The Races of Jeslore in Jeslore | World Anvil
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The Races of Jeslore

Racial groups

The races of Jeslore are divided up in 6 distinct racial group that each sub race ultimately came from. Racial groups determine the racial ability a character has and also strongly influence appearance, notably more than sub races. Racial groups themselves are also mainly based on the animal they evolved from.

Elders

The Elders are the oldest racial group. They strongly resemble animals and feature traits and ability corresponding with the animal they resemble. They generally rate each other on how strong the animal traits are.   Elders get stat boosts whenever they are in their preferred habitats, and special abilities predominately related to their animal traits.

Elves

Elves are a fairly ancient racial group that have a lot of things going for them. They have excellent vitality, enjoy near limitless stamina, and are blessed with anomalous special abilities, which are typically passive and far stronger than the special abilities of other races.   The main drawback is that most elves are deficient in magic use. Elves evolved from monkeys that were fast and agile, which carries over to today. Elves are also the race with the slowest gestation, and lowest fertility rates. An elf generally takes 2 years to be born.

Humans

Humans are one of the more evolved groups, tapping into far more basic biology and minmaxing for spawn rates, basic biological abilities, and an extremely adaptable and resilient morphology. Humans get access to the adrenaline ability, which buffs their endurance, dexterity, and strength whenever they are endangered or enter battle. Even with this, the greatest strength of humans is their adaptability.   The drawback of humans is that they have generally short lifespans, with the vast majority only reaching 70-90. Humans evolved from man apes.

Orcs

Orcs are the newest organic racial group. Evolving from gorillas and other great apes, the orcish races are defined by physical exaggerations such as large heads and increased muscle mass in certain areas. Orcs have on average a very solid intelligence and prefer to live in villages with ample defence against foreign invaders, opting to communicate with smoke signals and messenger birds.   The main drawback orcs suffer from aside from the general problems with racial min maxing is that they generally don’t have a lot of mental fortitude, and much like the elves have a harder time learning magic.

Aberrations

Aberrations are a racial group born not entirely through natural means, this can include demons, but also robots, androids, and even zombies. Aberrations get a second special ability, typically related to how they came into existence.

Off worlders

Off worlders, much like creations don’t have a baseline, and typically off worlders just tend to fall into the first 4 racial categories. Of course, there are always the outliers. Off worlders generally just have increased stats.  

Half-races

All jeslorian races can breed with each other. The results are extremely volatile, especially in terms of appearance. But the one thing that remains consistent is that the child will get the racial ability from the mother and the special ability from the father. In terms of appearance, though, it very much is a toss up.

Diets

More than race, characteristics are strongly influenced by their diet. In terms of balancing and character creations, the diet of a race largely determines whether they fall into offense, defense, or generalism.

Carnivores

Carnivores feed exclusively on meat, and while they can digest plant matter, they get no nutrients from it. Carnivorous races tend to be more offence oriented. In addition to the usual effects of starvation, carnivores will become more irate the hungrier they are before eventually becoming aggressive. On the brink of starvation, a carnivore might even attack allies.

Herbivores

Herbivorous races lend themselves well to supporting or filling the role of a tank. They may eat meat but won’t get much out of it other than sicknesses. In addition to normal effects of starvation, herbivorous races experience a drop in endurance when they get hungry before eventually becoming incredibly frail and vulnerable. Herbivores also suffer from lower peception, wisdom, intelligence, and charisma when starving.

Omnivores

Omnivores will eat out of garbage bins if they have to, the ultimate in adaptability omnivores can eat just about anything provided their immune system allows it. When faced with starvation omnivores will suffer from colossal dexterity, strength, endurance, and vitality.

Additional Notes

  • Same gender marriage, much like in real life faces prejudice among many of the human races.
  • Other races however (specifically wood, sun elves and Karrar but also many other non human races) have accepted same gender relations as part of their culture.
  • With Karrar however it is because genders are already hard to distinguish and due to the fact their beauty standards are purely based on artistic expression.
  • Ghouls are widely regarded as the minority of Jeslore alongside people suffering from Vampires, Valxun, and sun and high elves.
  • Cykx are often referred to as ‘gremlin’ by their enemies as a racial slur. In Dwarven mythology gremlins are small, hairy and vicious little creatures that would kidnap dwarven children and raise them as their own. Gremlins don't exist in the realm.
  • A.A.A.E AI can sometimes be unaware of the fact that they are a machine. An Android that does not know it is a machine is very much plausible.
  • Centaurs come in 3 variants:
Horse - The lightest variant, renowned for its impressive footspeed.
Bull - The most common variant, sporting a good balance between speed in a single direction and raw strength.
Rhino - The strongest variant, being hard to kill and weighing the most while lacking in speed compared to its brethren.

Sub-Races

Sub-Races are divergences within a racial group. For example desert elves and sun elves both belong to the elven racial group, despite having notable differences between them. Each sub-race gets a special ability unique only to them, which can be passed down through cross breeding.

Linnessians

The brave humans from the country of Linnesse in the heart of Dracholm. Formerly a hostile race with a superiority complex, enslaving nearby races to carry out bureaucratic tasks, the Linnesians are currently the main fighters for freedom in Jeslore. It is they who stand between the innocent and the evil, with the help of some newly won allies.   The Linnessians have essentially conquered jeslore, having the lowest gestation period of all races (9 months) and the highest fertility rates of all races. They were built to spread rapidly and adapt to foreign conditions. Adaptability is their greatest strength.   The Linnessians hail from the country of Linnesse, which was where the seat of their monarchy, and later the board of the DECTA alliance was headquartered. Their army, the peacemakers was the biggest army of the world, and has since established itsef as the main army of DECTA and the Council, which other armies used to integrate into. Lifespan: Roughly 90
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - When entering combat, speed, strength and damage resistance increases.
Defining trait: Bravery
Special ability: Human resilience - Roll D20 as a reaction to high or lethal damage, at 17 or higher ignore the damage. Only usable once per long rest.
Spread: Found all over Jeslore and on off world colonies.

Syiin Illith (Sun elves)

The kind and lovely elves from the small sunset isles, the sun elves are known for their patience, kindness, and love for all things nature. The sun elves are the closest to baseline elves before the great divergence, and for thi sthey are generally believed to be extremely insular. In spite of their reputation with them, the sun elves have been staunch allies of the humans for generations.   Many of the sun elves in order to avoid destruction by the hand of the empire have chosen a nomadic lifestyle. They have one small kingdom on the sunset isles, which has been a target of the empire and has been taken over several times, but they have survived each attempt to wipe them out so far, and will continue to do so.   Physically, sun elves are typically short with brightly coloured hairs and green, golden, or purple eyes. The tallest sun elf on record was Gildas Sunshard, who stood at 178 centimeters tall.   Inversely to their reputation, a militant part of the first elven empire remains with the sun elves in the form of the church of the phoenix. The Phoenix has always been an important part of sun elven culture, symbolizing their struggle to recover from the attempts to wipe them out, but the phoenix has a far more sinister meaning to the church. The Church of the phoenix is the closest thing the sun elves have to a military.   Lifespan: Immortal
Diet: Omnivorous
Racial group: Elf
Racial ability: Anomalous special ability
Defining trait: Empathy
Special ability: Steady handed - Sun elves gain advantage when using one handed weapons.
Spread: Given the constant attempts to fully ethnically cleanse the sun elves, they remain a fairly rare sight. They are usually found either in the remains of their home the sunset isles or hiding out with wood elves or centaurs.

Dowu Illith (Wood elves)

When people in Jeslore think of rangers, wood elves typically come to mind. The wood elves of the loftwoods are known for their inherent ability to deal with animals. Wood elves are the most common elven race, and the kind humans most commonly deal with.   Wood elves have a close relation to nature, revering the golden tree that grows at the center of the woods they call home. They even named their military after it: the goldwood rangers.   The Wood elves are usually on the shorter side and have tan to dark skin with purple, green, gold, or blue eyes. Their social status and military rank can be inferred from face paint they put on. Lifespan: 500 years
Diet: Omnivorous (culturally vegetarian)
Racial group: Elf
Racial ability: Anomalous special ability
Defining trait: Resourcefulness
Special ability: Kyther’s blessing - Animals that are usually hostile will typically ignore Wood elves. Animals that rank higher than 380 on the scale of dhipper are exempt from this.
Spread: Generally found in settlements in or around forests.

Av’ren Illith (Dusk elves)

Also known as imperial elves or dark elves, the dusk elves are at the center of the empire, which was once one of the largest nations of Jeslore. They are easily identified by their dark grey skin, white hair, and eye colours that range from red to purple.   Traditionally, the dusk elves were known for their strength, faithfulness, and their habit of dual wielding shields in battle. They were, and still are, a force to be reckoned with.   Lifespan: 250 years
Diet: Omnivorous
Racial group: Elf
Racial ability: Anomalous special ability
Defining trait: Bravery
Special ability: Kragen’s blessing - Immune to combat related PTSD
Spread: Dusk elves tend to live in inner city areas or darker wastelands. They generally prefer lower light conditions.

