There is a wide variety of races on Soano. Though the below was not typed with Soano specifically in mind, I found that it fit perfectly into my world, and so I decided to incorporate it in. This is far from a complete list of races, but it covers just about every single major race I could think of. Fair note, this was typed up in a fairly crude manner, and as such, is not ideally organized. (Yet.)
Disclaimer: There is no actual faction called "Horde", just as there is no actual faction called "Alliance". That is just my bad sense of humor at work as a joke referencing what you'd expect. Goblin-like races do tend to be friendly with one another, but none of them are actually aligned.
Vermans, AKA Ratmen, are a society of anthropomorphic rodents. They have a single underground nation simply called Rodenia, led by King Roden. Their society is primarily tight-nit groups living a somewhat hive-mind-like existence—every member of their society serves a task, assigned to them by their leader based off of their capabilities.
As a whole, Ratmen have many rodent qualities, being highly cut-throat, cheating and stealing a plenty. However, they possess a high level of ingenuity, being extremely intelligent creatures. They are also fairly strong physically, as they live an active life-style causing them to never be at rest.
They are capable of entering hibernation, but do so only when it is necessary in order to survive something.
They have a traditional rivalry with Goblins, who share much of the same social structure on a smaller scale along with an identical lifespan.
Thanks to their lifestyle, they have a highly negative reputation which is mostly unfounded, as they are overall fairly neutral alignment-wise, with a slight lean towards the negative.
Their skin is pink or brown and eyes black or yellow, though their fur color can vary.
Hold Off the Horde!
Goblins are slightly shorter than an average human. They have large pointed (and somewhat-fat) ears and somewhat-fang-like teeth, with flat rounded noses. They are primarily green in hue, but there are a few tribes who are red (mountains), yellow (jungles), and white (tundra) in color. Their eye colors are primarily yellow and obsidian (though red eyes are not unheard of). Their hair color typically reflects either their skin or eye color.
Goblins have a highly tribal-based society, living in small tribes typically consisting of no more than 50 goblins. They typically live an average of 40 years (in other words, a lifespan about half that of a human), having an increased metabolism that bolsters healing at the cost of longevity.
Despite having occasional tribal wars, goblins are a fairly tight-nit society with a strong racial bond, allowing them to band together in times of need, as goblin war parties form. Unlike most tribal societies (which are partially nomadic), goblins typically pick a spot and stay there, being one of the few races which has agriculture. Though they will move in times of need, they consider their land to be their home, and prefer to protect it and nurture it.
There is no official goblin nation, as their scattered existence throughout the world means that they really don’t have any single place of unity.
Like Ratmen, goblins have plentiful offspring, and live their lives typically to the specifications of village elders.
Goblins are highly neutral alignment-wise, as they really are only looking out for themselves for the most part. There are some good-natured goblins and some goblins that are greedy, overall canceling each other out. However, because of their close ties to Orcs, they have an extremely negative reputation.
When it comes to combat, goblins are quite strong physically and have many natural combat abilities, talents, and bonuses, but are otherwise quite mediocre fighters—so they have learned that to fight other races, they need to work together and attack quickly, utilizing hit-and-run tactics. This means they are both fast and have quite a bit of ingenuity, but not nearly as much as other races. They have a strong numbers advantage, but are not the most numerous race.
Overall, other than some neat perks (such as night-vision), goblins are the most human-like of goblin-like races.
Undisputed Leader of the Army!
Orcs are slightly taller than an average human. They have human-like features overall, but have either small and rounded or sharp and pointed noses, and have tusk-like teeth. They are primarily gray in color, but there are bands of brown, red, yellow, green, orange, black, and the occasional albino. Orcs are highly nomadic yet a highly aggressive race; they typically travel in packs consisting of no more than 25 members. For the most part, they live as individuals, but will band together into raiding parties across the land.
Orcs live for about 60 years.
Despite being nomadic, there is a single notorious Orc nation called Romdar, founded by Jalim the Destroyer.
They are extremely fierce fighters with a strong warrior tradition, but their traditions include their own sense of honor in doing so.
Ogres are a mix of an Orc and a Giant, and as such, are large brutes. They are relatively rare, but serve as a best of both: the speed and smarts of an Orc, but the size and strength of a giant. Despite being a hybrid race, they are fully fertile, and as such, they do have a thriving population. Their primary skin color is yellow, though gray is fairly common; green is not unheard of, either.
They have an extremely large appetite owing to their large size. They also tend to take much from both cultures, being noble warriors for the most part, honoring combat skill.
Kobolds are around half the height of a human. They are a worker race, having an extremely high level of ingenuity and in general, a know-how for the way things work. They are skinny and gritty in appearance, but with sharp accents, having cat-like eyes and pointed ears, with an overall Goblin-like appearance. They aren’t much for adventure, but love their pranks, to the point where it’s an intricate part of their society.
As one of the half-sized races, they have a natural rivalry with dwarves and gnomes.
Overall, they are fairly neutral, but those who venture out into the world are typically on the wrong side of the alignment scale, giving their race a highly negative perception.
Though they can have almost any pigment of skin color, they are primarily gray (underground) and yellow (surface), depending on location.
Kobolds have a lifespan about a quarter of a human.
Down the Rabbit Hole!
Gnomes are the closest half-sized race to a human in both variety and appearance—they are scrawny, but otherwise have human features. They typically are no more than 60% the size of an average human. They love to have a good time, and they also have a fondness for smoking from pipes.
That’s where things begin to differ. Nothing about them is universal, so the following merely applies to the majority of their race. Like kobolds, they typically have a fondness for building things, though some prefer growing things or even raising things instead, as gnomes are the only half-sized race to actually have a significant agricultural strength.
Another gnome trait is that they have in their nature trickery and deceit. They like to lie and cheat and steal (yes, they are burglars), but aren’t afraid to cut to the chase when needed, and these activities are mainly done for the thrill rather than for necessity. Though some prefer to stay at home, they are highly adventurous, and love a good tale, being very good at storytelling.
In other words, they mainly have a focus on rogue-based activities. However, even though they partake in such things, they as a whole do not really aim big; their race lacks any true ambition, being in general just as strong as they need to be.
As one of the half-sized races, they have a natural rivalry with kobolds and dwarves.
Overall, gnomes—like humans—have the most variety in alignment; a gnome can be good-natured or ill-willed, and since they are extremely fond of adventure, this fact is well-known.
Despite having a hyperactive metabolism (gnomes are notorious for their appetite), gnomes have a human lifespan. And in spite of their small size and scrawny features (plus a reputation for being weak), gnomes are actually incredibly tough (especially mentally), have incredible speed, and a fair level of strength to go along with it.
Essentially, they are a mix of evil lawn gnomes, Majesty-gnomes, and Halflings.
Dwarves have the closest relationship with humans, despite not being as close of a race to humans. They are extremely beefed up, and can grow to be 75% of an average human’s height. They are slow but strong, and have a combination of the kobold and gnome habits, liking to build and tinker with things. They are particularly well-known for their forges, with extremely good mining skills.
They are not typically adventurous, liking to hide out in mountains, but those who do are almost always good in nature, which helps contribute to their reputation as being more positive than gnomes or kobolds. Despite that, they are actually mostly neutral in alignment, neither good nor bad.
In stark contrast to kobolds and gnomes, they have a no-nonsense approach to life, and are almost always blunt and to the point, also lacking in subtlety and finesse, preferring the direct approach.
They have about 125% the lifespan of a human.
Thanks to the action of Black Elves, dwarves have come to hate all Elven races. They also despise Giants, especially Ice Giants.
There are three great Dwarven nations, each with seven tribes.
There’s nothing really special about these dwarves, as this is all fairly typical stuff.
Elves are not a single species, instead divided up into five separate races. Each is entirely different from the other, with very little in common between them. Though they all have a common ancestor in the form of the normal elves, all of them have evolved to be unique and different from one another and only sharing vague similarities. The five races of elves are Black, Blood, Wood, High, and Normal.
Black Elves, AKA, Underground Dwellers, AKA, the Dwell (singular: Dwal), are descendants of Blood Elves which chose to live underground. As such, they antagonized the races already living underground in their attempts to dominate that world. They have black-hued skin and purple hair, with pale-colored eyes.
In other words, typical Drow.
Victory's Not in the Cards!
Blood Elves, AKA, Almins, are everything negative about the Elven race rolled into a single package. They can be summed up in a sentence: arrogant narcissistic greedy snobs who believe they are better than everyone else.
They lie, they cheat, they rob, they steal, they loot, they kill, and most of all, they gamble; they have an extreme fondness for trickery and games. Despite all this, their arrogance is not entirely unfounded, as they’re extremely good at what they do, producing some of the hardest riddles to crack of all races and being excellent with money.
Beyond their deception skills, Blood Elves also are some of the best archers in the world, outperforming almost all other races. Furthermore, they have extreme natural charisma and heavenly singing voices, so they are unrivaled in talent when it comes to playing as a bard, with enchanting tunes holding extreme magical power.
They typically have gray skin and blue hair, with matching blue eyes.
They have a strong attachment to aesthetics, obsessed with appearances and with the purity of their kind. They live in luxury whenever they can, and for the most part, they don’t settle down unless business is extremely lucrative.
