies. Some are stuck at a permanent set height while more expensive fairies may be commanded from the curses place on them to force them to undergo a growth or shrink in size for their captors. The curses also counteract fairies natural magic, less their captors wish for their slaves to have a bit more free will over their power.
Lifespan
Questionably immortal. They never appear to physically age after adulthood.
Racial Pros
Magically inclined.
Racial Cons
Physically weakest of races.


Naga
Also known as half serpent people, naga possess the upper body of a human and the lower torso of that of a snake. They come in various breeds as well, to the fear Medusas that can turn people to stone, to other wetland or forest region fiends. They also have different magical powers, often proficient in one element due to their born habitats. Their tales are powerful, capable of even squeezing and confining a Minotaur to death; although this applies to fully adult nagas that may able to constrict such an opponent. Their heights are impressive as well, shortest may be ten feet from tip to tail to head while others may extend up to eighteen feet in their adult phases. Many naga also possess venom, but to varying degrees, some are rumor to be able to hypnotize others. Regardless, naga are treated as exotic and rare slaves if one has the skills to capture one or resources to have one captured/bought.
Lifespan
Their ages vary, some up to several thousands of years while others are immortal depending on their diet.
Racial Pros
Proficient in one element type. Powerful tail grapple(not even minotaur can escape.) Various abilities ranging from able to poison, hypnotize and so on.
Racial Cons
Physically not that strong in upper body strength. Weak to the opposing element type.


Alraune
Humanoid plants, that is probably the best of terms any can refer to these creatures as; because of this factor, many Alraune are rare or just hard to manage/own without the right setup. Like plants, they need somewhere to grow as they feed off the nutrients of the land. There have been those that were corrupted that could also feast on blood, often proving to have brighter, crimson petals to the flowers/roses they dwell within. Alraune are not magical, but they still have plenty of natural defenses such as the vines and thorns they control. Some may even possess toxins or other status inducing effects. Alraune height, minus the rose or flower they may emerge from, often stand around four feet and seven inches to five feet and seven inches.
Lifespan
Basically immortal if they sustain their diets.
Racial Pros
Natural defenses; toxins, thorns, etc.
Racial Cons
Nonmagical.


Nymphs/Dryads
Nature's natural spirits; these are humanoids that are more in tune with the realm. They come in varieties of colors and shades and often they have control over one natural element depending on what they are in sync with. Of course, they have to be close to the source of power of their element to properly use it; thus why within the city, many nymphs or dryads are completely harmless and make wonderful rare pets. A nymph's height varies, often they are anywhere between four feet to six feet in stature. Nymphs only have control over one element and that element must be in an abundance for them to draw power and use.
Lifespan
Roughly immortal if they live within their nature environment.
Racial Pros
Possess one soul elemental control depending on what type they are.
Racial Cons
Without elemental source of their control they are weak and harmless.
 
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