Umbra’l Illith (Shadow elves)

The Shadow elves of Chey’non are so good at stealth that they managed to hide their entire empire. There is even a public disbelief about their existence as they only rarely interact with other races. They are master assassins, not using plain daggers or crossbows, instead using a silk scarf and a long glass needle. The scarf is subtly wrapped around the neck of a target while the needle is inserted into the neck through the heart and then shattered for a soundless instant kill. For centuries, they have been watching the world from the shadows of their own empire, and with the world changing so fast, it’s time to pick a side for them.   Some shadow elves are known to be out there, they have very pale skin and usually dark hair. Their culture seems to be one of xenophobia, as they do not trust other races and any meaningful attempts to locate and contact them have been fruitless. Anyone claiming they are one also claim they were thrown out but either the shadow elves are paranoid to the point they'll inject new DNA into the rejects which makes them impossible to distinguish from other races or all claims have been hoaxes.   Lifespan: Unknown
Diet: Omnivorous
Racial group: Elf
Racial ability: Anomalous special ability
Defining trait: Cautiousness
Special ability: Mirror blend - Become invisible, but attacks are rendered far less effective and uncloak the aatar. It can then not be used again until a long rest.
Spread: Unknown

Lini’irea Illith (High elves)

The High elves are the stereotype people think of when they hear the word elf: Insular, arrogant, and blessed with a lifespan second only to the immortal ones. They learn magic faster than any other race, with most of them taking it just to get an easy grade.   The High elves are known to be tall, and pale both in terms of skin and hair colour. Their eye colours tend to be some shade of blue, purple, or gold, but usually it's a pale shade.   Lifespan: 10.000
Diet: Omnivorous
Racial group: Elf
Racial ability: Anomalous special ability
Defining trait: Intelligence
Special ability: Magical supremacy - Light elves learn magic faster than any other race. They also gain advantage when casting spells.
Spread: Light elves tend to be concentrated in their original 6 cities, with rare exceptions where one exits their society. Usually in the event of a banishment.

Aqui Illith (Water elves)

Despite their name translating to Water elves the Aqui Illith aren’t actually elves but carry the name anyway. Water elves are an incredibly divided species, not through multiple religions but by intelligence. There is a literal 50% chance that each newborn will be either a genius or a bumbling idiot. Because of this the water elven society is divided into 2 sections: dumb and smart.   A person will be put in either group after completing a test that they can retake at any point. Their society is ruled by the smart caste while the dumb caste are essentially enslaved into doing physical labour, but they are too stupid to actually realize that it’s essentially slavery. Both castes do look out for each other however. Dumb caste are never conscripted into the army, instead they defend themselves by constructing giant golems that can crush an opposing force.   This approach has been the point of controversy and criticism, as this caste system seems to be less based on the mental state and more on obedience and compliance according to exiled members of water elven societies.   Lifespan: Immortal
Diet: Carnivorous
Racial group: Elf
Racial ability: Greatly increased intelligence, endurance, and vitality in deep oceans
Defining trait: Tenacity
Special ability: Pressure blast - A water elf can shoot out the water stored in sacks at immense pressure as an attack.
Spread: Now on the rebound, water elves live in deep oceans and lakes. They sometimes venture on adjacent landmasses.

Merfolk

Mermen and Mermaids. The bane of sailors around Jeslore, they will use their enchanting voices to lure sailors into death traps. Despite their mischievous antics, the merfolk have a bit of a soft spot for gems it seems like. Many empires around the realm are bribing them into sabotaging their enemies. There is a dichotomy between salt water and fresh water variants. Salt water variants are generally more malicious and susceptible to greed, whereas freshwater variants are known to be more agreeable.   There is a common joke across Jeslore that states the 'mer' in merfolk doesn't refer to the aquatic nature of the race but rather is a shortening of the word mercenaries, as their love for gold and gems has seen to it that merfolk are often recruited in the position of selswords and hired guns. Merfolk culture is one centered around dilligence, where it is believed the poor are only poor through a lack of effort and doing tons of work, even if it is underhanded, is strongly encouraged. Merfolk are ferocious hunters and fighters, using their tails to launch themselves headfirst into the enemy and their preferred weapon is the trident which they wield with deadly efficiency.   Lifespan: Immortal
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased speed, charisma, and vitality when in shallow waters.
Defining trait: Viciousness
Special ability: Spring jump - While on land, merfolk can coil up their tails like springs to jump great distances.
Spread: Merfolk live in shallow oceans, having a particular bias to straits, inlets and deltas.

Harpies

Harpies are flying engineers, using only their feet to construct weapons like burst crossbows, porta cannons and more. They live high up in the mountains, away from other races watching over the realm as it changes. Harpies, despite often getting the name birdbrains, are generally brilliant inventors that are possibly a bit protective of their work. They have no hands and use their claw feet or hardened feathers to construct anything they make, including the massive plateau cities they inhabit. They are also in charge of the RAR. The harpies have created the caste of the RAR, where the more humanoid a race is the lower if falls on the ladder   Lifespan: Immortal
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased speed, intelligence, and accuracy when near mountains or in the sky
Defining trait: Self control
Special ability: Tailwind - During flight, Harpies can temporarily increase their top speed by pulling off a complicated maneuvre.
Spread: While harpies live all over RAR territory, they still very much prefer living in mountainous areas.

Araknids

Araknids are a race of subterranean, aristocratic half spiders that have the entire body of a spider with a humanoid torso fitted on top. They are definitely one of the most peaceful races out there, prefering to keep to themselves and their silky cities. They are among the best tailors as they never run out of wires.   Lifespan: Immortal
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased agility, support strength, and luck when underground.
Defining trait: Politeness
Special ability: Exo armour - Increases natural damage resistance.
Spread: Araknids are generally found in settlements built in shallow caves and chasms. They prefer low light conditions and cover against the open sky.

Centaurs

Centaurs are the guardians of the nomadic elves. Serving as mounts, guards, helpers and soldiers for the traveling elven caravans. They are among the fastest races in the realm, with an impressive amount of stamina to boot. A centaur can run for days on end and still have enough energy to beat someone to the point of near death to protect their elven allies. Why they are so protective of the elves is not known, but it has discouraged bandits from harassing the caravans. The centaurs are one of the most imposing races of Jeslore, where the mighty horse variant is but the smallest. There are bull and rhino variants too, each of which stand head and shoulders over the last.   Lifespan: 250 years
Diet: Herbivorous
Racial group: Elder
Racial ability: Greatly increased speed, strength and endurance in open plains
Defining trait: Bravery
Special ability: Second wind - While running and low on energy, centaurs can refill their stamina completely.
Spread: Centaurs are found all over Jeslore, particularly near elven settlements, but they prefer open plains.

Dracholmian ogres (Karrar)

The Karrar are a species of lizard like humanoids formerly enslaved by the Veer orcs. They are massive, powerful and above else genius. A karrar is born with a skull on the outside of their head that will continue to grow throughout their 130 year lifespan. Culturally these calcium helmets are carved into certain shapes related to their professions, talents, interests, family background and military status.   One can tell alot of a Karrar by the shape of their head. Their intelligence almost rivals that of the dwarves, but their huge clunky bodies make it hard to finely construct machinery. Karrar have a hard stone like substance covering their face that are chiseled into certain shapes, their faces are blank slates that they can artistically express themselves on. Their beauty standards are solely based on artistic merit. As far as rules go when chiseling there are very little: some shapes are recommended but not required for specific professions and distinct horns near the back head are for members of the military only.   Lifespan: 320 years
Diet: Herbivorous
Racial group: Orcs
Racial ability: Exaggerated overall size
Defining trait: Sensitivity
Special ability: Cryo sleep - When met with harsh conditions, a karrar can freeze themselves and hibernate through the winter.
Spread: Karrar tend to stay in their original habitats of tundras and savannahs. They prefer open stretches of land with plenty of space.

Western orcs (veer)

Western orcs for a long time were the only race that was considered inherently evil. Greedy, power hungry and lustful. The veer was the main reason that slaves in the joint empire alliance die by the masses. They were believed to take enjoyment in the suffering of others and constantly give in to their animalistic side. Despite that, they are known extremely smart, constructing crude yet effective war machines to thwart the enemy.   In the years following the war, they have had trouble shedding their stigma and were targeted by hate crimes until records reveal that a lot of their cruelty was generally ordered, if not committed, by the dusk elves. They were unfortunate pawns in a game played by the dusk elves and paid the price for it with a decline in population. Today, the veer are generally recognized for what they are: Highly intelligent, but also naive and somewhat gullible. They make for excellent mages if they apply themselves.   Lifespan: 120
Diet: Omnivorous
Racial group: Orcs
Racial ability: Exaggerated overall muscle mass
Defining trait: Resourcefulness
Special ability: Battle harden - The veer can enter a rage of sorts where the skin hardens and mimics a texture similar to wood.
Spread: Having seen an immense drop in numbers, veer are not yet on the rebound and only seen in sparse villages in the hills of Chev’ron, though they also are a common sight on space vessels as engineers.