Basically, these are Majesty-inspired elves.
Wood Elves, AKA Spirit Elves, AKA Fae Elves, are smaller than typical elves, being about 80% the height of an average human. They are often green in skin pigment, though various shades of brown, red, and yellow are not all too uncommon. This applies for hair color as well; the typical color is a dark green, but brown and red (with the rare gold) are commonplace as well. Their eyes follow a similar trend, throwing in black as a possibility as well—in fact, black is one of their dominant colors.
And unlike all other elves, Wood Elves are herbivores; they’ve lost their carnivorous teeth and can only digest plants.
Wood Elves are similar to typical elves, living in forested areas, but unlike elves who just live in the forest, Wood Elves have merged with the forest. They live in the center of magical forests, and in that magic-charged environment, they were changed by the forest, rather than them changing the forest as with normal elves.
Wood Elves are basically the keepers of the land, who have the most harmony with nature compared to all other races. As such, they prefer to stay out of most conflicts and are very rarely seen in the outside world, preferring isolation in their forested homes. Despite that, they still have unparalleled skill in herbal medicine and are the ancestral teachers of most famous groups living similar lifestyles.
Wood Elves do not hold perfect immortality, but are actually the Elven race closest to it, with their weakest members having an average lifespan 5-10 times that of a normal human; their highest-level council members have lived up to 50 human lives.
Not the Typical Usage of the Term
High Elves are basically mountainous elves, living high in the world rather than in the lower reaches of the planet—hence, the name “high”. Of all the Elven Race offshoots, high elves have the most in common with their cousins, basically having only traded their culture of trees for a culture of hills.
They do have physiological differences from their cousins, however—as they are more in the open, high elves are somewhat larger than their forest-dwelling cousins and as such go up to 110% of a human’s height. Though elves are naturally sturdy creatures, High Elves have visibly more muscle, to help tackle the tougher terrain. Living at a higher altitude, they require less oxygen. As a consequence of all these upsides, there is a downside—they require far more food to sustain themselves, as their metabolism acts fast, which also reduces their lifespan down to 125% of a human’s.
The largest difference for them is in their culture, though, as the mountain-dwelling high elves are quite gritty, having more focus on tools, traps, and structures (technology) compared to their forest kin’s focus on magic. Another major difference is that High Elves have a far stronger focus on close-range melee weaponry, though they still maintain the strong ranged tradition of elves…just not in the form of bows.
Instead, it’s the like of slings, spears, crossbows, and such.
And They Owe It All To...
Typical Elves are exactly that—the typical race of forest-dwelling elves, tree huggers who live in the forest. They are highly dexterous naturally and have a strong affinity for magic. However, they are no slouches when it comes to close-quarters combat.
There is a single great Elven kingdom, though they mostly stay out of others’ affairs. They are a somewhat private people, who will not shun outsiders, but are not the type to invite them in. They will contribute when needed, but have caught flack for their definition of “when needed” being stricter than what others would prefer.
Combined with their somewhat-isolated way of life and their strong traditions, along with the actions of some of their offshoots, this has given elves a highly negative reputation as being arrogant, always thinking they are correct, and only acting when they have their own interests at heart.
Though not an unreasonable conclusion and not entirely unjustified, it is far from the complete truth, as there are plenty of elves who venture outside the Elven kingdom, and all of them are entirely on the better sides of the alignment spectrum proving this assumption at least partially wrong.
Elves are not immortal, though they do have a long lifespan; the typical Elven lifespan is 2-3 times that of a human, with magic allowing some to live much longer than that.
Basically, your average run-of-the-mill normal elf.
There are eight kinds of Giants in the world, but contrary to what you might expect, not one for each element; there are no Light, Darkness, or Energy Giants.
Poseidon would be Proud:
Water Giants are the guardians of the sea—of all the Giant races, theirs is the only one which consistently has good relationships with other races. They are a friendly people, who live both underwater and along coastlines, as they are partially aquatic. They have become the protectors of coastal cities, and in general are seen as the race which gives the element Water a good name.
The most negative aspect of their race is that they hold great sympathy for fellow giants, and do what they can to aid all but the Ice (as that’d be suicidal) and Fire (as that’d only do more harm than good) Giants.
Water Giants have the capability to turn themselves temporarily into a pure water entity, a being made entirely of the seas. This transformation offers them incredible power (not to mention, invulnerability), but it extremely hard to maintain and is only to be used in dire situations. It also has the limitation of requiring direct access to a large source of water, such as a river, lake, or ocean.
They are the second-smartest of the Giant races, having around human intelligence.
Wind Giants are avian-like creatures, having a highly nomadic lifestyle in the air. Their hands are wings, they have hollow bones, their knees bend the opposite way of a human, they have elongated snouts with their noses practically merged to their mouth, their mouths have a very slight beak-like curve at the end, their front teeth are sharp spikes and back teeth grinders, and their eyes are (of course) suited for high-altitude sight.
Despite all of these things suggesting a smaller size, they are still gigantic, at 175% the height of an average human. They are tied with Fire Giants intelligence-wise, being only slightly below human average on the scale, but are far from dumb brutes.
Fire Giants live in molten lands. As such, they have characteristics of their preferred terrain, often having bits of volcanic rocks fused to their bodies (making them hard to kill), and lava veins running through them (giving them extreme power and making them one of the most magically-inclined races of Giants).
They are highly territorial and have a strong tradition of fighting, but are actually the calmest of the Giant races, with the fewest members straying outside their territory, meaning most of their fighting goes unnoticed.
Woe behold anyone who actually does cross paths with a Fire Giant in the mood for a fight, though, as they hold enough power to level a small mountain with their strength.
When hair is visible, it is typically red, with yellow eyes. When skin is visible, it is various shades of tan, brown, yellow, orange, and the occasional black and red.
Jotunn By Any Other Name
Ice Giants are the most antagonistic of the giants, owing to them being the only Giant race with an average intelligence above that of humans. They have a fiercely loyal society, built around their glorious kingdom, and overall are not actually a bad people, though they are the race which gives Giants their bad name.
The reason is because of the very noble quality that in all other circumstances would lead to them being considered good: their loyalty.
Their original king was an incredibly cunning individual who united their scattered tribes into the current empire. This is what instilled in Ice Giants their great loyalty, as they had such a great leader. However, the great reasonable king was not immortal, and died on a diplomatic mission where all attendees were killed.
His replacement was a far less rational man, and in fact, was utterly and totally insane. Still brilliant, to the point of being deadly cunning, but ridiculously dangerous to be in control, as he let paranoia and greed take control, delusions of controlling the world before it controlled him overcoming any voice of reason he had.
And under his rule is where Ice Giants got their current reputation—his war against the world fell hardest against the dwarves and north-men, also devastating and nearly annihilating the High Elves from existence. Ice Giants were a force to be reckoned with, and while their conquest was eventually put to a stop, the fallout was irreversible.
When the new king died, his replacement sought to un-do all the damage which had been done. He was not as smart as his predecessors, but he had the compassion of his grandfather, along with his gift of a silver tongue. He managed to strike the uneasy truce between his people and the world, and offered the resources of his nation in repairing the damage done.
However, this led to a division within the Ice Giant people. The second king had died well before he should have, and whispers abounded that it was an assassination by his successor. The Ice Giants fiercely loyal to the newest king’s predecessor felt the newest king had betrayed their way of life—and this is a good 25% of the total Ice Giant population. They’ve since split off and continue to menace the world in the name of their dead king, calling for vengeance.
This is why there are three different types of Ice Giants. The main population under the current benevolent king is mostly humanoid with icy accents (such as spikes from the elbow), with yellow eyes. They have blue skin and blue or black hair.
The splinter faction following the previous king is much the same, but they have let ice consume a greater percentage of their body, going up to as much as 50% ice. Their eyes glow a fierce red.
The final faction is almost entirely ice, loyal to the first king and feeling neither successor lived up, with them mostly sulking about it and having let themselves merge with the ice.
Metal Giants, AKA Talosians, AKA, Colossians, are colossal creatures, being some of the largest giants, getting up to 400% the size of a human. They are almost entirely made of metal, which makes them extremely hard to kill, but also means that they require a consumption of raw ores. They are the rarest of the Giant races, highly nomadic in nature and overall quite peaceful. Some of them even act as guardians to a city, though this is balanced out by the fact that others act as mindless destroyers.
Metal Giants have the appearance of wearing armor (helmet included), though this is just how they always look.
Not to be confused with Golems, which can be similar to Metal Giants, but are artificially created; Metal Giants are an actual race, always fully intelligent and always fertile.
Shadows of Metal Giants
Earth Giants are similar to Metal Giants, being distant cousins. They are also closely related to Fire Giants, as Earth Giants have bits of rock fused to their bodies as well. They are fairly tame, preferring to mostly lounge around in the same spots, but can be dangerous because their minds work almost identically to that of an animal’s and they do occasionally move around.
In general, they are not very aware of their surroundings, and will just wander through towns—sometimes without causing any harm at all, sometimes wrecking the whole village; the result is entirely by chance, as the Earth Giant doesn’t even notice.
