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=== Derived Species ===
=== Derived Species ===
[[Psylikin|Darseryx (Psylikin)]]<br>
[[Regulus|Darseryx (Psylikin)]]<br>
[[Udolsei-hei|Udolsei-hei (Banefolk)]]<br>
[[Udolsei-hei|Udolsei-hei (Banefolk)]]<br>



Latest revision as of 02:45, 28 June 2024

The Races of Asla'nir

The Ephemerium is an immense book detailing every race found within Asla'nir— there are a wide variety of races within Asla'nir that total to roughly forty. Although the information on races is always being added on and expanded, with more obscure races being studied and explored every day, the Ephermerium is semi-comprehensive and holds the bulk of all information on races to date. 'Ephermium' by definition, refers to the Ephemerum, that which is mortal, be they incapable of dying of old age in the standard manner or not. Although there are studies upon races that are attributed to the Divine, no reference or note of these species shall be discussed within the Ephemerium— discussion of such can be found within the Scriptura Deorum. Races are generally defined by the primary Core Race that each race originates from, with some races being defined by multiple. To simplify this, the Ephemerium will be further divided into subcategories that signify the origins of each race. Each race features a multitude of subvariants, which shall be contained within their pages. To additionally subcategorize races, there are four main categories that any race can fall into.

Further Reading

Bloodlines
Hybridisation

Core Species

A Core Species, or, as it is typically referred to, a Core Race is capable of producing a Bloodline that lasts for several dozen generations onward— so long as a Core Race persists within the past twenty-five generations, that person is said to possess an ancestry tying to that race. Core Races define their category almost completely with few exceptions— all other races within said category are generally related to the Core Race with the notable exception of the Exmortuus Races, as Daiesthai possess no descendant races; the Outlier Races, as there is no Core Race present; and the Dar'nikian Races, as no Core Race can be determined easily by Asla'nirian researchers and whatever Core Race there may have been might be lost due to the destruction of their homeworld. Intriguingly, some Derived Species are directly lumped in with their Core Race despite not being a Core Race themselves and shall be seperated for distinction within this text despite them being found on the same page (e.g. Lesser Draconians, Elekin, etcetera). This primarily is the result of the two possessing such interlinked cultures with their Core Species that they become almost indistinguishable as peoples despite one clearly being the result of hybridisation and having a lesser presence of their Bloodline.

Derived Species

All members of this race are guaranteed to absolutely possess this innate ancestry despite any further breeding down— simply put, there is too much blood from the Core Race of this category to not be classified as innately related. It should be noted that whilst the classifications for a race, both taxonomical and otherwise, may suggest a closer relation to another Core Race (e.g. Naga), the taxonomical classification of a race generally is in reference to the earliest ancestors of that particular race and not the most prevalent bloodline within the modern population. This is especially true in certain scenarios as a race that is derived from a specific Core Race tends to share more attributes with that Core Race despite holding original ancestry with another. Their culture and capabilities are generally more reminiscent of the race that they are subsequently categorised within this page for the sake of simplicity. The only species that is not categorised as a Derived Species of any sort, beyond Humans and Add-On Races, are Mimics, which are so confusing to scholars that it is almost difficult to comprehend their relation to their Core Races to begin with, let alone sharing a cultural similarity.

Mixed Species

At least a notable portion of the members of this race possess a tie to this specific ancestry— this may suggest that most variations possess a relation to the Core Race of this category or it may suggest that they once were descended from this Core Race but have changed in such a dramatic manner that they are barely related to them at this current point beyond taxonomic classification. Having a singular racial variant that possesses a relation to this specific Bloodline does not qualify for this category, either, in most scenarios— the only notable exception to this rule is the mention of various races that possess a major Jotunkin tie, as these races, within the lands of Aloernarch, are the entirety of the population for those races, and similar scenarios that ensue.

Add-on Races

These 'races' are not a species in and of themselves truly— instead, they are a broad classification for individuals who fall underneath a state of living— although Daiesthai could be classified as an add-on race, their ability to reproduce and create more of their species, as well as their ability to persist through Bloodlines does not denote them as one. Instead, there are only three notable categories which are referred to as races, two of which can be found in the worlds of Dar'nik and Asla'nir alike— Artificians, that which has been artificially created or modified, and Forlorn, that which has been revived into Undeath, excluding those underneath the effect of Ourobur. The other category are Cursed Races— those afflicted by Plague Curses— which are primarily Asla'nirian in nature.