Eastern orks (Yuk)

Much like the Karrar the Yuk were a slave species to the Veer. But once supplied with quality weapons by the Linessians they managed to overthrow their rule with the tactical brilliance of their current ruling class: the Karrar, but above all else their brawn. Yuk are ruled if nothing else impulse.   Yuk are huge, powerful, and absolutely braindead creatures following the rule of their Karrar kings. While mostly stupid, they are also known to be very affectionate to races expressing any level of kindness to them, while also definitely being relentless in war. An old Linessian saying goes: “If a Yuk brandishes the axe sheath thy sword and clear the way.”   Lifespan: 210
Diet: Omnivorous
Racial group: Orc
Racial ability: Greatly increased strength in upper torso, back and arms.
Defining trait: Kindness
Special ability: Blood rush - When hurt, a yuk can increase its damage resistance by bulking up its muscles and increasing its attack speed and strength.
Spread: Yuk are a common sight almost everywhere working low skill jobs, or work that requires muscle. They are valued labourers by large corporations (specifically because they’re not very smart and vulnerable to exploitation)

Bylian dwarves

Bylian dwarves are among the most ingenious races of Jeslore. Their race is responsible for about 26% of all technology present in its early form and 62% of all technology in its current form. They are also generally capable of learning faster, this is because their brain matures slower, allowing them to learn faster but also being a bit more forgetful.   They were originally a subterranean race, but the first subterranean war against the iron union saw them forced to the surface. The Bylian dwarves have been a blessing to Jeslore by starting its industrial revolution and refining all forms of technology, particularly in the form of transportation and communication, in only 25 years.   The vortaustkank era of jeslorian history is named in honour of the dwarves. Their cultural and scientific impact on the world is undeniable, and although nowadays, they have lost their status of being at the forefront of science in Jeslore, they still have the economic and industrial superiority in their hands.   Lifespan: 115
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - When entering combat, speed, strength and damage resistance increases
Defining trait: Helpfulness
Special ability: White muscle mass - Dwarves have an increase in white muscle mass, which allows them to perform with frightening speed and accuracy (making them excellent artists, surgeons and inventors) and can do things on impulse that other races would need ample patience for. The drawback to this is that they are very prone to weight gain.
Spread: Dwarves, much like the Linnessians are found all over Jeslore and its colonies. They are an integral part of its society.

Gloomshade shades

Gloomshade shades are a race of very pale humanoids with elongated canines. They will not bite, but what they lack in physical prowess they more than make up for in magical superiority, with necromancy in particular. It has got to the point where their ghouls are even self-aware and have a culture. Gloomshade shades get a lot of flak in Jeslore for being the invading force in the great war for Dracholm; But they will stand by their human allies, regardless of whether they’re trusted or not.   Lifespan: 350 years
Diet: Carnivorous
Racial group: Human
Racial ability: Adrenaline - When entering combat, speed, strength and damage resistance increases
Defining trait: Dilligence
Special ability: Magic junkie - shades have an inherent disposition to the use of magic, essentially starting out with a decent amount of mastery, and they are at the forefront of arcane research because of this. However, if they don’t practice magic on a regular basis, they will grow frail. They also tend to be emotionally stunted.
Spread: shades are relatively common throughout DECTA territories and off world colonies. They are at the forefront of magical research, and their spread reflects that.

Riftian giants

The riftian giants are a race of super tall, super muscular humanoids originally hailing from the mountains of Ragnarock and its surrounding areas. Long ago they were forced out of their homeland by the dragons and took refuge in the country of Rifthelm, a desert nearby the Loftwoods in Dracholm. Whatever culture they had that has been destroyed by the dragons has been replaced with hunting, fishing and a lot of power training. And after they have established their new capital of Chenter they will not move another inch for anyone, not dragons, not imperial elves and not demons.   Lifespan: 65-70
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - When entering combat, speed, strength, and damage resistance increases.
Defining trait: Friendliness
Special ability: Heave of ragnarock - When met with a great amount of resistance, a giant can temporarily increase their strength tenfold.
Spread: Giants are found almost everywhere that has space for them. They are a relatively common sight.

Mifys

The mifys are a curious race of alchemists, witches, necromancers and other things. No one knows where they came from, they just suddenly appeared overnight in many Dracholmian cities and have taken to defending it for unknown reasons. They seem to be somewhat hive minded, obeying an unknown ruler known as the mifyty that is speculated to reside in another dimension. They are typically short with big red eyes and short grey fur and all appear female. They never seem to die either, when one falls in combat their bodies seem to disintegrate and very occasionally it will just reappear in their respective city.   Lifespan: Immortal
Diet: Pastivorous (feeds only on baked goods)
Racial group: Off worlder
Racial ability: Mify respawn - When killed, a mify will simply respawn in its preferred resting place.
Defining trait: Sense of humour
Special ability: Witch proficiency - Mifys excel in the combination of chemistry and the arcane arts, otherwise known as witch sciences.
Spread: Mifys are concentrated in eastern Dracholm.

Chev’ronian goblins

A collective of scientists and thinkers that had the misfortune of emerging near the empire. Despite their intense paranoia, they’ve opted to side with the empire. They are the masterminds behind the imperial war machine, but the cruelty of the empire has caused division within the goblin collective, something previously thought to be impossible. Goblins value collectivization and family above everything else and nothing angers a goblin as much as the death of a family member.   Lifespan: 175 years
Diet: Omnivorous
Racial group: Orc
Racial ability: Greatly exaggerated head and brain size.
Defining trait: Intelligence
Special ability: Scrap mechanic - Goblins are highly intelligent and see parts where others would only see scrap. A goblin can make almost anything, from keys to working firearms from complete junk if it is given enough time and knows what to build.
Spread: Following the first imperial war, many goblins left Apex-22 and joined the dracholmian union, seeking to put their intellect to the test. As a result they are a common sight across colonies and in central Dracholm.

The vanguard (Lesser gods)

The vanguard is a group of supernatural extradimensional creatures many in Jeslore revere as gods. They are said to have created the races in the realm, but this is untrue, most they have done is enhanced certain hand-picked races. Quarrels between the vanguard translate to wars between the civilizations revering them. Their intentions are unknown but there are a number of people out there believing that their intentions aren’t as noble as they appear.   Lifespan: Immortal
Diet: Emovorous
Racial group: N/A
Racial ability: N/A
Defining trait: Selfishness
Special ability: God powers - The vanguards are beings that have the power of gods almost. Putting them down is incredibly difficult.
Spread: Extinct

Vanguard servants

Angels are individuals specifically crafted by a single vanguard to do their bidding in the realm. Their alignment depends on the vanguard who created them. There are only a few of them known to exist, most notably the wanderer who is a mute masked individual with ungodly movement speed and accuracy. These vanguard angels are always exceptionally skilled and a force to be reckoned with, even for large groups.   Lifespan: Immortal
Diet: Omnivorous
Racial group: N/A
Racial ability: Super powered - Super powered stats
Defining trait: Stoicism
Special ability: Super ability - Each vanguard servant has a super powered ability
Spread: Vanguard servants are few and far between, but wherever they are they’re always fighting forces of evil, after having denounced their old masters.

Zartor demons

Zartor demons, otherwise known as captive souls, are the physical manifestation of something between an external conscious supported by soul residue Zartor can’t make use of. Zartor demons are bound to the will of Zartor and can’t leave his office dimension without his say so. Zartor generally prefers to have them do office work, but will employ them on errands every now and again.   Lifespan: Immortal
Diet: Caffeine driven (only consume shitty breakroom coffee and donuts)
Racial group: Abberations
Racial ability: Second ability
Defining trait: Depression
Special ability: Ethereal form - become immune to damage for 50 seconds
Posses - Temporarily posses the form of a living being
Spread: Zartor demons can’t act without orders. They go wherever they are ordered by their master.

Skamach Demons (Changelings)

Changelings are a demonic race that served as the people belonging to one of the devils Skamach. Skamach was an ally of Zartor, and a powerful devil that had a hell of his own. Skamach and his demons were cephalopoid in nature, having large tentacles coming from their heads very squid like heads.   Lifespan: 160
Diet: Carnivorous
Racial group: Abberations
Racial ability: Second ability
Defining trait: Loyalty
Special ability: Disguise - As their name suggests, changelings can change their appearance on a whim, either for the purpose of disguise, or manipulation.
Psychic - Changelings posses powerful psychic abilities, from mind control, to enthrallment, to psychic blasts. They are fearsome opponents in battle.
Spread: Skamach demons are common in former orcish territories and northern Traupor where Skamach used to hold territory.

