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Races


It is important to note that we place a particular importance on the realm of physical possibility. So here we disclaim that each of these races listed is incapable of interbreeding unless otherwise noted.

In an environment as hostile as this one, camouflage and concealment from potential predators and/or rivals has been taken to an evolutionary extreme: many species of flora and fauna alike have developed the ability to alter their own DNA, engage in small-distance teleportation, or manifest physical changes in their environments through mental exertion. Of course, the time period being what it is, none but the most well-educated or experienced minds have anything but the vaguest notion of these technicalities, and most of that understanding is relegated to simple statements of fact, such as: "If two shapeshifters breed, they will most likely produce shapeshifting offspring."


Human


Your average, run-of-the-mill human. No special powers, strengths, or graces... but few weaknesses, either.

Humans come in a dazzling array of colors and sizes, at maturity usually reaching anywhere from 4'8" to 6'6", with a tendency for females to be many inches shorter than males. Skin color varies from a rich, dark black to shades of white with a variety of tans and peaches in between. Natural hair color follows a similar variety, though it is not unheard of that some go through the laborious process of dyeing their hair- most commonly with clay or seaweed-derived inks.

Humans are the most prolific breeders of all the races, and as such are the dominant race by numbers alone. They are also curious, inventive, and adaptive, with absolutely incalculable propensities to survive in the harshest environs. Humans were responsible for the discovery of such things as alchemy, metallurgy, and engineering, and have a knack for invention.


Vampire


Vampires, in all technicality, are simply humans who have contracted a viral genetic disease. They are also technically dead, and so simply cannot interbreed with other humans. They exhibit all the variance in shape and form that humans do, with certain differences: for whatever reason, the process which creates vampires also beautifies them to the living.

Vampires are undead humans. The attempt to turn one of another race kills them under extreme agony. Additionally, vampires lose any magical ability they might have learned before being turned. Such powers do not mesh with being undead. Vampires are vulnerable to fire, sunlight and silver. Any other nonmagical wound will heal almost instantaneously if it is not severe, though instant decapitation has proven an effective method of killing vampires.

Vampires are stronger and faster than humans. Any vampire is capable of kicking down an oak and iron door with ease, and old vampires are certainly more powerful than that. Vampire Lords all have the common ability to hypnotize animals and sentients with their gaze: this enchantment usually lasts for a few hours, though it can go on for much longer, depending on the power of the vampire and the strength of the victim’s will. Lords also have special powers, colloquially referred to as ‘Gifts’, as they are seen as gifts of their transformed state. Each vampire has least one power when he is turned, which flows to him from his creator. Gifts are a very personal thing, and each Lord must develop their gifts on their own. Gifts can include such things as the ability to assume an animal shape, a strengthened gaze-enchantment that can result in an individual’s mind being completely dominated, and short-distance teleportation (at a maximum distance of 5 meters), but Gifts are as varied as the individuals who have them, and it would be impossible to catalogue them all. As vampires age and use their powers, they will acquire more gifts- typically one or two for every century of life.


Werewolf


Werewolves, rather than an actual race, are simply humans who have been infected with the lycanthropy disease. As with typical mythos, werewolves must always shift on the full moon. The stronger-willed individuals can also shift at will, but these types aren't too common. Completing the shift to any degree takes a great deal of energy, and as such, there are very few overweight werewolves. One can either be 'turned'-- that is, infected at some point during the span of their lifetime-- or born. The disease is spread through direct contact with the bodily fluids of an affected individual, though it seems to have some difficulty being transmitted through sexual contact. The disease is transferred from parent to child without exception; werewolves will always beget more werewolves. There is no such thing as a "half-werewolf."

In fully shifted form, werewolves resemble a typical wolf and are generally around the size of a small- to medium-sized ponies. Colors vary more than their natural counterparts, from stark white to sandy blond. Few werewolves are spotted, though some have colored points. Individuals with particular skill in their furry form are able to assume a "wolf-man" form, though this takes a great deal of effort and control. Of course, not all infected persons are reduced to slavering monsters around the time of the full moon-- some are able to stay incredibly coherent through the process, and keep their sentient level of thought in either shape.

Werewolves are, in most cases, severely allergic to silver. It's their one known weakness-- other metals don't seem to do much damage, and any injuries inflicted with them usually heal within a matter of minutes to hours, depending on the severity. Werewolves are stronger, faster, and frequently more agile than humans, and additionally have heightened senses in all forms. But werewolves are also subject to the primal nature of their other form: werewolves tend to be easily agitated, impulsive, and given to pursue baser instincts with little regard for delicacy. Werewolves often adopt telling wolflike habits (such as snarling, baring teeth, even howling at the onset of extreme emotion), and typically, the longer one has been a werewolf, the more pronounced these habits will be. Individuals who spend an inordinate amount of time in their shifted shape will invariably start to carry over physical lupine characteristics: pointed ears, sharp teeth, coarser hair, and tougher nails. This is, however, regarded as extremely unhealthy even in werewolf communities, and such individuals are often either ostracized or given a mercifully swift death.