Bloodlines

As listed below, there are twelve core races and each of these, is, in turn, a bloodline. Bloodlines affect an individual's appearance, characteristics, and magics. It is natural that one may obtain some elements of a bloodline from a core race ancestor within the past twenty-five generations but most of the time, the effects are so diminished that it hardly matters. It should additionally be stated that despite being labelled underneath the same page, certain variants of races are not a Core Race in and of themselves— Hylings, or all lesser Cambions, for that matter, are not classified as a member of a core race, as they are hybrids between more powerful Cambions and other mortal races. For this reason, it is important to note that there are, ultimately, core variants within a race, which are generally the most powerful, and there are derived variants in certain circumstances that are on the same page. In some situations, there may be proto variants of species which are generally considered the true core variant in all circumstances, but the second most powerful variant may be considered such for generalised classifications such as the following discussion given the elusive nature of such proto-species. A core variant's ancestry is predominantly relevant within the past three generations and minor features, such as slight appearance differences or very minor physiological attributes, may be relevant up until eight generations ago. After that point, there may be some influence on one's innate tendencies to lean towards certain magics or certain aspects of their ancestry may reveal themselves further when exposed to certain circumstances or their own magical skill. Furthermore, generally the only reason notable features may be maintained after these stated generational markers is if there is continued interbreeding with various ancestors that share the same Core Race and being related to a derived or mixed race does not inherently garner notable bloodline attributes more often than not.

Bloodlines are complex and are a field of study for many biologists, philosophers, and other scientists within Asla'nir, however, the general understanding of the public is often limited beyond core races being seen as powerful entities. Whilst the writers of the Encyclopedia Ultimatus by no means seek to offend readers, it is important to acknowledge the societal implications of bloodlines. There, naturally, is one negative social aspect that plagues Asla'nir that is related to bloodlines: Individuals have arranged marriages or forcibly selectively bred and raped slaves in the desire of producing heirs or slaves that receive certain abilities and enhanced physical capabilities, especially in noble or wealthy families. As a crucial source of impartial information, the writers of the Encyclopedia Ultimatus cannot voice our true thoughts in this section, however, we would like to personally discourage such actions irregardless, as ultimately, bloodlines are merely a small aspect of an individual's innate potency and in theory, the only true handicap to an individual's capabilities is the amount of practice they undergo, their lifespan, and their ability to access other regions due to Stellar Rot, one of the few benefits possessing a bloodline enables.

Further Reading

Bloodlines

Anatomy, Physiology, and Illness

Anatomy, physiology, and illness is frequently discussed within the Ephermerium and may make some squeamish, to be certain. In general, it is to be expected that most of what is discussed is specifically deviates from the norm— most races on Asla'nir possess a four-chambered heart, however, it is far more important to note that which derives from the norm, such as Uyultsau, which possess three hearts rather than merely one. Illnesses noted are those that are unique to species and general illnesses may not be discussed due to their nature as being widespread and not highly specific on a certain species. That being said, brief summaries of important talking points will be discussed, however, we highly recommend looking into some of our tomes specifically designed for medical professionals, as we go far more in-depth, however, given how difficult it can be to perform dissections of mortal species, the information provided by researchers continues to be limited in the field, especially as certain nations do not enjoy the notion of individuals cutting up bodies, even if it is for the collection of knowledge.

Classification

Species are classified by a few things: Their bloodline, their appearance, and their rarity. Bloodlines, naturally, are defined by the core races which one is related to— relations to the likes of the Vsh'takdra, Abrulor'gof, Jotuun, etcetera are noted if the race or variant happens to be related to that particular core race, although, if a subrace potentially has variability in what core species they are related to, they are instead classified as 'Varies.' Appearances are based upon whether or not the entity in question has notably humanoid features— are they bipedal, do they feature opposable thumbs, is their general body structure and anatomy similar to Humans, and/or do they generally walk upright, etcetera? If not, they are labelled as non-humanoid— this includes the likes of bestial or monstrous races that cannot be readily referred to as Humanoid. Races may potentially be classified as being either or if their variability permits some of their kin to be humanoid whereas others are not. The final classification, however, is based on their general population amount— if a species is common, uncommon, rare, or extremely rare, it indicates their prevalence within the world of Asla'nir. In general, many of these rarer races are notably powerful and those that are endemic to a given region or uncommon despite being present in many tend to be labelled as rarer.

Out of Character Notes

If a race is labelled as common or uncommon, they can be made without inquiring for consent from the staff team, however, if a race is labelled as rare or extremely rare, you must inquire with the staff team, as these are classified as 'restricted.' Not all-powerful races are rare or extremely rare and not all races that are powerful are labelled as rare or extremely rare— if you inquire about any race other than common for the sake of having a powerful character, we withhold the right to decline the usage of that race.