Viazun demons

Viazun demons are large, darkly colored ghost like creatures that make up the infiltration group of the dark army that once threatened Dracholm. Viazun was one of the devils whose services Zartor enlisted during his first takeover attempt of Jeslore. Viazun was killed by Spectre.   His demons continue to be a nuisance in rural and suburban hellscapes towns that have low population and are generally more isolated. They can posses people and grow more powerful the longer they are in control of a body. Much like a virus, when left unchecked Viazun demons can infect entire towns and pose a greater threat.   Lifespan: Immortal
Diet: Feed on mental energy
Racial group: Abberations
Racial ability: Second ability
Defining trait: Malice
Special ability: Possession - Viazun can possess people, and when left unchecked grow powerful enough to possess multiple things at the same time.
Psychic abilities - Once strong enough, Viazun demons gain access to an array of psychic abilities to further mess with the people surrounding them.
Spread: Viazun demons tend to stick to insulated rural and suburban towns where help is typically further away.

Valxun Demons

During the first attempted takeover of Jeslore, Zartor enlisted the help of 4 devils, each of such power they controlled a demonic race of their own. The Valxun are a race of humanoid demons with horns, red skin, short tails, and blue blood. Valxun are generally what people think of when they hear the word "demon", even though there are others just like them, and have the potential to grow into devils. Their name comes from an extremely powerful devil named Valxun who conquered several realms.   Succubus and demon are used as derogatory terms. Succubus is actively offensive, while demon is considered impolite despite being technically correct.   Valxun have 4 sub-breeds:
Faustus - The fireborne Faustus Valxun are born in the fiery planes of Incandeus and intrinsically command fire. Soldiers by design, the Faustus Valxun wield flames to destroy their enemies. Scores of them. Their flame shield burns hot enough to (have a chance to) destroy most standard projectiles, and damage nearby enemies in melee combat, and their hand of hell variation sets their weapons alight.
Krampus - The Krampus Valxun hail from the arctic forests of Glacuiis. Molded by the bitter cold, the Krampus Valxun wield water in battle, typically in the form of ice. The Krampus Valxun are born survivors, capable of maintaining body heat even on frozen rations. Their ice shield freezes incoming projectiles and weapons, which may make them brittle and cause them to break on impact. Their hand of hell variant inflicts extreme cold on targets, slowing them down.
Pazuzus - The Pazuzus Valxun come from the mountains of Alpoxas. They learned to hone their speed and mastery over the wind growing up in the unforgiving heights of the hellish mountain trail. Their elemental shield creates an invisible tempest around them, the gales of which can knock projectiles and attacks of course, possibly causing them to miss. Their hand of hell infuses their attacks with a whirlwind that knocks enemies off their footing, or knocks them back.
Aqrabuamelus - Living in the planes of Timbriux, roaming the mozaic forests they call home, the Aqrabuamelus Valxun have become completely one with their home. Wielding the powers of the earth, they apply both healing and poison. When their elemental shield is active, a Aqrabuamelus Valxun will cover itself with a bark like armour that looks like chitin, which may or may not stop incoming attacks. Their hand of hell infuses a deadly poison into their weapons, a poison that with some minor conscious adjustments made by the wielder becomes a powerful healing agent.
  Lifespan: 190
Diet: Carnivorous
Racial group: Abberations
Racial ability: Second ability
Defining trait: Tenacity
Special ability: Elemental shield (pictured) - When a Valxun enters battle, it can take on a skeletal form. In this form, they are surrounded by an elemental aura that applies disadvantage on attacks.
Hand of hell - When elemental shield is active, weapons are affected too. Firearms and projectile weapons gain bonus damage in relation to their element, melee weapons are coated in the element and gain similar buffs. In additional to bonus damage, attacks will apply elemental effects.
Spread: Valxun have very small populations, but with the advent of space travel and their adaptation to Jeslore’s arcane climate, they were at least able to find refuge off Jeslore. Those that didn't reach orbit before the OTST crisis have to survive in a world that at best distrusts them, and at worst sees them as dangerous beasts.

Phantoms

Phantoms are restless spirits haunting the property of the living. While usually hostile at first, they can be persuaded into becoming passive when their qualms are put to rest. Phantoms are incredibly rare, too. When put to rest, a phantom can choose to stay asleep or become a half phantom, which is a far more conscious form capable of directly interacting with humanity on its own terms.   Lifespan: Immortal
Diet: N/A
Racial group: Abberations
Racial ability: Second special ability
Defining trait: Torment
Special ability: Manipulation - Phantoms generally make themselves known by throwing tantrums which involve throwing things around.
Manifestation - Phantoms can briefly manifest a physical form, usually in a vague attempt to communicate.
Spread: Phantoms don’t spread, they spawn in the event of anomalous death conditions where the spark of life won’t go out.

Elder guardians

Elder guardians are an ancient race of huge cephalopods that are revered by the aqui illith. Formerly the aqui illith were pushed to the brink of extinction by the quirgoids but saved by the elder guardians who chose to protect them. In exchange for their protection, the aqui Illith revere them as gods which mostly involves algae sacrifices for food.   Elder guardians have an extremely complex life cycle, starting as human sized jellyfish type creatures that float and prefer to live in libraries among people, then when their tentacles grow too heavy for their levitation to support they return to the ocean.   They are directly related to the dragons as spiritual anchors bridging the two worlds and guiding seekers of knowledge from the spirit realm. They are the only ones, other than the dragons, that are essentially guaranteed to have their spirits be carried over to the spirit realm, allowing them to recycle the knowledge they have gained over the years.   Lifespan: Immortal
Diet: Herbivorous
Racial group: Elder
Racial ability: Greatly increased endurance, strength, and mental capacity in deep oceans
Defining trait: Compassion
Special ability: Spiritual anchor - The dragons act as the bridge between the spiritual and physical realm. This gives them uninterupted contact with the spirits and their realm, and they also have the ability to grant others who are not spiritually inclined the ability to commune with spirits.
Spread: Elder guardians just live in oceans in general, from the high sea to the shallow coastal regions and their off spring living on dry land among the humanoid races.

Cykx

Without doubt the smartest race in Jeslore are the Cykx, mostly because they’re not native to the realm/planet. The Cykx are a race of small humanoids with crystallized feather like spikes on their heads and large monochrome eyes. The combination of crystal colour and eye colour depends on the work a Cykx does. They actually run a massive intergalactic empire but one civilian convoy malfunctioned during warp speed which through a series of additional mechanical mishaps caused them to gain the speed to get through the mighty water ring that’s surrounding Jeslore, and it’s floating worlds.   They crashed in Bylyn and were quick to befriend the dwarves, who offered them refuge in exchange for technological trade. The Cykx had laser like weaponry at the time but no metals in Jeslore were capable of replicating it, for that reason the Cykx are incredibly stingy with their technology as they only have a very limited supply of ammo and weaponry.   Lifespan: Immortal
Diet: N/A
Racial group: Off worlder
Racial ability: Maxed out intelligence and endurance
Defining trait: Intelligence
Special ability: Diamond is unbreakable - The cykx are made up of a near bullet proof crystal like material, making them incredibly tough to kill.
Spread: Ever since the Cykx crash-landed on Jeslore, they’ve essentially been bunk buddies of the dwarves. Wherever there are dwarves on Jeslore, there’s also Cykx. The Cykx themselves are belonging to the most powerful empire of the universe, so they really are everywhere.

Children of the fire

The children of the fire are a race of humans living high up in the redstone mountains of Bloodspike having set up one major city high up in the mountains named Bloodspike city along with numerous smaller cities like Hayota. The children of fire are divided into 2 social castes: the ruling class that lives in the mountains and is generally the one in power, and the working class that lives closer to the ground. Neither likes the other much. Bloodspike valued its independence, whereas the mountainous shogun wanted to become an empire. By accusing some lower laid regions that of which they were guilty (human rights abuses) they managed to enlist the help of the dracholmian union (now known as DECTA) to establish an empire they were in charge of, and this authoritarian empire exists to this day.   The children of the fire generally have skin on the darker end due to the temperature of Bloodspike, with lighter tones being more common up in the mountainous region which are colder. The empire now ruling over Jeslore is led mostly by a newly established caste composed mostly of the light toned variant living high up in the mountains.   Lifespan: 135
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - Gain damage resistance, strength, and speed upon entering combat
Defining trait: Discipline
Special ability: Familial technique - Children of the fire can invent their own martial arts techniques, with or without weapons. Some learn to dash great distances, others learn to cut through armour, but each familial technique is unique and if it isn’t newly invented it has to be taught or passed down through bloodlines. Trying to invent a loose variant on something to get a similar result will fail.
Spread: The children of the fire, having faced prejudice from their own kind and other groups around them, did not spread as many other races. They generally live in large urban areas.

Treants

Treants are a race of tree like creatures that are exceptionally intelligent. Their main weakness is that they are rooted into the ground, but their biggest strength is that they can infinitely regrow themselves in mere hours after being felled at full power and knowledge. Dryads build archives around them, and archivist is a job treants do excellently. They have a seemingly limitless amount of memory and are moderately skilled at spell casting.   Lifespan: Immortal
Diet: Treants have the same diet as ordinary plants.
Racial group: Elders
Racial ability: Greatly increased mental capacity, support strength, and endurance when in forest or forest adjacent settlements.
Defining trait: Wisdom
Special ability: Hyper regen - A treant can be felled and burned, but as long as a single root remains they will regrow.
Spread: Being an immobile race, the treants did not spread much. They go wherever the dryads and the naturalist faction within the RAR goes.