Nature Giants are cousins to Earth Giants, fused to trees and plants rather than to rocks. They have a mostly symbiotic relationship with elves, working to help maintain the forests around them. Their appearance varies greatly with age, with young adults looking nearly entirely human and old elders having virtually zero humanoid features.
They feature similar colors to their environment, with green or brown skin and similar varying shades of hair. Their eyes when they are shown are always brown, black, or yellow.
Cyclopes are a sub-species of Nature Giants, having only one big eye. This trait evolved because a Cyclops will eventually merge with the earth, their single eye providing an omnidirectional watch on the surroundings.
However, not all Cyclopes are tree-huggers, with many of them acting as shepherds, which gives them a negative reputation as they compete with others for good land.
Typical Giants are fat, dumb brutes, extremely stupid muscle that is a miracle they can still survive. They act as hired muscle, wandering the land and doing as they’re told or (when not being commanded) just randomly following impulses, with disastrous results on their surroundings, giving them a bad reputation despite their lack of maliciousness.
They have a normal skin color and can have any human hair or eye color, though they are primarily redheads with blue or green eyes.
Trolls In My Dungeon!
Trolls come in a wide variety, from Bridge Trolls to Cave Trolls to just plain Trolls.
As a whole, trolls are greedy and strong, with many being slow and stupid (not to mention, lazy), and some disliking the light (with most being unusually large).
The Scourge of
The Internet Soano
Plain Trolls are some of the worst life-forms in existence—they’re incredibly smart, but have an extreme fondness for trickery. (If they were to be given an elemental name, it would be “Wind”.) They are some of the best con artists in the world, capable of pulling off any deception if they so choose to do so.
However, they are most well-known for their habit of inciting inflammatory remarks, disguised as other creatures for the sake of their own entertainment. As such, “trolling” is a canonical term, referring to this type of troll.
Despite this, Trolls play a large part in society. The main reason they have the habits they do is the sheer boredom they experience thanks to their cunning, their speed, their strength, and general know-how—they know exactly what they need to do in order to get what they want, and as such, they play a large part in the bettering of the world, when they so choose to.
Even their insensitive remarks tend to further societies, as their comments are frequently laced with the most potent weapon of all: the truth, forcing those on the receiving end to face elements of themselves which are weaker than they would ever admit.
However, this little bit of productivity is mostly countered by the fact that trolls make their moves indiscriminately and can often mask their presence, which creates a great deal of conflict as two sides begin to go at each others’ throats—whole wars have been started by trolls coming into a place and making a random comment, leaving, and watching the sparks fly.
Bridge Trolls are lesser cousins of normal trolls—they have most of the smarts, and a lot more strength, but they are much more domesticated. They make their living as accountants, bodyguards, secretaries, and other such mundane positions, owing to their good heads for business.
This habit started from where they got their name from, as trolls who lived under bridges and collect tolls from those passing. Though some preferred to play games and allow only those capable of answering tricky riddles by, most of them simply charged a reasonable amount for passage, pragmatically thinking of good business.
And since most of the times, their cost was not too high, they were allowed to flourish. They have above average human intelligence and incredible strength, but lack any sort of speed at all. They have a weakness for gambling, the one thing slipping by their normally very-methodical approach.
If given an elemental name, theirs would be “Water”.
Aah! *ching*, *ching*
Earth Trolls are green monstrosities with incredible regeneration and strength, but absolutely no brain or speed to go with it. They have an extreme fondness for gold and will seek out large sources of it, guarding and hoarding it. They are about twice the size of a human, and basically serve as an extreme annoyance, hindering anyone who is near.
Basically, these trolls are Majesty-inspired.
Energy Trolls are simply large monstrous brutes—they’re not exactly dumb, but have sub-human intelligence, are about 150% the size of a human and have incredible strength. They wander the land basically looking to satisfy their ever-lasting hunger, offering their services as muscle for hire, mostly as bandits. They are not fond of the light, which burns their skin. Though varied in appearance, some of them look surprisingly human.
Light Trolls are basically animalistic Energy Trolls—they have all the size and muscle, but lack the intelligence. They can be domesticated to act as a work force, performing labor quite efficiently when trained. They lack the weakness to light.
Little Cute Figurines!
Fire Trolls are small flamboyant creatures which live in warm areas—they have the strongest magical abilities of any Troll species, to compensate for them being only a quarter the height of a human. They’re fast but maintain the troll’s incredible strength.
They maintain troll-like focuses, having a fondness for gold and being notorious pranksters, but they are hard workers and serve as loyal assistants to those who hire them as employees, such as dwarves, gnomes, and kobolds.
Ice Trolls are a race of nomadic arctic hunters, having close ties to Ice Giants. They are larger than an average human at around 125% normal height, with the typical troll strength magnified greatly. They move with ferocious speed, but mostly like to live an isolated lifestyle, with their just-below-human intellect allowing them to be a calm people compared to most.
Some Ice Trolls are born with fur.
Cave Trolls are basically much, much larger and stronger Light Trolls, amping up all the characteristics of them, especially their ferocity. However, most dangerous of all, they are intelligent—they have incredible brain-power, but still think like animals, making them extremely ferocious and dangerous to even attempt control of.
Their one weakness is that—as they dwell in caves (hence the name)—they are not fond of the light.
If given an elemental name, theirs would be “Darkness”.
Attack their 20 weak spots to bring them down!
Forest Trolls are trolls made up of plants—basically, Fable II trolls.
Rock Trolls are trolls made up of rocks—much the same.
Golems are any artificial life-form, be it one made with magic, technology, or somewhere in-between. As such, they cover an incredibly diverse amount of life, and golems serve a variety of functions with a varying level of intelligence, from simple machines all the way up to outsmarting humans.
The way golems work largely depends on the way the golem is built and the materials present, along with whatever personality the golem has. Most golems are “programmed” to do specific tasks, but many golems can evolve beyond their programming to become fully sentient creatures.
In other words, golems are basically robots, and those which are capable of growing are considered artificial intelligence.
However, golems can be found in the natural world as well—powerful spirits can generally ‘possess’ a material, such as the infamous Rock Golems, dumb brutes that live to destroy any and all buildings.
(Sorry Brits, couldn't resist.) Hymen are a race of anthropomorphic insects, basically meshing bees and ants into a single humanoid creature. They have a strong matriarch society, with the ratio of males to females being approximately 1:5. They have a single kingdom, the monarchy of Optera, ruled by a queen controlling her “hive”.
Members of the kingdom tend to be great builders.
Other than residents of the kingdom, they are nomadic wanderers, traveling alone and living whatever lives they wish, mostly acting as guards and personal assistants, also being extremely good scavengers.
As a whole, their race has an extreme sweet tooth, and they produce some of the best luxury goods in the world, to help satisfy their appetite and to export for profit.
They are extremely good fighters, with incredibly strong exoskeletons and an unbelievably high level of strength. Add in their capacity for sustained flight, along with the fact that they have four arms and two legs, and they dominate almost any fight.
Though their natural talent for magic is quite low, those in their society who practice magic are extremely proficient at it, making their magicians some of the most powerful in the land.
Above all else, Hymen actually have an incredibly-long life-span; their natural life-span is 100-300 years. However, for all of this good, they possess a fatal weakness which leaves their actual life expectancy much shorter: a deadly vulnerability to the cold.
Though they can counter this with tight-knit communities, natural adaptations (vibrating to create heat), and technology, this weakness still claims a fair number of hymen to the elements, keeping their otherwise-quite-high population in check.
They typically range in height anywhere from half the size of a human up to human size; nomadic hymen are on the larger end of the scale.
Resistance Is Futile
Collectives are a sentient race made up entirely of normal-sized bees, working as a hive mind—all of the collective bees in a single hive create the mind of a collective being. Though technically always female, they can identify as either gender. Collectives will continue to live so long as their hive (their heart/brain) continues to exist, with new bees replacing dead bees.
Like normal bees, they can fly, and basically have all the properties of an incorporeal being, as attacks will pass harmlessly through them—however, they are quite capable of interacting with objects themselves, being able to, say, pick up a sword and swing it just as effectively as a human can.
They typically prefer to remain humanoid in shape, but thanks to their nature, they can take on any appearance they so choose to have. As a somewhat-magical race of creature, they have an extremely high affinity for magic, though their magic typically works on a smaller scale than most races.
They are extremely nomadic, and wander to wherever the most temperate environments are (cold can kill them, and heat can shut their hive down). They are extremely intelligent and fast-witted thinkers (much more so than their hymen cousins), able to compute solutions to almost any problem. As a race of nomads, they don’t really have any strong culture, though thanks to their skills at things such as math and strategy, they are extremely valuable.
Like their distant cousins the hymen, they have a sweet tooth, but are somewhat limited in their ability to actually create sweets, and as such, this is their main request for payment when looking for employment. After all, sugars are one of the main things they require in order to sustain the life of their hive.
They are typically quite fast, owing to them not really weighing anything. Their largest weakness other than to the temperature is that they lack physical strength—they are slightly below human in their lifting capacity, in contrast to their heavy-lifting cousins.