Lifespans

The closer related one is to a Core Race or a race that is long-lived, the longer an individual generally lives— there are only a few races that are immortal beyond the Core Races, such as the likes of Linjunstein but in general, if an individual is a hybrid, that hybrid will generally live somewhere in the average between the parents' lifespans, although if there is a notably big difference, they may lean more to the one with the shortest lifespan. Lesser variants of Core Races tend to live shorter lives because they are intermixed with other things— usually Humans— but if they are mixed with something like a Giant or a Kjir, they suddenly have far longer lifespans. For instance, a half Greater Draconian half Human entity will live quite a bit longer than a normal Human in most cases provided they *actually have inherited enough of what exactly renders most races immortal*. A half Kjir half Greater Draconian is immortal, no questions asked, because both races are. It is, of course, important to specify that 'immortality' in the sense of the Ephemerium only refers to biological immortality, which, in and of itself, has restraints and specifically refers to aging. Immortal races are not truly 'immortal,' as they are still mortals and many Divine entities take great frustration with certain prideful immortal races believing themselves to be on par with a God. Immortality does not grant invulnerability and most 'immortal' races die by five thousand years of age or shortly afterwards.

Immortality is granted by a very intriguing interaction with magic and the soul. Upon being born, an entity has a certain amount of time before the Life Essence surrounding their soul completely dissipates and is replaced by Death Essence. Individuals who are born to immortal races typically are immortal because their Life Essence is simply so abundant that it depletes incredibly slowly and because their Life Essence is replenished by the absorption of magic in their surroundings. Even if one is an 'immortal race,' they are far weaker away from sources of potent magic, physically, magically, and from an actual Life Essence standpoint. Even standing next to the Balora World Tree in Aleria is better than standing in the middle of a grass field— beyond an inability to provide food for themselves on enough of a level necessary, immortal races do not generally reside in areas that cannot support them due to a lack of magic present and if they do, they are shrunken and diminutive, if not forced into a Humanoid form all the time in order to find enough food. Certain forms of Vsh'takdra, Zulsédarr become Udolsei-hei, and Nephi degraded into Kwualnin and Alsamahua after millions of years of 'de-evolution.' That is why Dwydalze and Aela'saam remain biologically immortal— they are far more closely related to their Nephi ancestors— and Ajudak and Hadoshim do not. Most non-Core Races can be described as 'de-evolutions' and are regarded as such by researchers in the modern era, much to the chagrin of most individuals who like to think of themselves as innately potent. They are diminutive versions of their Core Race ancestors and have lost the power behind them.

Physical Attributes

Physical attributes, otherwise known as physical capabilities, are a wide array of physiological traits— a species's strength, agility, stamina, and durability are important to note. This generally includes the following:

Strength
Variant Deadlift / Drag Weight Carry Weight Striking Force Bite Force
Variant (Insert Form)
  • Insert lbs
  • Insert kg
  • Insert lbs
  • Insert kg
  • Insert psi
  • Insert psi
  • Agility
    Variant Running Speed Flight Speed Swim Speed Reaction Speed Striking Speed
    Variant (Insert Form)
  • Insert mph
  • Insert km/h
  • Insert mph
  • Insert km/h
  • Insert mph
  • Insert km/h
  • Insert ms
  • Insert mph
  • Insert km/h
  • An additional physical attribute that is not listed amongst these nor within the physical attributes section of the race pages is durability, which is instead specified within anatomy and physiology due to the general understanding that most races are, innately, fleshy and thus do not possess durability of note, making its listing redundant and needless for most mortal species.

    Magical Attributes

    Magical attributes generally pertain to how magic interacts with the average member of a species— their ranges, magical potency, mana pools, resistances, weaknesses, and expected magical skill.

    Common Magical Attributes

    Mana
    Variant Innate Magical Potential Magical Resistances Magical Weaknesses
    Variant (Insert Form)
  • Discuss the magic types and racials given to each variant.
  • Discuss what type of magical resistance they have and the extent of it.
  • Discuss what type of magical weaknesses they have and the extent of it.
  • Threat Levels

    Something oftentimes discussed but which may be unfamiliar to the general reader is that of a Threat Level— Threat Levels are a form of categorisation utilised by researchers in order to determine the 'threat' of an average member of a species, as well as the magical potential and physical capabilities of individuals. It is not predominantly discussed by the general populace and is instead more of a vague metric utilised within incredibly formal and professional combat or in the analysis of the magical potency of certain forms of spells. That being said, the average commoner does not know what a threat level is, nor what magical damage truly translates to beyond the aftermath and thus it is better to reference it in magical or biological texts rather than to utilise it in practice to understand one's opponents— Threat Levels are based entirely around the Manschekön in determination due to their innately weak, non-magical nature as a base race.