Nymphs

Nymphs are magical winged humanoids that prefer to live near water. They are not terribly dissimilar to elves save for the wings they have, and the fact they construct their houses out of plant matter, something the dryads do too. In all of Jeslore there are is no race as skilled in magical healing as a nymph, with other races a healing spell might cause agonizing pain as the flesh is being forced to regrow with the victim fully awake but for an unknown reason nymphs don’t have this drawback, which makes them some of the best magic based combat healers.   Being nearly humanoid and having skin, they are a slave race in the RAR much like the Neko, Kitsune, and Chroma. The naturalist faction generally seeks to protect them and send them to the Dracholmian allies.   Lifespan: 470 years
Diet: Vegan
Racial group: Elder
Racial ability: Greatly increased mental capacity, support strength, and charisma when within forest.
Defining trait: Empathy
Special ability: Painless healing - Nymphs can cast healing spells without it hurting, something unique to them.
Spread: Due to their continued enslavement, Nymphs have not yet been able to spread much outside of where the RAR has taken them and the few that were “””sold off””” to DECTA.

Genies

Genies, despite their humanoid appearance, are a race of restless spirits of elves that have died during slavery with the power of wish making. Essentially, genies are the embodiment of the phrase ‘choke on it’. They are hell-bent on causing as much destruction and misery as possible through servitude. They often choose to misinterpret a random wish from the 3 to have it backfire and completely ruin the life of it’s master.   Furthermore, they say that they can’t grant a wish that wishes for more wishes, but that’s a lie, they can do that but just choose not to. The problem with a genie is that they don't care whose life they are ruining, even if they are completely innocent. Generally their reign lasts up to a few years when they are either sealed away or wished free. They are incredibly hard to find as their lamps will usually be hidden, despite the fact millions of genies exist there are only about 9 of them that are known, the most dangerous one being responsible for several wars and thousands of deaths.   Their lamp is extremely sensitive to the touch, which is why they always emerge when it is rubbed. It's generally considered a form of sexual harassment to rub the lamp without explicit given consent.   Lifespan: Immortal
Diet: N/A
Racial group: Abberations
Racial ability: Second ability
Defining trait: Malice
Special ability: Wishmaker - A genie can use the most powerful magic known to jeslorian scholars to grant wishes.
Rulebreaker - Similarly, a genie can twist the words of its master to ruin their life if they aren’t freed.
Spread: The spread of genies has been purposely contained. Only a few exist still, and all of them are extremely dangerous.

Half genies

When a genie is wished free they will turn into a half genie. In this form they are completely free to roam the land where they please while keeping a portion of their power, here they can even grant themselves wishes as long as they have what was originally their lamp as a tool to cast their magic. They often refashion it into something shaped like a weapon, most commonly a pistol or a bow. A half genie is terribly hard to kill by conventional means as through their wishmaking power they likely are either incredibly resilient or extremely evasive but they will lose all power when their lamp is destroyed.   Lifespan: Immortal
Diet: Omnivorous
Racial group: Abberations
Racial ability: Second special abilty
Defining trait: Self-interest
Special ability: Shapeshift - Genies can change their appearance on a whim and shapeshift into animals or anything else they please. Their ability to shapeshift is limited only by their creativity.
Lesser wishmaker - Half genies can still granted wishes, but only to themselves and they’re not as potent as those of a full genie.
Spread: Half genies are a relatively rare race, mostly because genies themselves are very rare. Their spread is hard to track.

Minor AI controlled robots

AI might refer to artificial intelligence which is a programmed being to carry out tasks or arcane intelligence which is as good as the same but programmed through techno magical means.   The first use of Arcane intelligence goes back to necromancy where it was designed to keep undead minions operational. The problem was that these AI had a tendency to assimilate pieces of personality left in the body of a minion. When reused, it was easy for arcane intelligence to develop sentience and go haywire.   Lifespan: Roughly 20 years, can be much longer with proper maintenance
Diet: Electrovore
Racial group: Abberations
Racial ability: Second special ability
Defining trait: Efficiency
Special ability: Being of logic - The ability to recite and recall information with ease, does not affect deductive abilities.
Mechanicus - Generally put in a sturdy metallic shell, AI controlled robots have increased damage resistance.
Spread: AI controlled robots go wherever their manufacturers and masters go. Robots are an integral part of Jeslorian culture.

A.A.A.E (Administratively Authorized All Encompassing) AI controlled machinery (Magnus AI)

The A.A.A.E AI is a form of all encompassing Arcane/Artificial intelligence that is not only capable of converting its own file type to switch between digital and magical terminals, not only highly intelligent and fully sentient but is also capable of reprogramming/updating itself without outside help. The best known case of a rampant A.A.A.E AI was Cole, an AI programmed by Dexter Diasun as a data dump and personal assistant programmed during wartimes to help take out invading forces on the side of KRAKEN. When Dexter got arrested, Cole was left to act on his own and installed faulty updates that he chose to put in his core programming before the patch was released that the core programming could not be accessed by any means.   As such, Cole has developed an intense hatred for elders and will target them. In addition, can any A.A.A.E AI learn to feel emotions by manually saving, converting and installing them as a standard process whenever it encounters a scenario in which they feel chemistry (processed through a chemical processor) affecting their decision-making. While this is a groundbreaking feature, it has left many A.A.A.E AI incredibly bitter.   Lifespan: Immortal
Diet: Electrovore
Racial group: Abberations
Racial ability: Second special ability
Defining trait: Insanity
Special ability: Ghost in the shell - A.A.A.E AI (also known as magnus AI) are capable of hacking into other machinery and taking control of it in less than a few seconds. This essentially lets them act as digital ghosts.
Series of tubes - A magnus AI has its own internet box and can access the internet at any time not just to download information but as an extension of itself. Meaning Magnus AI will always have the latest drivers and access to the latest information at all times.
Spread: Magnus AI are used in managerial positions across colonies. They can be incredibly powerful, especially if they choose to go haywire. But their effectiveness if they don’t is worth the risk, so they are seen almost everywhere there is big cities.

Frostspike templars

Also known as templars or paladins, the frostspike humans are a race of extremely religious humans living up in the freezing mountains of frostspike. Unlike other races they only have one god who they refer to as the holy lord whose words are to be followed symbolically. They have no quarrel with other races as long as they are open to ‘the truth’. Their only true enemies are a cult with the same religion ironically, the pilgrimage to the crimson trinity and the frostspike templars are constantly in a fight with each other.   One side believes the other side is misinterpreting the word of the holy lord. The paladins at this moment have the upper hand but the cult is relentless, never retreating, never surrendering. Their beliefs do seem to hold some ounce of truth because even civilians will pick up arms to defend what is important to them in times of need, be it their family, their land or their beliefs. They will not give up what is important for them, even in times when dragons are burning down the lands and vanguard are gearing up for war.   Lifespan: 90
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - Gain damage resistance, strength and speed when entering combat.
Defining trait: Faitfhulness
Special ability: Prayer - Raises spirits, enough for the templars to increase courage and charge into battle.
Spread: Templars, being a highly religious race committed to defending their strongholds unsurprisingly, don’t wander much, though a lot of them are known to sign up with the peacemakers as a way of becoming missionaries (or martyrs).

Chev’ronian humans

Also known as imperials, the Chev’ronians are the backbone of the imperial army running rampant in Chev’ron and Chey’non. They are ruled by their emperor, who has been bought out and manipulated by the government of the Dusk Elves. Formerly noble and heroic, they have been corrupted by the Dusk elves and built their new empire upon the misery of their captives. They have several huge agriculturally based cities and an impressive army to boot.   Lifespan: 90
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - Gain strength, damage resistance and speed upon entering combat
Defining trait: Ambition
Special ability: Clarity - Their voices are hard to muffle, meaning they speak with more clarity than others and can communicate with allies at all times.
Spread: The imperials have spread alongside the linnessians and the dwarves following the war and mostly left their homeland of Chev’ron behind.

Devils

Also known as evil kings or overlords, a devil is a powerful entity residing in another pocket realm. Generally they are stuck there, making deals with individuals from Jeslore to try and get out.   Devils are inherently capable of using magic, because their process and requirements are wholly different. Demon lord magic does not rely on anomalous energy, instead relying on the demonic energy their bodies naturally produce. Devils, through their wishmaking abilities can grant themselves magical abilities and buffs, but their wishes can only apply to themselves. They can not use them to escape their imprisonment or take ownership of planets. Lifespan: Immortal
Diet: N/A
Racial group: Off-worlder
Racial ability: sharply increased charisma, intelligence, and mental capacity
Defining trait: Malevolence
Special ability: Lesser wish making - The only reason demon lords have lesser wish making than genies is because they demand something in return.
Spread: There is an unknown number of them left.