Werewolves aren't the only shapeshifters-- they're just the most common. Werebears and werecats are not unheard of, but they are relatively rare. Prey animals are also possibilities, though they don't exactly tend to live long, nor do they make a habit of outing themselves to other shifters.


Mage


As with werewolves and vampires, mages are not necessarily a separate species, but simply a genetic anomaly within the humans. The ability to use magic is congenital, and usually makes itself apparent during a mage's early youth. This quickening is a fairly painful process, not unlike the teething of a toddler. During this time, a mage will exhibit mostly-random manifestations of their power, which can gradually become more guided and controlled through the sustained use of mental concentration and exertion. Few of these displays are powerful enough to be dangerous, though that is not always the case, especially if the child is subjected to undue stress. Most nations have formal ways of training mages apparent, and those who have no formal training are identified as hedgewizards (or witches), as they use their magic by intuition rather than training. Some countries, such as Lyka, consider these individuals in violation of the law, and actively hunt them down.

Mages are intense, ethereal, and beautiful; something about the power within them gives them an almost visible inner light. However, the magic they use is incredibly taxing, and as most of their growing in youth is sapped by their gift, the majority of mages are very slight figures, having neither the bone density nor muscle mass of their average peers. Physical activity is quite taxing to mages as a result, and seems to be more so in direct relation to how magically powerful they are.

There are two generally accepted schools of magic: conjuration and alteration. Conjuration is loosely defined as the ability to call objects, beings, or natural events, to a specified location. Alteration is the ability to alter objects, beings, or events already present. No individual can posses the ability to practice both schools, and most mages develop a specialization within their school; healing, shapeshifting, elemental manipulation (terramancing, pyromancing, etc.), weather summoning... the possibilities are only limited by a mage's creativity. For more information, go here.


Balor


These are monsters in the classic fashion. A balor is humanoid, easily eight feet tall, having a bear or dog-like head and pointed ears, horns (not unlike that of a ram), large clawed hands, and a long, thick tail. Their knees are bent back, ending in cloven hooves, and they're covered entirely by a thick fur.

Balors were at one time demons of the battlefield - for many of the ancient race, the rush of war and battle served as a sort primal nirvana, and what little exists of their loose society revolves entirely around warfare. The common myth is that balor young are tested for worth by their ability to survive a conflict... but the reality is that they are so rare that few could have claimed even to hear of any recent balor appearances, much less seen one themselves.

While that may be due to the fact that their surviving numbers are critical, it could be also due to the fact that balors are born shapeshifters. They can assume a basically human form, with a few exceptions; their ears are pointed, their teeth unnaturally sharp, and their hair, rather than ending at the napes of their necks, continues for several more inches down the lines of their spine, not unlike a hyena's mane. This can make any human clothing assumed while in this form quite uncomfortable. Balors, as well, have one of the longest lifespans of the sentients, only falling short of that which can be attained by vampires. Old sagas mention old balors of several hundred years of age, and this is in fact possible - but most of them are killed in battle, and never die of age.


Minotaur


Lyka's minotaurs have been hunted nearly to extinction. They're a sight to be seen, if you can find one; a full-grown male will easily reach seven feet in height, and the average female will usually stand at roughly around six feet. These creatures walk on unguligrade legs, with similar hooves. From the upper waist down, they are covered in fur much like that of a horse's winter coat. Both males and females are typically broad-shouldered and strong; instead of bovine faces, theirs resemble that of a (very large) human. Both males and females of the subspecies grow horns, though the horns of male individuals are often much larger in comparison; their ears resemble those of cattle.

As with their bovine counterparts, minotaurs are, in fact, vegetarians. As one of the older races, much mythos has been built around them, and as with the Balor, most of that mythology involves battle. Even though their DNA is comparatively similar, minotaurs cannot interbreed with humans, or any other species apart from their own for that matter. Walking among humans is possible, if you know the right people who know the right spells - otherwise, minotaurs have very little chance of blending in to a human society.


Centaur


Centaurs are incredibly rare to see in cities, and have almost always been as such, even in nations where their kind is welcome. As with their equine relatives, the vast majority of centaurs are herd-bound. It is rare to find a centaur who does not prefer to operate within a herd. Centaurs are typically rowdy and fun-loving, and have the capacity to become strong warriors.

Physically, they resemble human torsos fused on horse bodies-- the result of which is a captivatingly elegant race, with as many variations in height and color as can be found within horses and humans alike.

Having been mostly forced from their ancestral homes - the plains and steppes of the southern edge of the Lyka and the northern border of Vandraedi - most centaur tribes keep to forests and reclusive mountain valleys. Because of this, and their naturally more reclusive nature, they are often masters of camouflage, even in unfamiliar environments. They are also adept healers, both of themselves and others, and often sought out by various monsters for such purposes.