    Draconic Races

    A set of highly structured, matriarchal species, Draconic races are highly intelligent and feature incredibly supportive and diverse communities, with Vsh'takdra typically serving at the head of their cultures, or, in the very least, deeply respected by their fellow draconic kin. It is said that the first Proto-Draconians spanned across the world, serving as powerful, remarkable entities of wisdom and intellect who guarded their territories fiercely, but in the modern era, the populations of Draconic individuals are much smaller than other mortal races, even if Vsh'takdra and Mok'takdra can be found worldwide with the exception of Tir'anor and Sethdara'kasir can be found in Aaliya Bara, Dyrentiera, and regions of Stelateria. Although Draconic races are known for Elementum Creo, it would be a falsity to assume that all Draconic races use Elementum Creo— not even every variant of Vsh'takdra specialises in Elementum Creo— and the type of magic used by Draconic races varies wildly from variant to variant. To this day, however, Draconic races are incredibly intelligent and wise entities, with their species being amongst the most literate races in the world and although their populations are often smaller within regions, they have tightly knit communities that work together to rear young, with most Draconic races outright working together despite being different variants with different ideals or different species outright. Despite that, each race is known for having completely different demeanours outright: Vsh'takdra are fiercely protective of those around them and oftentimes work with other species to maintain their habitat, with a meagre few rarely venturing into societies to lurk amongst their fellow mortals. Mok'takdra tend to serve their Vsh'takdra relatives, in turn gaining protection, resources, and making strong bonds that are difficult to break. Sethdara'kasir are known for their rich, vibrant and artistic culture that encourages free thought, expression, and individualism.

    Core Species

    Vsh'takdra (Greater Draconian)

    Derived Species

    Mok'takdra (Lesser Draconian)
    Sethdara'kasir (Naga)

    Eldritch Races

    Defined as originating from Eldritch Abrulor'gof, Eldritch races' ancestors are said to be the descendants of Abrorik or potentially even young Nephi who crossed the Goddess Ekid'rak by encroaching on her territories close to the Maw of the Void. Although the Eldritch are a mere shred of the original power of the Abrorik who once roamed the lands of Udoxa, they are a bizarre group of races that are 'preternatural' and take a wide variety of appearances— some appear like great beasts; others take the form of the most beautiful, albeit unnatural individuals ever witnessed; and some outright appear akin to an immense brain. Although Eldritch are noted for their vast skill within Vis Stellae, most are known for their power over the mind as a result of the Lloig’mgrluh and Abrulor'gof— these two races are by far some of the most skilled within the realms of Imperium Mentis and whilst other Eldritch are not quite as capable, they still possess some skill within the magic. Even then, the concept that most Abrulor'gof use Imperium Mentis is still incorrect— Eldritch are amongst some of the most diverse races in Asla'nir and use an array of unique magics depending on their heritage. Most Eldritch are located within Udoxa and the Lower Depths, rarely straying outside— much of the world does not trust them and fears their presence despite most of the Eldritch being quite disinterested in causing harm to other mortals. They tend to live in strict castes in smaller subsets within their nation's cultures— specific tribes, hives, and clans— and thus vary dramatically in attitudes, demeanours, and behaviours beyond a shared enthusiasm for authoritarian leadership, advancement, and knowledge. The Eldritch races are known for their cunning and intellect beyond all Human reason— although they are powerful entities, many Eldritch persist longer than other Core Races because of their advances in technology and medicine, rather than by brute force.

    Core Species

    Abrulor'gof (Mawborn)

    Derived Species

    Ahn'enyth (Mawling)
    Lloig’mgrluh (Mindseer)
    Uyultsau (Aracharae)

    Jotunkin Species

    Originally crafted by Alyriana in her image, the mighty Jotuun and their descendants originally hail from the nation of Isigkir, but as their prey began to dwindle with the change of the climate and larger races and creatures became sparser, the bulk of their populace immigrated across the seas, supposedly directed by Alyriana, making their way to the lands of Aloernarch where the Jotun people flourished. Still, the Goddess of Wisdom found herself disappointed in her creations as she watched them over the years. Jotunkin races are a proud group of warriors with strict senses of honour and they did not reflect her values, scholarship, nor her innate desire to pursue knowledge above all else. Over time, the Jotuun and their descendants, the Linjunstein, intermixed with the other races of Aloernarch like the Daijebests, Zulsédarr, Elemunzón, Vsh'takdra, and Makhalau as well as those who migrated to Aloernarch over time, such as Sethdra'kasir. In time, although their ways were foreign, the Jotunkin came to be one of the dominating groups of races in Aloernarch, especially due to the Linjunstein— they matured faster and had large numbers, thus being capable of becoming a powerful presence in the Aloernarchian ecosystem. Although some Jotunkin have migrated across the seas, some, particularly smaller species, reside in Udoxa and Vasterioth, where they may find the creatures there large enough to satiate their appetites. Jotunkin are renowned for their prowess within the field of Elementum Creo and their physicality, but are also known for developing the magic of the various races they have intermingled with. As creations of Alyriana, many display the ability to use Viva Caelatura and Imperium Mentis, both of which can be used to great effect. They are a hardy, dauntless, and exhibitionistic people that feature an honour system that allows them to navigate their social structures— that of closely-knit tribes and clans that often clash amongst themselves without the insertion of their monarchy into dissolving conflicts.