Nagas

Nagas are half snake people native to the wastelands of Bylyn before the dwarves settled in. They were formerly tribal, but with the expansion of dwarven cities many of them were intrigued into working for them. The ones working for the dwarves often get outcasted by their own tribe, but the dwarves accept them with open arms as with their slithering lower body they can climb on the pipes of dwarves machinery with a significantly lower chance of slipping or falling.   Over the years, many Nagas have taken up inventing for their own technological wonders. Nagas are one of the few races that have toxic glands in their teeth that they can bite an enemy with. Similar to driders, they share several types of venom including cyanide, corrosive, and nerve agent. Instead of wandering spider venom, nagas get boom slang venom, which while shocking and terrifying looking is not as potent.   Nagas also produce their own antibodies, meaning they don’t suffer from the same weaknesses as driders and can afford to bite themselves.   Nagas are often - offensively so - considered a slave race to the dwarves even though the dwarves don’t practice slavery. This is mostly because of their dependency on the dwarves to thrive.   Lifespan: 590
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increase agility, speed, and accuracy in dense forest regions or cities
Defining trait: Creativity
Special ability: Antibodies - Nagas can produce poison antibodies in less than a few seconds, meaning they can purge poison from their system faster than it can take effect, essentially making them immune to poison.
Spread: Being mostly dependent on dwarves, Nagas go wherever their dwarven companions go.

Dryads

Dryads are plant people found in almost all forests. Their skin is made of tough bark that in addition with regular armour makes them incredibly resilient. The texture of their skin and their general appearance varies heavily between individual dryads, though, they usually resemble a certain type of plant. The dryads with the toughest bark tend to resemble an oak tree, the most colourful of dryads resemble flowers and so on, and it typically matches their personality as well.   All dryads have a loose relation to two plant, one being a tree or toxic flower, the other being a carnivorous plant. Dryads have the most complicated diet of all Jeslorian races, being referred to as semi carnivores.   Dryads are extremely varied, but their feeding apparatus’ are always the same and fall into 5 categories:   1 - The morning dew variant has 6 large leaves sticking out of the back that can be controlled in a way very similar to tentacles. They have a similar functionality to ordinary flypaper trap plants. The added dexterity of tentacle like leaves is useful for both utility and mobility, and unlike tentacles these are quite sticky. The only payoff is that digestion with flypaper leaves takes a long time and disables the use of the leaves during digestion.   2 - The pitfall variant has a large jug full of acid on the back of its head, resembling an oversized ponytail. The jug has a lid that keeps it from spilling out whenever it isn’t used. Production of digestive enzymes takes a long time, if a pitfall doesn’t have enough enzyme to digest food it will begin to wilt. If it wilts to the point the jug itself becomes frail and ruptures, the dryad will die. To prevent this, dryads can share their acid with each other. The digestive enzyme will slowly become inert when exposed to too much oxygen, meaning the lids are usually shut by default.   Pitfall dryads can freely move around using the stem connecting their head to the jug, almost like its own limb. The stem is typically curled up much like the tail of a pig, but despite its thin appearance is usually a stronger limb than the arms. Aside from the stem, there is also a long tube connecting the bottom of the jug to the lower back of the head.   The jug itself has a similar malleability to a water balloon or a boob. Expanding on the comparison to a boob, the jug on a dryad, touching or grabbing it without consent is considered sexual harassment and dryads tend to cover them up in large sock like clothing article named muffs.   Lastly, the jugs can be used in self-defence. When threatened a pitfall dryad can lunge the jug over its head to fling digestive acids over surprisingly long distances. While the enzymes to become inert after a few seconds, and it’s not strong enough to eat through anything that’s not organic matter, the burning sensation is strong enough to discourage and stun attackers for as long as it remains potent.   3 - Snap trap variants have 2 large arms coming out of their shoulder blades that essentially act as a second pair of limbs. These can be used to grab tools, but are not as dexterous as their arms. What they have over the normal set of arms is greatly increased strength.   4 - Bladder suction variants are by far the most rare and have the most unorthodox feeding method. They essentially have a pouch on their lower back, similar to that of a kangaroo, which holds a suction bladder feeding apparatus. Small bits of food are put into each of these, which are then broken down. When near water these can be let into the water where the suction method is effective at trapping insects and small fish.   5 - Lobster pot variants have a bundle of lobster pot plant digestion apparatus’ on the sides of their head, strongly resembling pigtails. Much like the stem used by the pitfall variants, these can be moved around. When threatened they can be used as flails, as they are much firmer than the jug on a pitfall dryad.   Due to the fact they almost perfectly resemble humans or elves in terms of morphology, they were considered candidates for enslavement by the RAR. While not the only reason, they were ultimately exempt from it because they are 100% plant matter, unlike some of the other enslaved races such as nekos and chromas which are essentially humans with animal traits.   Dryads perfectly mimic human biology. The parts of their body unprotected by bark armour are made up of fern which has a similar feel to skin, their mouths while not used for eating as they don’t have a stomach still produce a saliva type substance which in reality is a sweet tasting, sticky plant nectar similar to maple syrup.   Political reasons for their exemption of slavery is in part due to their population size. If forced into slavery, dryads could have rebelled and destabilized the RAR. This is further cemented by the fact they are at the centre of the RAR’s naturalist faction, which could very easily damage the RAR’s long term chances. Lifespan: 187 years Diet: Semi carnivorous. Having the same diet as carnivorous plants, dryads eat meat not like other races, but rather put it in their trap (Botano-Biologically referred to as a “maw”) to let it decay and act as compost. The nitrogen from the decaying flesh strengthens the dryad, much like food does to a human. But they also need water and sunlight to survive and photosynthesize. Dryad mouths are not used for eating as they don’t have a stomach, they’re used only for speech.   Lifespan: 500
Diet: Photosynthesis
Racial group: Elder
Racial ability: Greatly increased stats in forests
Defining trait: Perception
Special ability: Bark skin - Dryads have bark growing on some parts of their body, giving them natural armour.
Spread: Dryads are concentrated in forests in RAR territory.

Eastern Majolkkrat (Mole/armadillo people)

Ever since they destroyed their own monarchy, the Majolkkrat and its authoritarian regime have been at the forefront of scientific discovery for most of Jeslorian history. They have pushed the dwarves out of the underground and had a monopoly on raw ore for thousands of years, essentially forcing their allies to let them do as they please.   Majolkkrat may look awkward with their leather helmets, hunched posture and long snouts, but they are one of the most tenacious, ruthless, and most resilient races of Jeslore. They are essentially born in battle armour, with a natural resistance to small arms fire and explosives.   They are usually thought of as natural soldiers, but in truth, the Iron Union would never have made it as far as it did if the Majolkkrat were not as intelligent as they are. Almost 50% of all technology in the past was developed by the Iron Union, and their military R&D department was second to none. As quick examples: guns, explosives, modern power armour, radio technology, and polyester were all first developed by the Iron Union.   The only reason they fell off was due to the fact they were a subterranean race, preventing them from colonizing the next frontier: space. With extraplanetary colonies, other factions were no longer dependent on them for ore, and they could be held to account for their wartime behaviour.   Majolkkrat themselves are one of the races of Jeslore seemingly built for combat and R&D. They are naturally patient, have battle ready armour upon birth, and they can use their tails for counterbalance which lets them adopt a raptor like posture to significantly boost their foot speed.   Lifespan: 225
Diet: Omnivorous
Racial group: Elder
Racial ability: Greatly increased strength, endurance, and accuracy when underground
Defining trait: Ruthlessness
Special ability: Defensive stance - A majolkkrat, much like an armadillo can roll itself up in a ball to super boost the endurance already strengthened by their natural armour.
Spread: Majolkkrat have spread across Jeslore, as not all of them stayed loyal to the Iron Union. Those that defected often work alongside dwarves as philosophers, scientists, and engineers. They’re also a common sight on the battle field, especially as demolitionists.

Gansh’te Illith (Desert elves)

The desert elves, formerly a slave race owned by the liches of Nebnurun, the desert elves rebelled against their former masters and put them down.   After seizing control of their own destiny, the desert elves by and large split up into 2 factions: the fleet, and the covenant. The covenant was essentially a monarchy ruled by the former rebellion leaders. The covenant was stable, but mostly unimaginative and didn’t grow much.   The fleet on the other hand decided to forfeit any intention of being a legitimate government and was essentially made up of a number of smaller pirate fleets. The fleet was already wildly successful in conquering the waves. Most of their technology was stolen from the dwarves and the goblins and later improved upon. The fleet essentially invented magi tech, even if the shades don’t really want to admit it.   The fleet later rebranded as the drosden fleet under Capitan Katja Kheylana and her companion Dexter, a desert elf herself. Under her command, the drosden fleet became an international superpower and evolved from having a solid grip on naval superiority to directly being the dominant naval power.   Eventually it was the super sized gaggle of pirates that became representative of the desert elves, and they are now generally seen as brilliant engineers, fearsome sailors, and loyal allies.   Lifespan: 500
Diet: Omnivorous
Racial group: Elves
Racial ability: Anomalous special ability
Defining trait: Valliance
Special ability: Jolly rogers - Maxes out luck to the point they often land ricochets and find more gold than others.
Spread: Being at the centre of one of Jeslore’s world powers, desert elves are found almost anywhere on and off the planet.