Furries is a general term used to refer to all anthropomorphic races with fur…except Werewolves. The reason for this is explained by the creation of the term in-universe, as it is a canonical descriptor.
The term originated from werewolves’ ancestral enemy of vampires, as a derogatory insult. (E.g. “blasted furry”, “you furries should all BURN”.) Werewolves therefore find the term extremely insulting, and refuse to let themselves be classified in such an animalistic way. (Well, most werewolves, anyway; a very small fraction of werewolves prefer the term, just as many werewolves prefer the term lycanthrope.)
There is an exception, though—half-werewolves who have any fur showing almost always prefer the term “furry” to alternatives, as they have faced such extreme discrimination that it is preferable to what else they would be called.
The term eventually evolved to describe all furred anthropomorphic people (except werewolves), and the two primary types of furries (Catkin and Wolfkin) don’t really mind—to them, it’s nothing but a descriptive term. A bit on the general side (and pretty much worthless because of that), but nonetheless accurate of them.
Their lifespan is around 60 years, though this does vary.
I used the following words to come up with their names:
canis (dog) lupus (wolf)
skylos (dog) lykos (wolf)
cattus (cat) leo / lea (lion)
gatos (cat) gataki (kitten) liontari (lion)
andras (man) anir o (man) anthropos o (man)
sapiens (wise man) compleo, vir (man) homo hominis (human being) clementia (humanity)
anthropinos (human) anthropos (human being)
They Do Not Howl at the Moon!
Skylopins (best combination I could think of), AKA, Skylans, AKA, Wolfkin, are a race of anthropomorphic wolves. They have absolutely zero ties to and absolutely no relationship with werewolves (who are essentially men-transformed-into-wolves), as wolfkin are a separate species altogether, born and raised rather than created by a virus.
They resent being mixed up with werewolves (the feeling’s mutual), since (despite similar appearances) they are nothing alike. Skylans are a race of tribal hunters; they primarily live in arctic tundra and wooden forests, with semi-permanent ‘dens’ and the occasional migration in their territories.
Thanks to sharing much of the same territory and having much the same habits, their northern breed has come into conflict with Ice Giants and Ice Trolls, but being a peaceful people (albeit ones with a very strong warrior tradition), they came up with the idea of “Winter Games”, which are much like a fantasy version of Winter Olympics—they hold a small contest every year, but every fifth year, they hold a far more lucrative contest.
Wolfkin, despite what you might expect, have zero conflict with catkin—their territories do not overlap very much, and as such, they have no quarrel with (and actually have extremely close ties to) their distant cousins.
The one think skylans have in common with werewolves is that they have a strong alpha setup, both with an alpha male and an alpha female in their tribal packs. They are extremely strong and incredibly fast, but are prone to injury and have heating issues, so they generally work only in short sprints.
They, like most tribal people, have shamans that have access to magic, though they are not particularly powerful. Since they navigate through forests and/or frozen fields, they are highly maneuverable, having extremely good nimbleness and quite above average levels of dexterity as well.
They are typically a little bit larger than an average human. Their fur comes in a variety of shades, though their shade is largely determined both by their location and time of year (as certain places have snow only for half the year, wolfkin in such locations have two separate fur coats for each half of the year). Obviously, northern wolfkin have grays and white, whereas forest skylans will have more black and brown.
They do hunt at night, and as such, have good night vision.
Androgats (sorry, I’m quite bad at this), AKA Gattans, AKA Catkin, are the other primarily known furry race. They primarily come in two varieties, the tribal types and the nomadic wanderers. The tribes prefer to wander the plains in their territories, having a strong patriarchal leadership with the dominant male leading the catkin pride as their primary warrior and coordinator.
The lionesses do most of the hunting and the subservient males do most of the work at home, though when it comes to fights, both genders play an equal part in defending their homeland—lead, of course, by the father lion. He can be challenged at any time for leadership, in an extremely ritualized right-of-combat, though this is very rare, as he often earned his position and if he felt he no longer was the ideal candidate for it, would have already stepped down.
Their way of settling tribal conflicts between packs is also highly ritualized; as neither side wishes to shed blood, they are frequently highly civilized in their negotiations. This said, they are all extremely capable fighters, with incredible agility and ferocious strength along with natural training (hunting for females, work for males, dominating one-on-one combat for the father).
They have the same magical capacities as wolfkin, used much the same way.
Nomadic wanderers are typically loners (unless they have a mate), wandering the land and scavenging what they can in life. They are frequently skilled hunters and act as excellent bodyguards, owing to the same natural agility of their tribal relatives, combined with excellent natural senses, from night-vision to hearing to smell.
Catkin vary widely in appearance. Typically, tribal cats have brown furs to blend in with their surroundings, though they are not always the same colors (exact colors vary from tribe to tribe and individual to individual). The father cat will have a natural mane around his neck, otherwise looking identical.
Nomadic catkin are where the variety of the race becomes most apparent, as they can have any variety of colors, from orange to striped to spotted to black. Nomadic catkin tend to be more slender compared to the broader tribes, and are built more for endurance compared to the tribal catkin preferring short sprints.
The two have enough differences that it’s not hard to assume that they are separate species, however, the two are definitely the same—a nomadic gattan can become part of (or even start) a pride, and a tribal catkin can (and often will) leave the tribe to become a nomad—the changes to their bodies happen naturally with time, and though they’ll always retain some traits of their former lifestyle (typically their fur), their children will be more suited for their new lifestyle.
Lizardfolk are the tribal people who defined tribal people—all other nomadic tribes based their lifestyle and cultures off of that which the lizardmen started (lizardfolk are among the oldest of civilizations). Though they do occasionally settle down permanently into cities, the vast majority of their civilization is in a tribal culture.
As such, they have the strong characteristics one can expect of such a society—mainly based on hunting, they make their living off of the land, and have one of the strongest senses of family bond among all races.
Their tribal magic is some of the strongest in existence, and while shamans capable of using it are rare, they are extremely powerful and widely respected, often holding both the position of shaman and tribal leader (though the two are not the same).
Being mostly cold-blooded, they much prefer warmer environments where they can function more easily. However, they are not entirely cold-blooded, and as such, can handle the cold when absolutely necessary, though they are slow and sluggish in it.
Lizardfolk have scaled armor making them tough on the outside, have impressive regeneration abilities, and even have a long life-span. There is a tradeoff in their society, though—lizardmen can be either much stronger than the average race or faster than average; they cannot be both, and a strong lizard is slower than average and a fast lizard is only at average strength levels.
Intelligence is also a weak-spot of their race—they are by no means stupid, having at least an average level of intelligence (their magic users are much, much higher), but they lack innovation: they stick to what has worked, and often take the most direct approach, lacking subtleness in their actions.
Furthermore, they take much longer to mature, both emotionally and mentally; Wisdom of Age is their largest teacher, rather than natural smarts. The older a lizardfolk gets, the faster they think; at older ages, lizardmen can think faster than an average human. However, at younger ages, lizardfolk think slower than a human; they may have the same intelligence level as a human, but they are just slower to figure things out.
Thus, to lizardfolk, age is one of the most important factors in their society; they have a belief that it’s not the mileage, but the years which ages them. As such, adventuring lizardmen are fairly rare, since they see little gain in going around the world to gain knowledge and fame.
However, it is not unheard of. Like most races, arrogant youths of lizardfolk like to test their mettle thanks to the proud warrior traditions of their people, and as such will travel the world despite being labeled as foolish children for their actions—this is where the majority of lizard swordsmen come from, with the occasional lizard huntsmen as well.
Also, when a lizardman has been aged by time quite a bit, they may have the fires of youth rekindled in them, an urge to explore the world overtaking them—tribal life is slightly monotonous, and the craving for something different is not at all unusual, since there’s only so much you can learn.
This is why what few lizardfolk shamans who adventure around are old—they’ve learned about everything there is to learn about a specific area, and wish to broaden their knowledge and experience before old age claims them.
By adventuring, they can help bring a better reputation to their kind (who are not looked kindly upon thanks to many reckless youths giving them a bad name), spreading the word of what a true lizardman is like, while also (if they return to their tribe) helping bring in new potential to their home, with stories to motivate their children for ages to come, with updates on the world around them, and occasionally with ideas for new techniques and tools to use in their lives.
Though lizardfolk typically do not dwell in the affairs of conflicts other races hold, they tend to hold goblins close at heart—why, exactly, is unknown to all but the lizardmen elders, though it’s theorized that it’s because goblins are the only tribal society who adapted the lizardfolk life and then intentionally chose to modify it, rather than (as with other races) merely copying it and making a second-rate clone of it.
Their typical lifespan is 100-300 years, though particularly strong shamans can live up to 500 years.
Dragonkin are one of the most varied races on the world—they have dragons for each element, and then some. Dragons, like most creatures, have magical potential, but unlike many other portrayals of dragons, their magical potential is nothing special. Those who use it have a far stronger level of power compared to most (and a much larger reserve of magical energy, owing to their large size), but only a few dragons actually make use of magic; they have to learn it.
Dragons who are particularly skilled magicians can shapeshift into a humanoid form—and this is where most half-dragon hybrids come from. (There is the occasional hybrid from another race shapeshifting into a dragon—children of this hybrid type are born with shapeshifting powers if the father was the dragon, but are born as a normal hybrid if the mother was the dragon.)