    Core Species

    Jotuun (Giant)

    Derived Species

    Linjunstein (Kjir)

    Mixed Species

    Ahn'enyth (Mawling)
    Auf (Wildkin)
    Bestiante (Beastfolk)
    Darseryx (Psylikin)
    Duyukan (Merfolk)
    Esperimos Mesztos (Pseudo Elekin)
    Esteoitié (Starfolk)
    Mox'takdra (Lesser Draconian)

    Kaijin Races

    Amongst the mightiest races of all of Asla'nir, the Kaijin races are a very diverse set of peoples despite merely consisting of two major races— the Daijebest, ancient primordial beasts, and the Bestiante, their children as a result of hybridisation with mortals throughout megaannum. Located across almost the entirety of Asla'nir, Kaijin races are generally respected by most, with Bestiante being one of the few species that features little prejudice against them, perhaps due to their generally loving and compassionate natures. Kaijin races are, perhaps, amongst the most nature attuned out of all of the Core Races, second only to certain variations of other species and the Faerûn. Their wild, instinctive natures innately derive from their animalistic forms and they oftentimes resemble non-sapient creatures, both mundane and magical alike. Because of this wide array of diversity, Kaijin species have drastically different mentalities, cultures, and demeanours spread across their races and their forms vary dramatically— size, colour, appearance, even how animalistic they appear change depending on the individual and their close relatives. Kaijin races are generally a proud people who care greatly for other Kaijin— they will protect any other bestial race that comes their way and will treat others with consistent respect, even if they feel like their territory is being intruded upon. Their skill naturally lies within Viscus Insero, Natura Animi, and Elementum Creo, but certain variations of Daijebest and those related to them are quite apt at other essence-related magics, such as Imperium Mentis, especially given their wide variability.

    Core Species

    Daijebest (Kaiju)

    Derived Species

    Bestiante (Beastfolk)

    Mortuus Races

    Characterised by the literal state of being Undead, the Mortuus classification is the only one featuring a Core Species unrelated to other races within its category. Daiesthai are the first of the Mortuus races to appear on Asla'nir with Isold'ekir's most loyal followers following him to Asla'nir, with the first Forlorn sprouting up from the magics of ancient Nephi of the Lower Depths. They are denoted for having a wide array of magics that typically rely upon the original race that the individual in question was before dying— beyond that point, the two species' racial abilities dramatically differ from one another. Undead races are primarily located within Udoxa and Vasterioth more often than not— this is primarily due to continuous prejudice, but also in part due to the fact that it can be difficult for Forlorn that need to consume things actually to obtain food outside of those locations. The only general exception are the Al'mawta of Tir'anor, most of which are regarded decently well and with great respect. Undead races vary dramatically in attitudes due to their origins differing, but most are denoted for absorbing the cultures that surround them like a sponge— Vasteriothian Epäkudød possess a strong honour code, an aptitude for the arts, and oftentimes a warrior's disposition whereas many Udoxan Daiesthai are known for their unrivalled intellect, their charismatic demeanours, and their fondness of magic and technology alike. Although Daiesthai have perhaps one of the most pronounced caste systems out of all races, Epäkudød generally do not feature such an attribute outside of Vampyres, although almost all Epäkudød revere Spirit Healers above all else as they are the ones who granted them a new 'life.'

    Core Species

    Daiesthai

    Add-on Races

    Epäkudød (Revived)

    Nephilim Races

    Spawning from the original Nephi who came to reside in Asla'nir after its creation, the Nephilim Races are the only major category of species to feature two Core Species, rather than one. Nephilim races are known for their innately spiritual nature— physically, not innately religiously. The Nephilim races are believed to have been produced by the Nephi first, potentially as a method of populating the relatively empty world that was the very beginning of Asla'nir with entities akin to them— historically, based on what scholars know, the Kwualnin would be the first to be created, however, many Alsamahua scholars do not agree with this particular statement. The Nephilim races are known for their Sacrum Deum first and foremost, but there are many varieties of magics found amongst different variants. They are found across much of the world, although they generally hail from specific regions and rarely venture outside of them: the Alsamahua reside in the lands of Tiryt, Alnabi, Barasaire, and Liranon; the Kwualnin predominantly within Vasterioth, Udoxa, and Liranon; Yokai originate from the land of Furukame; and Alijan lie in the lands of Alnabi, Tiryt, and Barasaire. Despite their shared ancestry, the Alsamahua and the Kwualnin peoples have been divided for millions of years— with the Second War, the forces of Ireakh beat back the armies of Adonius, the latter of which fled to Aaliya Bara where they told tales of their loss to Tyrea's followers— over time, these stories were warped and the true nature of origin of the Second War was lost over time. As an eternal winter set down upon Isigkir, the Praza-Kwualnin began to change over time and evolved into the modern-day Kwualnin, just as the Bruka-Alsamahua would eventually become the Alsamahua. These splintered peoples intermingled with other species, migrated, or specialised in new environments, thus spawning the Yokai and Alijan, both of which managed to encapsulate their ethereal natures, and resulting in Kwualnin and Alsamahua having populations in Liranon, although this immigration ceased as Sanctuary rose. Even in Liranon, although they have had to overcome their differences, Alsamahua and Kwualnin have a bitter rivalry, although this does not match the violence between their Sanctuarian kin. All Nephilim races are known for their manipulation of Sacrum Deum, but most variants have magics unique to them as well.