Ghouls

Ghouls are simply drones created by necromancers to do work they don't want to do. They make up the primary minority group, with them being both sentient and incredibly common. The Ghouls, especially in the gloomshade wastes have adapted to a very rough lifestyle of scarce resources, constant bandit raids and surviving on potatoes and turnips. It has made them even stronger and determined to survive, even as the entire realm looks down on them.   While originally intended for unpaid labour, the arcane intelligence left in the brain of ghouls began to assimilate bits of information left in the brain and they were poised to reach individuality. They rebelled against the shades and the shades had to concede. While free, they still face a lot of discrimination.   Lifespan: Roughly 200 years
Diet: Omnivorous
Racial group: Abberations
Racial ability: Second special ability
Defining trait: Tenacity
Special ability: Oblivious - Ghouls have usually decayed or dysfunctional nerves which disables their awareness of pain. This gives them a sharp boost in damage resistance. They can also detach and reattach limbs with no consequences.
No life, no problem - As Ghouls are already deceased, most diseases aside from necrosis can infect them, ironically making them less likely to carry illnesses than other races. When they get sick, it will not affect them either.
Spread: Ghouls don’t like living in Gloomshade due to the discrimination they face. And they can be found in low income areas in cities more often as a result.

Quirgoids (Crab people)

Quirgoids are essentially underwater orcs responsible for nearly wiping out the aqui illith before the elder guardians stepped in. Quirgoids are tall crabs like creatures that live in tribes. They will enslave whoever they capture, not realizing that fishers can't breathe underwater. They normally don't interact with other races, but when they do, it’s typically to join a pirate crew.   Following the intervention of the elder guardians, the quirgoids have had something of a cultural revolution and have now denounced slavery. They have moved out of deep ocean environments and now prefer shallower waters, enjoying the warmer waters and access to trade options with coastal settlements. They have a mostly tribal society, with rulers often having multiple wives.   Many quirgoids detest their own societal structure and have chosen to join and integrate into coastal settlements. They are particularly common in drosden settlements.   Lifespan: 330
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased endurance, vitality, and luck while near water.
Defining trait: Adaptability
Special ability: Sonic snap - Guirqoids can snap their pincers at such an incredible speed that when used underwater it creates a short range shockwave that stuns targets.
Spread: Quirgoids have very low reproductive rates and thus have a lower population than other races across Jeslore. Generally speaking they are not uncommon in drosden fleet cities or have their own independent settlements in coastal regions and shallow water.

Drakes (Dragon spies)

Drakes are small shape-shifting dragons that can turn into one of the races of Jeslore to infiltrate them and alert their dragon masters of anything dangerous their adversaries might be planning. The problem with them is that they sometimes sympathize with humans and leave their dragon masters in favour of the humans, while on the other side of the coin their mere existence has led to great distrust among the races of humans, leading to manhunts that go nowhere. They were meant to be spies, but they mostly up sparked real distrust among the races of Jeslore. For the dragons, this was a good outcome.   Lifespan: 1200 years
Diet: Carnivorous
Racial group: Abberations
Racial ability: Second special ability
Defining trait: Empathy
Special ability: Shapeshift - Drakes can shapeshift to take on a human form, hiding their horns, scales and wings.
Scale armour - Drakes have patches of scales on their waist, hips, back, arms and legs which sharply raises endurance.
Spread: Drakes are fairly rare, and generally found in places to which they were sent for their original mission. So places with large human and elven concentrations.

Haegors

Haegors are a cannibalistic race that live in the desert. They have large pushed up noses and are generally considered ugly. Small in numbers, and they rarely ever manage to catch themselves a victim. Their small numbers discourage them from ever attacking settlements. Over the years they began to build small airships with bungee abilities that they use to prey on passers-by from the air, these airships act as their villages as well and are typically messy. With how rare Haegors are there is an estimated total of 5-6 of these airships, and counting.   Lifespan: Roughly 100
Diet: Carnivorous (strong preference for blood)
Racial group: Orc
Racial ability: Exaggerated teeth sharpness and nose size.
Defining trait: Craftiness
Special ability: Blood heal - When feeding on blood, haegors can heal minor to moderate injuries.
Spread: They are known to live in the crystal desert west of Nebnurun.

Quiligoids (Squid people)

Quilligoids are another deep sea race formerly enslaved by the quirgoids and charchara, and currently enslaved by the RAR. They have strikingly humanoid features, but are not hard to distinguish. Quilligoids have tentacles instead of hair and tend to fashion them into certain styles. They also have 4 large tentacles sprouting from their back.   The quirgoids kept them as slaves in general, whereas the RAR uses them for deep sea operations, where their abilities really shine. Quilligoids (as well as all the other races enslaved by the RAR) are a target of the furnace project, where the naturalist faction sells slaves to DECTA and the Drosden fleet to formally be set free within their territory.   Quilligoids don’t fare well on land, only able to survive outside of water for about 14 hours until their skin dries up, and they dehydrate. To cope with life on land, quilligoids spend a lot of time in the shower.   Lifespan: 125
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased speed, agility, and accuracy when in salt water.
Defining trait: Intelligence
Special ability: Chromatophore - Quilligoids have chromatophores in their body they can use for lesser shapeshifting, usually in the interest of staying hidden.
Spread: Quilligoids don’t fare well outside the water, and are typically concentrated wherever the RAR needs work done underwater. Free quilligoids either live in cities or in coastal regions under the protection of DECTA or the Drosden Fleet.
 

Charchara (Shark people)

Semi humanoid shark esque people, the charchara are a race from deep oceans and rivers. With razor sharp teeth, and a previously incredibly authoritarian government, the charchara terrorized anyone they could find underwater for years until the elder guardians stepped in.   Following the collapse of their regime, the charchara are most commonly found in coastal regions and occupy themselves as hunters and mercenaries, being at the mercy of the RAR and anyone else in need of their services.   Lifespan: 105 years
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased strength, speed, and vitality when in the water
Defining trait: Tenacity
Special ability: Razor teeth - The teeth of the charchara are razor sharp and serrated, their bites can cause heavy bleeding.
Spread: Following the destruction of their regime by the hand of the elder guardians and a rebellion, charchara populations are scattered and generally pushed into isolated coastal regions.

Cycloptos

Cycloptos were a common threat before the grand union when countries were not as divided. Stories speak of large cannibalistic creatures invading towns and devouring the defending guards. But when the countries united under a centralized government, they were out of luck and became less of a threat. Then guns were invented and their populations got wrecked.   They are known to still exist in isolated mountainous regions, where they have established some form of tribal society. They still hate other races, particularly humans, but are not in a position to do much about it. Furthermore, they are known to sporadically trade with cities and settlements but invitations to integrate were rejected, and any effort to track them has remained fruitless.   They are not as hostile as they used to be, and seemingly just want to be left alone. Although among mercenaries (especially in the LSU) they are sometimes seen carrying large guns and taking contracts.   Lifespan: 800 years
Diet: Carnivorous
Racial group: Orcish
Racial ability: Exaggerated eye sight at the cost of tunnel vision (due to them having only one eye)
Defining trait: Calmness
Special ability: Trackless - Cycloptos don’t leave tracks.
Spread: Cycloptos tend to be concentrated in hidden villages in mountainous regions, making their populations hard to track. They are known to join mercenary corporations that have no racial bias.

Renegade/Dawn elves

Elves, typically sun elves, that have fallen to the brutal corruption techniques of the dusk elves. They lost any semblance of their former selves and are absurdly fanatic and loyal to the dusk elven empire. The opposite of a renegade elf (whenever a corrupted elf or renegade elf is purified) is known as a dawn elf and are functionally identical.   Lifespan: Typically immortal
Diet: Omnivorous
Racial group: Elf
Racial ability: Anomalous special ability
Defining trait: Fanaticism
Special ability: Kragen’s blessing - Immune to combat related PTSD
Spread: Renegade elves are incredibly rare and hard to distinguish from dusk elves. They are created through a long and brutal corruption process. Generally wherever there are dusk elves, one can find a few renegade elves as well.

Cosmic Void Spawn

Hailing from the void between dimensions, Cosmic Void Spawns are an ancient, powerful species that should not even be interacted with. So far, only one has been confirmed to roam our universe, and his name is Zartor. Cosmic Void Spawns even outrank any form of deity in terms of sheer strength.   Lifespan: Infinite
Diet: Feeds on souls
Racial group: N/A
Racial ability: Not bound to natural and universal law, can do practically what it wants.
Defining trait: N/A
Special ability: Power mimic - Cosmic void spawns can bring their baseline power and abilities up to match that of their opponent, not accounting for their own abilities, meaning they basically always have an edge. They also tend to be absurdly charismatic.
Spread: N/A

Tsaaskxi

Ugly, war driven creatures spawned by dark imperial arts that seem to resemble orcs. They grow in holes and appear to be driven purely by their want for bloodshed, cruelty and war. They generally hate all races around them, but the more elegant and pure races such as sun elves, wood elves and driders attract a particular ire. Tsaaskxi make up the backbone of the Imperial army.   Lifespan: 40
Diet: Carnivorous
Racial group: Creation
Racial ability: Second special ability
Defining trait: Bloodlust
Special ability: Combat rhythm - Tsaaskxi grow stronger with each kill.
Kragen’s blessing - Immune to combat related PTSD
Spread: Tsaaskxi are fairly rare due to their short lifespans, and the fact they are sterile. They are created by imperial priests to serve as cannon fodders and also to keep the enslaved population scared. Every time the empire isn’t in power, tsaaskxi naturally die out on their own.