Dragons are obviously universally big, strong, possess flight, have immortality (and are one of the only creatures to truly have it without magic), have some breath weapon, have strong armor, a voracious appetite, and are generally intelligent, but that’s where the similarities begin to end; the diversity in dragons means that each type actually is considered a separate species from one another.
The below is not even close to a complete list of dragons.
The Dragon Measuring Stick:
Fire Dragons are your typical dragon—red, orange, yellow, and with the occasional blue or white in color, they possess the typical dragon shape: bat-like wings, four feet, strong muscles, fangs, claws, scales, and horns. Baby dragons are around half the size of a human, and dragons continue to grow with age—a young adult is two to three times the size of a human, and they only continue to grow from there. Their breath is, of course, the stereotypical flame, with the color matching their scales.
Their eyes are typically yellow, red, green, or blue in color, though they can possess pretty much any color.
Fire Dragons have the most subspecies of any dragon type: one subspecies had no front feet, with their back feet significantly smaller; in exchange, their wings are much larger and stronger—they prefer to fly high in the skies. Another launches balls of fire rather than streams. A third lives inside volcanoes, being much smaller (maxxing out at human size) and basically swimming through lava like water. (This subspecies has another name—the fire wyrm.) Yet another species is simply a smaller and animalistic variant, maxxing out at twice the size of a human and being a domesticated (yet incredibly intelligent) animal.
Bane of Bungalows
Ice Dragons are almost identical to Fire Dragons, but more sharply accented—spiked tails, sharper claws, more prominent teeth, a streamlined profile featuring more jagged joints, and trading quite a bit of strength for far greater speed. Their breath is ice in some form or another, varying from ice dragon to ice dragon, launched typically as a stream of freezing-cold flames or a frostball.
Storm of the Seas
Water Dragons come in three species: the snake dragon, the shark dragon, and the terror dragon.
Snake dragons are much as they sound: more snake than anything else, they have no limbs other than short wings that act as fins. They’re basically the stereotypical Chinese dragon, living underwater and swallowing things whole.
Their breath weapon underwater is a jet of bubbles to paralyze their victim, while they move in for the kill. They have a subspecies which can travel on land (or more frequently, fly through the air), and this species is amphibious rather than aquatic—their breath weapon is a solid stream of high-pressured water.
The Shark Dragon is a mid-ground between a Snake and Terror dragon: they still have the profile of a terror dragon, but rather than claws, their feet are webbed. Their tail is like a shark’s as well. Their movement is a cross between the two species as well—their body moves much as a snake, but their legs aren’t just for steering, as they propel the shark dragon along.
Shark Dragons can breathe air, but don’t typically leave the water. They can hold onto things with their feet and hands, but they have zero grip in their fins, which are constantly rigid and therefore do not flex.
Their breath weapon is an ink-like substance, which is slightly acidic and partially poisonous; if it hits, the victim may live, but will be incapacitated for long enough that the dragon can finish the job.
Terror Dragons are basically underwater fire dragons—they can breathe water, but breathe air just as easily. They have all the appearances of a normal dragon, though they have a slightly more streamlined profile to allow for easier swimming. Underwater, they possess two separate breath weapons—one, a bubble of air to encompass and trap enemies, and another, a blast of turbulent waters which spin and consume things.
The former is more precise and keeps the prey alive for better feeding, but requires higher accuracy and closer range. The latter is basically an underwater storm, battering and bashing the prey it catches, but is longer range and more easily ensnares things.
Above water, the latter is just a blast of densely compacted water, which both rips the victim apart and crushes them.
However, Terror dragons make most of their kills by ambushing prey, grabbing them in their claws, ripping into them. Despite their large size, they are still stealthy hunters, though because of their size, there’s very little capable of outrunning them, anyway.
All three species typically have hues of blue to their scales and either blue or yellow eyes, but they can (and do) have a huge variety in both, with gold, gray, white, etc. scales and red, green, etc. eyes; almost anything is possible.
Bringers of Life
Energy Dragons are among the rarest forms of dragon; they are much like Fire Dragons, but have breath weapons consisting of lighting bolts and/or energy blasts instead. They are typically more jagged in appearance than a fire dragon, much like an Ice Dragon, but unlike the Ice Dragon, maintains the bulky appearance of a Fire Dragon.
They come in various hues, from white to blue to yellow to an occasional red, in both scale and eye color.
Bringers of Death
Though normal Darkness Dragons exist, they are nearly extinct, natural selection having instead chosen their descendants and offshoots (respectively), Void Dragons and Undead Dragons. Darkness Dragons themselves are pure black (or the occasional dark purple) dragons (typically with red eyes), whose breath is a black or green flame that consumes everything it touches.
Undead Dragons (AKA, dracoliches) are any normal dragon turned undead by a necromancer, though the strongest dracoliches are made from darkness dragons. They are obviously not natural (and are—of course—completely sterile), and most of them are tamed, but over the years, quite a number have escaped captivity to live in the wild.
Undead Dragons have a breath weapon consisting of what seems like death itself, sending swarms of nasty things on the target, from maggots to bugs, with a stench of decay present which ages and rots the target on contact—this shroud of darkness can, of course, be cured, but that is not easily accomplished in a battlefield. If the target is immune, then the breath causes a mental scream of pain and terror, traumatizing the victim and frequently paralyzing them.
Void Dragons are not undead dragons, but they have a resemblance to them; they are twisted and deformed, with bones showing on the otherwise-black/purple body in places they shouldn’t be. They have a streamlined look to them and overall look as if they are starved, having an aura of perpetual hunger around them.
They have talons rather than claws and a sharp spiked (poisonous) tail, and are generally smaller than an average dragon. Their breath is a pure black void which consumes a target—even if they escape, they are left without their senses. If they somehow manage to recover, their sight is left blurred and they feel incredibly sore, weak and devoid of all energy, lacking the strength to move.
It is both physical and mental in nature, attacking all elements of the body. Since most targets are at least partially immune to this consumption, most Void Dragon kills are from taking advantage of this weakened state and eating them alive—tearing them limb from limb, while they are still fully aware.
It is considered one of the worst ways to die.
Light Dragons are up there with Energy Dragons in term of rarity; they are not often spotted and sightings of them are rare. What’s known is that they aren’t too different from fire dragons, with their breath weapon being a blinding and burning light comparable to facing the direct heat of the sun.
Not Giant Birds!
Wind Dragons have more resemblance to a giant bird than any other dragon. Their snouts have a slight curve to them and their teeth are more widely spaced, with their bodies covered in durable feathers rather than scales. They have sharp talons rather than claws, and a subspecies has even discarded their front feet in favor of stronger wings.
They have a variety of breath weapons compared to most species which only have the one; they have the ability to unleash a sonic screech—on lower levels, acting as echolocation, but on higher levels, paralyzing or even killing victims.
They also have the capacity to unleash a blast of air; much like a Terror Water Dragon’s water blast, this blast creates an incredibly strong gust of wind to crush prey on the ground, and flip, spin, turn, disorient, and otherwise mess up prey in the air. Furthermore, a Wind Dragon also has the capability to unleash a torrent of air that slices like razors, simultaneously cutting and piercing whatever it touches.
As far as aerial predators go, they are pretty much the king of the kings, undisputed champions of the winds. They are primarily white and gray in color, though greens, yellows, and browns are not too uncommon. Any color is possible, although those not listed are rarer.
The Other Burn
Acid Dragons are much like Fire Dragons, but breathe acid rather than fire; they are primarily green in color, though yellows are not uncommon.
Plague Dragons resemble Void Dragons, but are mutated earth dragons instead; their breath weapon contains just about every disease known, and their bites, claws, and tail-spike are all venomous (with multiple types of venom, different combinations for each).
Rock Dragons are brown dragons close to fire dragons, but with much, much tougher scales, and with a critical difference: they eat rocks, not meat. Their breath is a solid stream of sand and dirt, launched at high speed with sharp crystals contained within. Diamond Dragons are an incredibly rare subspecies.
Earth Dragons are cousins of Fire Dragons, dwelling in forests. They have been driven nearly to extinction thanks to acid, plague, and tiger dragons, but are still a strong presence in the woods. Their appearance resembles their environment, with several curves, twists, and turns in their body structure.
This adaptation has left them rather sturdy, but somewhat inflexible compared to most dragons; they are slow to move. They are one of the only herbivorous dragons in existence. They are mainly brown and green in color, though shades of the forest such as red and yellow are not too uncommon.
Their breath weapon is a hail of razor-sharp leaves to cut along with bundles of sharp spiky roots to pierce. They are the friendliest of Dragon species, having excellent relationships with forest-dwelling species, and it is thanks to these people that the dragons still are alive.
The Thrill of the Fight
Tiger Dragons have strong fur instead of scales. They are small compared to most dragons, as they prefer to hunt in crowded forests, where maneuverability is low. They come in many different shapes and colors, and are unique among dragons in that they don’t really possess a true breath weapon; their breath weapon is merely a spray of pheromones of various kinds.