    Core Species

    Alsamahua (Celestial)
    Kwualnin (Cambion)

    Derived Species

    Yokai

    Mixed Species

    Alijan (Jinn)

    Pelagic Races

    Emerging from the mighty depths of the seas, the Pelagic races spawn from the ancient Makhalau, a people created by the Abrorik G'hira herself. Their region of origin is heavily debated— some claim that they spawn from the waters of Udoxa, others claim the likes of the coral reefs of Fydrassi, the vast expanse of the waters of Aloernarch, or even the forgotten ruins of Mawalaur. One thing is certain, however: there was once a great Protean Empire underneath the seas and when it fell, its peoples fell into disarray and began to fight amongst themselves. In time, a new Makhalau monarchy sprouted up in Aloernarch, its rulers seeking to re-unite the Pelagic peoples, but its efforts thus far have seen minimal success, especially with the conquering and imperialisation of Mawalaur, now called Barasaire by the captors of the native peoples. Makhalau, as well as their descendants, the Duyukan, are known for their innate control of Elementum Creo— the most popular forms utilised are naturally Unda and Sonus, but some variants of Makhalau and their descendants have been known for using the likes of Aër and Vulca. Additionally, they utilise the likes of Natura Animi, Viscus Insero, and Viva Caelatura. The Pelagic races were once proud people who are still aware of their innate power within their natural home and take full advantage of it— they have formed vast empires, enslaved hundreds of thousands of people, and are almost unmatched within their habitats. Still, the crumbling of their systems and government has resulted in the bulk returning back to their humble roots— they reside in close-knit clans and tribes often, but most adult Makhalau strike out on their own, taking control of large territories underneath the seas and defending them fiercely. Most other races regard the Makhalau and Duyukan as formidable and cunning people who are prone to self-isolation.

    Core Species

    Makhalau (Protean)

    Derived Species

    Duyukan (Merfolk)
    Magindara (Siren)

    Primordial Races

    A truly ancient people that originated from the very depths and heart of Asla'nir, Primordial Races are composed of the elements of Asla'nir and are denoted by their composition being entire of or relating strictly to an element in most scenarios. Originally ruled over by the nine Elemental Gods, the Primordial Races were crafted in their images before their inevitable passing. Although many Derived Races of Primordial kin are composed of flesh, the general belief amongst scholars is that this is the result of latent magics within them that intended for them to eventually be non-elemental as a result of their creation by the Gods, however, this belief is not always shared amongst the peoples affected in question. Naturally, as one might expect, the Primordial species are gifted with incredibly potent Elementum Creo, however, due to their adaptable nature, most Elemunzón are known for taking aspects of their home environments, including Vis Stellae, Natura Animi, or even Viscus Insero. Primordial races can be found all throughout the world— as every continent possesses a community of Primordials, even in Tir'anor— even if most do not inherently partake in city life. They are typically reclusive and keep to their own kind, but generally respect and admire their own kin. Consistency in culture cannot be expected in the Primordial races— although many are fond of the art of craftsmanship and are known for living in clans or small, organised groups, the personalities and cultures of many Elemunzón and Esperimos Mesztos depend upon the element they draw upon and Mimikiura are viewed as outsiders, as they share no similarities with their Primordial kin and are oftentimes violent, individualistic entities with no culture to be spoken of. Despite that, they all share a certain territorial nature and generally take care of their surroundings— with Elemunzón and Esperimos, in particular, viewing themselves as caretakers and guardians of the natural world and its ecosystems.

    Core Species

    Elemunzón (Primordial)

    Derived Species

    Dvergr (Dwarf)
    Esperimos Mesztos (Pseudo Elekin)

    Mixed Species

    Mimikiura (Mimic)

    Reguluian Races

    Descended from the mighty Zulsédarr, a powerful race known for their reptilian forms, the Regulusian races are named after an Imperialis phrase used to describe a variant of Zulsédarr, named 'King of Serpents' for their ability to commune with them. The description of immense serpents from another land depicted by these Udoxan scholars spread to other lands and in time, so too did the term Regulus. Initially hailing from the lands of Aloernarch, Fydrassi, Udoxa, Vasterioth, Alnabi, and Tiryt, the Zulsédarr populace has shrunk considerably over the years— climates changed, prey dwindled, and the Regului's immense power was harvested by the greedy. Despite that, there are healthy populations of their descendants across the world— between the Darseryx who serve amongst them as valued members of their society; the artistic Sethdara'kasir who view themselves more as Draconians than Regului; to the Udolsei-hei, a fearsome, deeply pious people who will go so far as to curse themselves to return back to what their distant ancestry once was. Reguluian races are known for being one of the few to possess access to Rogus Vitalis and certain variants have the ability to inflict potent curses, hexes, banes, and all other forms of necrotic magic on themselves and others. More frequently, however, one will find an innate capability for Viscus Insero that surpasses almost every other race in ability and potency— other variants may have stronger access to Elementum Creo or Natura Animi instead. Reguluian races are typically prone to living in small clans or tribes despite most mature, adult Zulsédarr only interacting with their mates and fellow members of their religious congregations. They are known, above all else, for their cunning, as well as their cutthroat natures— most Regulusian races lack the same sense of honour as many others and hold no remorse over striking someone in the back. They have a reptilian ambition in nature and will do whatever it takes to achieve their goals.

    Core Species

    Zulsédarr (Regulus)

    Derived Species

    Darseryx (Psylikin)
    Udolsei-hei (Banefolk)

    Mixed Species

    Sethdara'kasir (Naga)

    Sídhethalan Races

    Spawning from the ancient Aes Sídhe sprouted from the World Trees by Fyjra herself, many Sídhethalan races are typically denoted for their remarkably humanoid appearances regardless of their lack of Jotuun or Human origins— it is believed that the likes of the most ancient of Aes Sídhe were created in the image of Fyjra herself, or, in the very least, her preferred form. Sídhethalan races spawn from all across the world, with only the land of Tir'anor featuring no Aes Sídhe— even Aloernarch features the likes of Aes Sídhe and Oruk'tul, both of which possess their own monarchies within the region. Sídhethalan races are typically known for their powerful Natura Animi, but many of the Aes Sídhe's distant descendants fail to utilise such magics or have such limited magic pools that their access to Natura Animi, although potentially remarkable, is minimal. Despite that, this innate access gives races closely related to the Fae more Life Essence than most races and they tend to be longer lived than most or possess a slight resistance to Rogus Vitalus. Like their Primordial counterparts, many Aes Sídhe (and their descendants) tend to take on magic from their surroundings more often than not and Aes Sídhe are distinct for their magic being influence by the World Trees that call their nations home. Most Sídhethalan species do not interact often with one another and when they do, it is typically with hostility, but this varies from location to location, as well as species to species. One will find that the cultures of these peoples vary dramatically, although many feature a shared fondness of the arts and craftsmanship.

    Core Species

    Aes Sídhe (Fae)

    Derived Species

    Oruk'tul (Goblinoid)
    Questari (Elf)

    Mixed Species

    Méditer (Muse)
    Mimikiura (Mimic)

    Stellar Races

    Stellar races are noted for their innate relation to Vis Stellae— some scholars believe the first Pétoiles to have been directly created from it by the God Qir'atok, but others believe that they are the result of spontaneous spawning from its nebulous nature. Stellar races are noted for being related to the Pétoiles, of which possess a unique presence within the world of Asla'nir, as Pétoiles can be found universally within the Higher Planes and Lower Depths and all worlds within them. They have always possessed an explorative nature— one that has resulted in them, in the past, making attempts to colonise regions— and thus, are relatively widespread. Different varieties of Pétoiles are present in Arkeum, Udoxa, Liranon, Tir'anor, Alnabi, and Fydrassi. Meanwhile, Alijan are a dominant force in Alnabi and Tiryt. Stellar races are known for having a vast attunement to Viva Caelatura as well as substantial mana pools and the innate ability for themselves, as well as their descendants, to drain mana from their surroundings to fuel their existence. They are remarkably intelligent but typically regarded as vaguely cutthroat, as many Éthéri Pétoiles and Alijan will outright sabotage other members of their species to ascend the castes of their societies, a behaviour that many scholars believe to be a result of the cultures they reside within, as well as the insidious nature of the whispers of Vis Stellae. Although Pétoiles typically are quite isolationist and individualistic in nature, Alijan have close-knit families, even though all Stellar races are, notoriously, rather strict parents that have high expectations for their children.