Dragons typically are individual creatures, though there is a dragon nation (Draxal) consisting of dragons capable of shapeshifting. It is also the home of most hybrids (for obvious reasons), though they do exist elsewhere.
As a whole, their race is extremely prideful. Dragon-riders exist, but the dragons are never bonded to their riders; it’s often the other way around, with the dragon-rider providing some convenience to the dragon (often, guarding weak-spots and/or offering magical aid and/or helping with precision aiming and/or reigning artillery) more than the dragon provides a convenience to the rider.
It’s still symbiotic, but the dragons are the ones in charge (which makes sense, as they’re the ones actually doing most of the work). Since most races don’t exactly feel comfortable with this, dragon riders are fairly rare.
Knights of the Living Dead
Undead covers such a wide variety of creatures, it’d be nearly impossible for me to cover them all. As a category, it includes not only all things which live on after death on the mortal plain, but also contains descendants of these creatures—for instance, vampire children are technically undead, despite them being fully alive. For the sake of nations, werewolves are often lobbed in there just like vampires are, and are free to come and go from undead empires.
However, just as they aren’t furries, neither are werewolves really undead, with them being closest to shapeshifters rather than undead (or furries). For that matter, though one method of creating vampires does involve the target being dead first (which makes them really qualify), most do not, and vampires are close to werewolves in that to become one, you don’t need to die.
They are included as undead for the simple fact of them lacking any better category. In a way, they really are a category of their own, thanks to how much variety there is in the vampire race; over a hundred different combinations exist, though the only really relevant ones are purebloods and a few of the half-vampire combos.
Categorizing undead is also slightly complicated by the fact that the word has two typical meanings in my world—the general undead, covering all life-beyond-life, and the specific Undead, covering what I think of when I think of the word Undead—(mostly) skeletal creatures created by necromancers.
Just know that there are a fair number of undead kingdoms in existence, and quite a lot of undead throughout the world. Also keep in mind that while undead are primarily humans, they can be of any race; there are plenty of humanoid (but not human) undead and there are even a few undead which don’t look human at all (such as dracoliches).
Another thing to keep in mind (which was implied above), if the undead has, ummm…functioning parts…chances are quite high that they are fertile, which means that many undead hybrids exist. (Vampires and werewolves have of course already been listed, but there are plenty of other undead creatures capable of reproduction.) This only serves to further the already-incredible level of variety undead have.
Of course, now is a good a time as any to emphasize this—while there are plenty of undead across the land, that doesn’t mean there isn’t an afterlife. It exists; it’s just that plenty of souls are unable to reach it, for whatever reason.
Demons, contrary to what you’d expect of their name, are not all universally evil. They have an incredibly heavy lean to be on the negative side of the alignment chart, but this is not universal; the vast majority of demons are actually far more neutrally-inclined.
After all, you cannot have a functioning society where every member is a cut-throat.
That said, demons do have many typical negative traits. First and foremost, they are one of the greediest races in the world, valuing wealth, treasure, and especially gold. But most of all, something demons crave above all else is land—for them, that is the ultimate power, to own a piece of land. The most influential demons are the demons with the most real estate at their disposal, because demons themselves do not actually possess a homeland of their own.
That is their one universal trait, and from there things begin to differ. Most demons typically have destructive urges, and it’s in their instincts both to fight and kill—however, again, they have long-since realized their race cannot flourish off of violence alone, and so, many have learned to suppress and/or channel their impulses into far more productive activities.
Demons are basically the ultimate warrior-merchants: thanks to their obsession with wealth, demons have become some of the most efficient businessmen in the land, but thanks to their bloodlust and natural destructive power, they are amazingly tough in most combat situations.
Furthermore, demons have a very strong inclination towards magic. Though not every demon is a magician (just as not every demon is a fighter), the vast majority of demons have at least some magical skill, with many having quite a lot.
Demons have a strong inclination towards chaos, and as such, typically do not hold much respect for laws, and therefore demonic order is decently difficult to maintain. But demons are fast-learners, and they are quickly learning to adapt to the changing times, including how to build a functioning society with structured roles to fill.
Demons typically have not lived on the world itself, per se—they typically have been residing in pocket dimensions, hence why they are the ultimate nomads: they have no true home, no true place in the world to call their own. Many pocket dimensions prove to be unstable with only the slightest disturbance, so a great deal have lost their homes before, forced to move elsewhere.
And this is why to them, land is the ultimate Holy Grail: once obtained, it is something they wish to fight fiercely to defend. The acquisition of land has been the driving force in most demonic invasions of the realm, as they just want a permanent place to call their own, desiring above all else a home.
Demons as a species do not have any ties to the afterlife, though a few of the demonic race hold power in it.
Demons are primarily the standard red for fire, but this is not universal; there is a demon race for each element, and their looks reflect their element.
Overall, their appearance is uncanny, resembling humanity but always appearing…off in some manner or another. Other than their horns and tails, they are largely human, with the same size and figure.
Demon adventurers can grow bat wings, but this is not a typical trait of their race. Said demon adventurers typically also receive a large increase in size to accommodate this, and occasionally also get goat-like legs, though again, this is an abnormality of their kind.
Demonic horns are typically the standard—on opposite sides of the head, with a slight upward curve. However, other types of horns do occasionally show up, such as both on the front of the head (and slightly thinner than normal), and behind the ears with a ram-like curve.
Demonic blood is black. Demons have incredible strength and strong regenerative capabilities, but most demons pay the price with speed, slower to act. Demonic intelligence varies widely, though the average level is quite above human.
Demons are immortal when it comes to aging as long as they are inside a pocket dimension. When inside a pocket dimension, however, they can be killed, and will die permanently.
When a demon’s home is in a pocket dimension but the demon ‘dies’ in the mortal realm, it is not a permanent death, and they will respawn in their pocket dimension. However, if a demon’s home is in the mortal realm and they are killed, they’re dead for good. The mortal realm also brings with it mortality, and demons living on the planet do age, albeit slowly: their natural lifespan is double that of a human.
Basically, demons can only be permanently killed if they are in their home realm.
Demons have a rivalry with Celestials, but contrary to what you might expect, it’s not on any moral ground—it’s simply because they both naturally are fighting over the same lands, as Celestials live in pocket dimensions as well. The two races actually feel a kindred spirit towards one another, sharing much and seeing each other as basically rival brothers and sisters.
So when land is not an issue (and it almost always is), they actually get along.
An Extremely Misleading Nickname
Celestials, AKA, Angels, are pretty much reflections of Demons. Just as no society can function entirely on the negative side of the alignment chart, no society can function entirely on the positive side, either. (And quite frankly, you’re far more likely to find a jerk-celestial than you are to find a jerk-demon; demons are actually incredibly polite in comparison to celestials.)
Celestials have a strongly-structured society, but have something in common with demons: the ultimate prize for them is land, for much the same reason it is for a demon. As such, their entire society is based off of a landlord hierarchy.
Those in power don’t exactly like the prospect of them potentially losing it, and as such, they typically assign celestials incredibly hard tasks to accomplish in order for a celestial to be granted land.
And because the world is Glass-Half-Full, where things are bad far more often than they are good, the tasks given to them are typically incredibly hard (even impossible) things involving good deeds, hence, why they are called angels—though their motive for the deeds is far from noble, their acts are still legitimately bettering the world.
Like demons, celestials have very good minds for business, and their society is largely structured like that of a corporation because of it. There are different sections of this ‘company’, and each celestial fits a ‘job’ in a sector of the business.
Unlike demons, however, celestials have no desire for mortal possessions such as gold, other than their aforementioned focus on land. They do, however, have a weakness for food; celestials are constantly hungry, having an insatiable appetite.
This is partially due to their metabolisms; celestials are both incredibly fast and possessing incredible natural healing abilities, similar to their demonic brothers’ healing and strength. (They are, however, prone to injury—though they’ll heal from wounds quickly, they sustain damage far more easily than their demonic counterparts.)
Celestials like to build things, having a borderline obsession with it. Like demons, they have strong and potent natural magic abilities, and celestials have the same range in intelligence as demons do. Though they typically hold respect for the laws of lands, they value personal codes of conduct far more, and are often honor-bound by their word.
Like demons, celestials have no permanent home, residing in pocket dimensions—though slightly more stable in their habitats compared to their demon brothers, they are still just as much vagabonds as the demons are.
And similarly, celestials have neither ties to the afterlife nor any ties to the heavens (the two are not the same), though like demons, they have a fair number of people holding influence in there.
Celestials are typically blue and white (with yellow accents), though like demons, this is not universal, and celestials cover the whole elemental range in all aspects of their appearances. Like demons, they appear to be human, though they tend to have an otherworldly aura around them.
Celestial adventurers can gain feathered wings, but this is not a standard of their race. They do not have halos, though adventuring celestials may have a golden ring grow from their heads, a sort-of sideways half-halo.
Celestial blood is white. Similar to demons, they are immortal from aging as long as they are in a pocket dimension, but age like humans do in the mortal realm and share an almost-human lifespan, living 125-150% as long.
They also share the same type of immortality; a celestial killed in the mortal realm with a home in another realm will reincarnate back in their home realm. Celestials do have an advantage over demons, though—they have a racial ability to act on the phantom level, coming into contact with ghosts.