    Core Species

    Pétoile (Stellarian)

    Derived Species

    Alijan (Jinn)
    Esteoitié (Starfolk)

    Outlier Races

    To be blunt, Outlier Races are that which possesses no innate Bloodline or a remarkably weak one— some Artificians do, certainly, but Artifician remains primarily an Add-On Race with the exception of Golems and Robotic Artificians, which certainly fall into this category. The only true Outlier race is that of the Human: Humans were created from primates and granted sentience by Alyriana, but they certainly possess no innate relation to a Core Race. Instead, it can best be assumed that the bulk of their populace possesses no innate Bloodline. Alongside them shall be listed various races that have considerable populations throughout Asla'nir that have varying quantities of Human blood or are the result of Humanoids interbreeding with their respective Core Race; part of the assumption in placing them here is that the Humanoid in question is Human. This is considerably likely in many circumstances as Humans are characterised by their ability to take on Bloodlines remarkably well. That being said, members of races placed within this category may not be Human-related at all and can be spawned from the mixing with other Humanoid races, as displayed within the Jotunkin mixed races. It just so happens that their kind can easily be spawned from the hybridisation of their initial Core Race with a Human as well and due to Humans' widespread and plentiful nature, often do so. Humankin who reside amongst Humans tend to be considerably more social than they would amongst their own kind and are typically also weaker— in Human cities, they reproduce less often with their original Core Race or other members of their species.

    Bloodlineless Species

    Manschekön (Human)

    Mixed Species

    Ahn'enyth (Mawling)
    Auf (Wildkin)
    Bestiante (Beastfolk)
    Darseryx (Psylikin)
    Duyukan (Merfolk)
    Esperimos Mesztos (Pseudo Elekin)
    Esteoitié (Starfolk)
    Mox'takdra (Lesser Draconian)

    Add-on Races

    Vita Artificiosa (Artifician)

    Cursed Races

    Cursed races are defined as those innately cursed to be a member of their race. Theoretically, anyone can receive a curse throughout their lifetime, but this particular section is predominantly dedicated to those suffering from the likes of a plague curse— plague curses, as alluded to by their name, are a hybrid of Rogus Vitalus, Viscus Insero, and Natura Animi— although wendigoism is, instead, more of a soul curse, although created Sarjakuva are defined as being affected by a plague curse. It is said that plague curses were originally devised to punish people for their crimes, but over time, they became an uncontrollable force that spread across populations. The first plague curse, which created the first Undead, has contested history and reasonings behind it. Some claim it was an ill-timed gift from a God to grant mortals immortality— others claim it to be purposeful, a deliberate disease caused by a malevolent entity that killed hundreds of thousands and brought back the dead as zombies. Plague curses warp the afflicted physically into new forms and manipulate their very being into a new shape, but how they might be obtained varies dramatically. Some races are immune to certain curses, such as innately cannibalistic or carnivorous races being unaffected by wendigoism, whereas other plague curses require certain times to be activated, such as the presence of a full moon, or certain events to occur. By all means, theoretically most races can receive a plague curse, however, it should be noted that receiving a second one is fatal and will kill someone upon garnering two. Thus far, plague curses have only been encountered amongst Asla'nirians.

    Add-on Races

    Sarjakuva (Wendigo)
    Therianthrope (Werebeast)
    Vampyre (Vampire)

    Dar'nikian Races

    Entirely native to the land of Tir'anor, the Dar'nikian peoples claim themselves to have originated from another world— no, an interstellar empire that spanned solar systems. Regardless, their ways, natures, and origins are still being researched by Asla'nirian scholars and there is much to learn. Although Asla'nir regards individuals as being related to Core Races, Dar'nikians claim to have been created and have blessed family lines from various Gods in their pantheon instead. Despite this, Asla'nirians and Dar'nikians have some similarities— both feature the likes of the Undead and artificial creations and they even have Gods that are related or outright the same— even if Dar'nik is distinctive for lacking true humanoids and featuring purely bestial races. Their physiology, although similar in semblance to some races of Asla'nir, is dramatically different in other ways— they have evolved in the harshest of environments and most serve as considerable threats to the weakest members of Asla'nir, yet culturally, most Dar'nikians are incredibly friendly and are passionate explorers who are eager to learn more about the denizens of their new planet. Dar'nikians are incredibly theocratic and worship the Gods devoutly, albeit in different ways— because of this, each race has distinct cultures and sometimes comes to clash despite their peoples having developed a union millions of years ago. They are typically pack, tribe, or clan-orientated and live in tight-knit social circles with a clear hierarchy based around the Gods, scholarship, and the art of combat.

    Core Species?

    Amalesi
    Cuetzliq
    Huetla'ehzin
    Isha’kons
    Kir’ak
    Ma’palin
    Qxōchisis
    Seba'mset
    Tzil’katir
    Xo’tera

    Add-on Races

    Al'mawta
    Nauhua'tike

    Credit

    Primarily contributed by @fallenarkhein
    Original concept by @fallenarkhein

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