This is the reason there are fewer ghosts on the world than what you’d expect, since ghosts incapable of moving on to the next life can often find comfort in a celestial realm.
Basically, on an individual level, celestials represent harmony (not holding back) and demons discipline (restraining their instincts), but on a cultural and racial level as a whole, celestials represent discipline (structured society) and demons harmony (unstructured and scattered society).
Deal With Them
Devils, AKA, Incubi, AKA Succubae, who should not be confused with demons, are hellspawn creatures from a twisted realm. They can take any form, but when in humanoid form, they typically resemble rather strongly demons, vampires, or elves. (Much to the chagrin of all three races.)
Devils are summoned in rituals (often involving blood) and kept around with some type of seal (often using blood), as is typical of the convention.
They cannot exist on the mortal realm without directly feeding off of soul magic (which they need to survive, as they use it excessively), but unlike most things, they do not naturally generate it nor can they absorb it very well. (The only places they can are the dimensions they are summoned from.) As such, they are almost always featured in the world as summons by other beings, who have formed some sort of contract (be it temporary, long-term, or permanent) with someone who is capable of supplying soul energy and willing to risk their life.
This has given them quite the negative reputation, as most of those who are willing to form a contract off of their soul are of questionable character. It isn’t called a “deal with the devil” because it’s good, after all. However, as far as negatively-aligned creatures go, devils are among the least-harmful of creatures, since they have that critical reliance on soul magic (without it, they will die), and they all have at least some Lawful tendencies.
Some, in fact, are actually called angels, taking only what they need to survive while offering their immense power to those they have formed a contract with.
They have a weakness to light and water, and as such, holy water is their other great weakness aside from their soul-draining requirements.
As long as they have a source of soul energy, they are virtually immortal.
(Yes, I watched all of Chrono Crusade. Does it show that obviously?)
A few devils possess the capability to drain individuals of soul energy without a contract. These devils, called incubi and succubae (depending on gender), can be more dangerous, possessing the power to kill much easier. They cannot, however, stay in the mortal realm for nearly as long, unless their victims willingly feed them.
Chiron Would Be Proud
Centaurs are pretty self-explanatory appearance-wise—the typical half-man, half-horse, with the occasional subspecies that is a different animal (such as deer). They are, by their very nature, cavalry warriors, skilled with both bow and longsword and other weapons which are used from horseback.
They are a fairly industrial race, skilled weapon-makers and decent (though not particularly skilled) magic-users. They are generally nomads, wandering from place to place, hired typically as warriors. Though their jobs may involve fighting, their passion is generally more in line with being scholars. Noble and honorable, they respect everything…well, everything except minotaurs.
They have a fondness for the luxuries in life—particularly, alcoholic beverages.
They’re poets, they’re librarians, they’re record-keepers, but most of all, they are stargazers; having a constantly on-the-move lifestyle, they have learned to study and even worship the stars above them which guide them, and are some of the best astronomers in the world—furthermore, because of their extreme knack for math, for writing, for drawing, and such, they are also the people who have best charted…well, everything.
From the oceans to the land to the sky above, they know their world extremely well, and are able to make incredibly accurate predictions—though it is seen as a mystic magic, a religious ‘best guess’, it is actually an incredibly methodical and calculated science.
Theseus's Worst Nightmare
Minotaurs are pretty much what you’d expect of a typical minotaur—an anthropomorphic bull, fur covering the full body and the males possessing horns; they are tall, topping out at 9 feet (they average 7 and a half), and rather bulky ‘beasts’.
Minotaurs were created as soldiers by a mad mage, who ultimately lost control of his army. However, in what little time he had them, they devastated the lands, kept only slightly in check by the centaurs, which lost their only nation to the mad sorcerer’s vast ax-wielding slave army.
Naturally, this left centaurs with a long-standing grudge against minotaurs, who have since become a fairly widespread (albeit never in great numbers) race. They are fully fertile, and as such, their numbers overall are on the rise, but not by much—though they once were organized, as soon as they broke free, they lost their strong bond.
At most, they will travel in herds of 20, but it is fairly rare to see any more than ten.
Despite having been an artificially created race, minotaurs have adapted to the world so well that anyone not familiar with them would never know they are not natural, as the minotaurs quickly developed (rather than borrowing) a culture of their own, even creating their own religion.
This religion centers around worshipping the earth they all come from, and they are rather down-to-earth as a result of it. Contrary to the arrogant (albeit highly noble) centaurs, minotaurs are respectful of their world and their origins, adapting their own moral code. (Both are about equally civilized, but see the others as being barbaric.)
The urban legend about them charging at red has origin in their battle-soaked creation, as it was originally said that they would charge at so much as the scent of blood, especially that of a centaur (which is ironic, because centaur blood is silver).
Totem Pole Protectors
Corvans, AKA, Ravens, AKA Crows, are the opposites of their giant cousins—rather than being humanoids with avionic characteristics, these are birds with anthropomorphic characteristics.
They are fairly short, at only 2-4 feet tall, depending on the tribe and subspecies—though they are called Ravens and Crows, ravens and crows are only two species of Corvan, and are the most wide-spread. As such, the color of their feathers (mostly blacks and blues) and eyes varies widely, as does their physical features.
A common element of their people, though, is that they have hollow bones, and rather than proper hands, they have small talons at the end of their wings that just so happen to be dexterous. Their legs are uncharacteristically strong for birds, owing to their usage, acting as a second set of appendages. Their beaks are strong and stout, and their wings are long.
As a whole, their species is extremely high in natural magic potential, and they are some of the best thinkers and tinkerers in the land, being some of the main creators of magitech. (They also have photographic memory.) They generally have an above-human life-span (100-200 years), but unlike most creatures, they break the typical expectations (to have near-human populations) and actually have 2-3 times the number of children compared to a human.
This is largely due to their frail bodies; though they can survive heat, cold, and everything between, their bones are incredibly brittle and any single one of them breaking can be life-threatening. This is one of the main reasons they’ve driven themselves so strongly in both magic and technology: to keep themselves from harming their own bodies.
Generally, they move around a lot, but they are not a highly nomadic people, actually settling down in areas rather easily. Despite their numbers and their bonds, they possess only one nation of their own (Corvidaeus), owing to this very reason: as they don’t prefer to move very often, they have no need to take more than what they have. However, there are a fair number of nomadic corvans all the same, as unless they are within a flock, they generally have no reason to stay where they are. If a whole flock is nomadic, they are referred to as a murder.
Corvans have a strong bond as a people—Even those that travel as individuals will go out of their way to help another of their species. It doesn’t matter if they’re from a different tribe, or even a different subspecies; they have a strong racial bond enough to make it so that they help each other survive.
They are a highly playful species, but this has caused them a great deal of trouble—physical games are likely to result in fatalities, and mental games (what they are notorious for) give them a bad reputation.
They are abysmally bad strength-wise and (as mentioned) endurance-wise, but they have a selection of neat tricks; their hearing is much better than a human’s, and they can see the whole spectrum of colors. (This grants them a limited form of night vision—similar to infrared goggles.)
If not for their natural enemies the Gorgons, and if not for the fact that they possess no ambition* (merely seeking entertainment), Corvans could have been the dominant life-form on Soano, as they are even more adaptable than humans. However, with their lack of drive to expand, combined with their ancestral rivalry, they are merely in the top-ten.
Their rivalry with gorgons has allowed for a natural resistance to poison. Many additionally have resistance to being petrified.
*Small correction on my part—their ambition extends no further than their community. If their community needs something, they’ll do what they can to acquire it, but they take only what they need and nothing more. For instance, inventing things to help keep their offspring alive requires some ambition, as all innovation does. However, they have no thoughts of using their inventions for anything other than their original purpose.
All-in-all, they are extremely conservative, but have the largely-untapped potential to be hugely innovative.
Perseus Would Be Screwed
Medeans, AKA, Gorgons, AKA, Snakes, AKA Nagas (Nags), AKA the Serpent-people, are basically exactly what you can expect: anthropomorphic snakes. They have snake eyelids (which are technically scales), their ears are internal, they have no legs, they are scaled (scales can be of any color), they have a long split-end tongue, they have fangs, they are carnivorous, and the whole works.
They do have some human features, giving birth to live (not egged) young and therefore also have the features necessary to nurture their children, but overall, their racial bond is incredibly weak and they squabble amongst themselves more often than not. They sometimes possess human hair*, which can be green (most common), brown, yellow, or even the occasional (rare) red. Plus, they’re around 80% of a human’s height.
They have small hands that have claws rather than fingers, meaning they are not very dexterous, but their flexible bodies more than make up for this disadvantage. They can dislocate their arms to help with flexibility, and have a similar feature for their jaws. (It’s not technically dislocation, but for all intensive purposes, its function is similar enough that it’s simpler to say it’s dislocation.) Similarly, both ends of their lower jaw are opposable, meaning they can split apart, allowing the serpents to swallow things whole—however, unlike snakes, gorgons have more teeth, though their primary fangs are still incredibly large in comparison.
They have eight primary fangs, four in the front and four in the back (the four in the back reversed in their curl). They can breathe underwater, and in fact have a thriving underwater population. This is not well-known, however, as their race is extremely xenophobic, not only distrusting but actively hating many other races. (The feeling is mutual—who started it is unknown.)
Their grip strength (both for hands and body) is incredibly strong, and they have the ability to constrict prey to death. In fact, their whole muscular structure is incredibly dense, making them extreme power houses. Furthermore, this means their bodies are incredibly tough—in addition to hard scales to puncture, their dense muscles offer a great deal of resistance. As if that wasn’t enough, their muscles have an incredibly fast regeneration rate, capable of healing from almost any wound.
And if their natural armor fails them, it’s still difficult to kill them, as (other than their brain) all their internal organs can be shifted around at will. Furthermore, they are capable of molting, which removes any damaged scales (along with ridding themselves of any parasites, viruses, poisons, and the like which would otherwise harm them) they have, and they can enter a hibernation-like state to help themselves recover faster. This does come with a drawback, though—their incredible flexibility is partially because their bones are not very solid, and they can break extremely easily; their brittle bones take an abysmally long time to regenerate.
They have some of the best overall senses in the world—their taste is unparalleled, their sense of smell not far behind, as they can determine different chemicals off of particles in the air and their environment. They have incredibly good touch, capable of feeling the slightest vibration in their surroundings. Their sense of hearing is also quite good, and to top it off, they can see infrared.
They have a natural life-span of 100-200 years, yet they have many children, since—similar to their enemies, the corvans—they have a high mortality rate. This long lifespan is partially thanks to their incredibly slow metabolism, as they age slowly and do not require meals often.
One of the main things keeping gorgon population in-check (beyond their natural rivalry) is that they’re only capable of thriving in specific environments; they cannot tolerate the cold at all. While they are an incredibly ambitious race, their lack of coordination prevents them from mounting any serious threat to those outside their territories. However…woe beholds anyone who does threaten a gorgon territory thinking it is easy pickings—because their habitat is incredibly limited, they protect it ferociously and obsessively. Though they never venture outside their territories in any organized fashion, when inside their zone, they are a lethal fighting force, since their species is largely aggressive and predatorial in nature.
This (plus their ambition) does drive them to expand, but as mentioned, they can never do so as a group, with those who leave being individuals, not part of any group.
As a species, gorgons possess a natural talent for poison, with all members of their species being venomous, especially with their saliva. In fact, their poison is the measuring stick for all poisons—poisons are classified on a Gorgonian scale: 1.0 is a gorgon poison, higher is more venomous and lower is less.
The reason gorgons are the measuring stick for poison is that they provide the mid-point, and are also a milestone for the normal antidote. Poisons less than 1.0 gorgon strong can be cured by the one-size-fits-all antidotes and spells to cure poison. Poisons that are 1.0 or stronger cannot be cured by the standard antidote nor by the normal healing spells; they require either specialized spells for that specific poison or they require a much stronger version of the spell/antidote. As such, antivenin is widely produced by…
…The gorgons themselves. Their natural knack for poison actually makes them incredibly skilled at countering it: they are some of the best medical practitioners in the world, of all forms—magic, herbal, doctoral, even religious; gorgons are at the pioneering edge of these treatment techniques. As such, despite them being some of the most naturally-poisonous creatures in existence, they’re some of the best experts at dealing with venom to find; they deal in selling antidotes for all kinds of poisons that are 1.0 or greater on the gorgonian scale.
This has actually given them a fairly respectable reputation, at least in that regard: they are some of the ultimate symbols of healing and renewal around, owing to their many talents in this field.
They even know how to use poisons to counteract other ailments. (Including other poisons.) Counter-intuitively, they can therefore use poison to actually save a patient’s life from an illness, furthering their reputations as great healers.
It’s even been said that they can use poison to raise the dead—this is, of course, an exaggeration, but they can use poison to help reverse damage to otherwise-lethal wounds, and if necessary, use poison to shut down certain parts of the body which would normally help but in that specific situation are only causing harm. In fact, when it comes to gorgons, symbols of them are frequently used to ward off ill-willed things (typically evil), owing to the strong myths surrounding them. (Though these symbols are not nearly as effective as those which actual gorgons make, as there is more to it than just that—see below.)
This talent for healing comes from more than just their bodies, though—gorgons are incredibly magically-inclined, able to access many forms of primordial magic and are among its oldest practitioners. Furthermore, they are incredibly-large nature-lovers: as they can only live in specific environments, they take extremely good care of their surroundings, being some of the best environmentalists around.
Despite their desire to preserve nature, though, they are actually quite innovative and rather forward-thinkers—owing to their ambition, they are always looking to better their methods and techniques, and are willing to incorporate new technologies and/or adapt technologies to a different use from what was originally intended. They don’t typically actually invent anything new, mostly stealing ideas from others, but they are VERY good at adapting technology (this is another way they serve to be the counterpart to the corvans: the corvans invent technology but never adapt it; gorgons innovate technology but never create it). These traits of their race are, of course, not entirely universal, but it is still highly typical; the average gorgon will show most (if not all) of these trends.
Members of their species are often gifted a hypnotic gaze, allowing them to control individuals and lure them in. This is not a universal trait, and it is far less powerful than most methods of brainwashing. It can be strengthened by pheromones, as gorgons (both male and female) have a wide variety of scents they can secrete, including the occasional love-potion-like chemical.
…Which, being highly innovative people, they actually sell on occasion as being exactly that (although it merely causes strong attraction). A further mutation they possess is the rare Stone Gaze ability, petrifying enemies they encounter. This ability exists in less than 10% of all gorgons, and of those who have it, around 75% of them are female.
As a species, their racial bond is very, very weak. Even when they do not fight each other, they nearly never protect each other—though a mother will protect her young, that’s as far as their familial bonds extend; siblings don’t care about siblings and their fathers don’t care about their children. (It’s mutual; the children don’t care about their fathers.) Basically, they mostly look after themselves.
Despite this, there are thriving communities of gorgons; there are actually three nations of gorgons. Two of them are matriarchal, ruled by gorgon mothers (as they’re the only ones capable of holding a gorgon community together) and being primarily female in population. These two are the nations of Senthos (capital: Colubria) and Eryulae (capital: Elapia). The third is the aquatic nation of Aderan, with the underwater capital of Viperia. They are lead by an ancient undying king, Seidune. (Think Atlantis.)
Overall, their race is seen as the ultimate embodiment of both life and death, surrounded by both: they have incredibly large talent for destruction, capable of killing so much…but they also hold the key to life, allowing for living healthily.
If a gorgon calls you an enemy, you’re almost completely screwed. If a gorgon calls you an ally, then you have a long life in your future, one with few troubles to be had.
*Yes, there are gorgons with snakes for hair, but it only happens to gorgons who are adventurers that get up to a high level. Of those who have snake hair, 50% have either the stone gaze or hypnotic gaze, but it’s not vice-versa; having the stone gaze or the hypnotic gaze will not increase your chances of having snake hair. Those who don’t have human hair (human hair only appears on some of the population) simply have no hair at all.
Another trait of gorgons unique to adventurers is becoming multi-armed: an adventuring female gorgon can occasionally develop a mutation allowing for up to ten arms, but this is incredibly rare.
A related mutation is having multiple tails—it can appear on a gorgon naturally, but is in less than 1% of the population naturally. It appears fairly frequently in adventuring gorgons, though.
Humans—they’re not the strongest, fastest, smartest, most populous, longest lived, technologically advanced, magically inclined, tallest, etc. race, but they are the average of all these things. They are the measuring stick all other races are compared to primarily for two reasons:
-For starters, they are the absolute average race when it comes to pretty much everything. They have the most balanced build of all creatures, equally diverse in all aspects, from their elemental choice to their preference in magic/ranged/melee to their alignment and to their features and characteristics.
They have the average strength, average speed, average intelligence, average population, average lifespan, average height, average technology level, and average magical inclination compared to all other races, yet despite them being the average for everything, they actually have the most diversity of any race.
-Which is pretty much the second reason they are the main measuring stick: because they have the highest level of diversity compared to any race, they are pretty much the dominant life-form on the planet. Though they may not be as numerous as some other races nor as capable of handling extremes as others, they are the race which best balances extremes into an average.
This gives them a wide adaptability—whereas other races typically have specialties, humans are generalized and can really do anything. There are some tasks which they may never be able to do, and plenty of tasks which are quite difficult for them to perform, but overall, they are the race most capable of surviving new unfamiliar situations.
With their excellent balance of abilities and personalities, creating an incredible diversity across the world, humans are the staple life-form because they are simply put the most prominent race there is, much like the real world.
As such, you can expect much from this world as you can from our world in humans. Hair, eye, and skin color all varies widely from culture to culture and even human to human, but overall, there are some trends. As this is a fantasy setting, humans can have supernatural eye colors as well, but these are less common compared to the mundane eye colors—at least, initially; adventurers’ eye, hair, and skin color can all change depending on their alignment and circumstances surrounding their adventures.
Much like the real world, humans don’t really have a single culture or a single nation, and in fact make up the majority of all cultures and nations on the planet.