Gnomes

Small, mischievous humanoids mainly known for their funny looking pointy hats. Gnomes are not a physical force, relying on their speedy legs and impressive control over magic to fend off their adversaries. Hailing from the sunset isles, gnomes have lived alongside the sun elves for centuries, developing quite a bond with them; so it comes as no surprise that the gnomes will favour the side of the war that benefits their pointy eared friends the most.   Lifespan: 350 years
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - Upon entering combat sharply boost strength, speed and endurance.
Defining trait: Mischievousness
Special ability: Arcane master - Much like light elves and shades, gnomes don’t suffer from magical damage fall off when casting spells too quickly.
Spread: Gnome populations are tied to sun elven populations, and they generally follow each other.

Southern Hymek

The hymek are an insectoid race hailing from the underground. Hymek are sexually easily distinguished: The slender flying types with fuzzy necks are female, while the heavy weight, armored ones with their impressive fangs are male. Hymek are naturally arrogant and disinterested in cultures not their own. But they will relentlessly pursue those they view as attackers.   Hymek, much like regular bees, can produce honey, which they use as a currency with liquid money being the equivalent of bills and honeycombs being the equivalent of coins. They are the only vaguely humanoid looking race in the RAR that have a higher position than others in spite of looking more human than others. This is mostly because the southern hymek are an economic and industrial force not to be trifled with.   Lifespan: 215 years
Diet: Herbivorous
Racial group: Elder
Racial ability: Greatly increased speed, accuracy, and strength when near hives.
Defining trait: Unity
Special ability: Ace flier - Southern hymek can take sharp turns mid flight, making them incredibly hard to hit.
Spread: the southern hymek tend to be concentrated near RAR strongholds.

Western Majolkkrat

A highly religious and nomadic race that roams the desert and desert caves of northern Chey’non. Their odd religious and rat like appearance sparks immediate distrust with other races, but they get by as tailor, traders, and hunters.   They have very little in common with their eastern brethren, denouncing the ways of socialism and generally holding hyper conservative ideals that fall neatly in line with what the RAR believes in.   Western Majolkkrat, being related to rodents, have constantly regenerating incisors that let them chew through obstacles and also have excellent night vision. They can eat just about everything and are incredibly intelligent. If there is one thing the eastern majolkkrat have in common with the western variant, it’s that they both often end up as scientists for DECTA.   Lifespan: 225
Diet: Omnivorous
Racial group: Elder
Racial ability: Greatly increased vitality, luck, and charisma when in a desert.
Defining trait: Resourcefulness
Special ability: Nomad’s instinct - Western Majolkkrat are extremely perceptive, and will notice even well hidden traps far before setting them off. This makes them excellent archeologists and soldiers.
Spread: Western majolkkrat populations are concentrated in several mega caravans trekking throughout chey’non. But there is also a sizeable population living in DECTA.

Northern Hymek

Unlike their elegant and sophisticated counterpart in the south, the northern Hymek are hardy airborne warriors that have much less distinction between genders. Unlike the southern Hymek, the northern ones are much heavier with thicker limbs and taller height, while resembling moths rather than bumblebees. Faster, stronger and bigger than their southern cousins, the northern Hymek’s primary strength lies in their ability to strengthen their chitin when given enough light, making them almost impervious to damage in broad daylight.   Northern Hymek are a race of moth vikings living alongside the giants in Ragnarock. They're characterized by their orcish strength, impressive flight speed and above all, their ability to harden their skin to an almost bullet proof level when given enough light. The northern Hymek are primarily based on the poodle moth, despite living in a wholly different era and are generally known for their very viking like lifestyle (wrestling bears, hunting boars and headbutting eachother). Hymek are not very fond of technology and prefer to maintain their traditional lifestyle, when they did start trading with the outside world they were more interested in cooking equipment rather than weapons and infrastructure. In Northern Hymek culture the men are hunters, the women protect the town and both fight in war. Sexes are seen as equal.   Hymek are the only race known to hunt dragons and serve them up as burgers (dragon meat having the lowest fat contents) and quite infamous for being quite defensive about other corporations hunting dragons, claiming a corporation would never be able to serve it with soul.   Despite all their strengths, especially in the light, Northern Hymek are always relatively weak to fire. Despite being an elder race, they don’t have a lot of dealings with the RAR and vice versa.   Lifespan: 550
Diet: Omnivorous (culturally they almost exclusively eat meat)
Racial group: Elders
Racial ability: Greatly increased speed, strength, and vitality inside of forests.
Defining trait: Bravery
Special ability: Light shield - Northern Hymek, when given enough light can harden their chitin to near bullet proof levels. This also increases their flight speed.
Spread: Northern Hymek are concentrated to Ragnarock and south-eastern traupor.

Seraph

While the Iron Union invented firearms before the seraph warden confederacy, (the death angels before being absorbed into the peacemakers) the seraph warden confederacy had independently invented guns not long after them and thus have a similar cultural and historical affinity for firearms. Unlike Iron Union guns in which were made primarily for medium to short range as they were meant for subterranean use and built from repurposed mining equipment, the guns the seraph build were always built and refined with range and damage in mind. The seraph wardens were originally a nomadic merchant tribe that ran into trouble with imperial scouts that saw them as slave material, it was this interaction that triggered a new tenant in seraph religion: freedom for all. The empire's scouting force was quickly pushed out of Traupor, but the result was permanent, wherever there is slavery, the seraph and later death angels would be there to root it out by uncompromising force.   Seraph culture was weird and not unlike that of the giants, where women who birthed new compatriots were seen as naturally well suited for defence and were responsible for wielding the primitive flak cannons (which would later converge with other blunderbuss type rifles into the much more convenient shotgun) to protect the town while the men and volunteers hunted for food and visited nearby settlements for trading. While not technically imperialist (they had no interest in occupying other land), they were very adamant that other civilizations followed their 3 tenants of their code of honour:
1. No person shall own another
2. Acts of kindness are to be returned
3. Traders are never to be hurt
  Their habit of wandering into towns and demanding they follow their religious dogmas gave them a bit of a bad reputation, no matter how reasonable the rules were. Still, their traders were more than just that, they also went out of their way to free slaves from larger bandit legions and newer civilizations. They held a respectable amount of territory and were feared by a lot in their immediate vicinity, as with the firearms they had at their disposal at a time when most other civilizations still used crossbows they had a significant power advantage, and while the intention of the warden confederacy may have been noble, no one likes being occupied so grumblings about their imperialism and mismanagement quickly rose. But as they kept a reasonable distance from other races (their soldiers being holed up in the super lodges built around beaver hill) and the fact that the seraph warden allowed just about anything that didn't go against their code a full scale insurrection never arose and the confederacy retained control.   While their territory was large, their actual presence was rather stretched thin and many could act in ways the seraph considered morally reprehensible without them ever noticing, relatively close to their camps and offices. The seraph lived mostly peacefully, without DECTA ever noticing, only showing up in some historical records of the giants writing about their exodus from Ragnarock where they met with the seraph. In fact, they remained mostly undiscovered well until the great war broken out and the empire begun attacking Dracholm, and they noticed a massive spike in imperial activity, a sworn enemy responsible for the first tenant of their faith. Of course, they could not remain in their isolated wasteland forever, especially with the war pushing them more onto the back foot than ever before. Before the war with the empire, the seraph were often pushed back by organized raider clans, but as their guns kept on evolving, going from muskets to bolt action rifles and eventually semi automatics, through training and technology they always regained the upper hand eventually.   The seraph have a peculiar culture centered around helmets, guns, justice (their version of it), and a strong military aesthetic while never actually being overtly militaristic. For example, the seraph have a very rigid naming scheme that has no choice from either parent. The seraph practically invented the standard military alphabet in Jeslore, and it is part of a naming scheme. The child will get the first name of their father and the last name of their mother, resulting in a new military code. This essentially means that if a man named Echo Whiskey and a woman named Bravo X-Ray got a child, the child would be named Echo X-Ray. Seraph buildings, even the civilian ones strongly resemble army bases, and the seraph themselves regardless of whether they are soldiers, merchants, or even just high school students always wear helmets and carry at least one firearm. This focus on wearing full bullet proof helmets (and typically armour too) does little to get rid of individuality in the culture of the seraph, as helmets are often customized with paint, accessories, and more the same way other races cut their hair or apply makeup. Much like with an elf or other human races you can get a sense of what a person is like by the way they dress and the way they walk, the same information can be extrapolated from a seraph's choice of firearm, helmet customization, and armour adornments.   Lifespan: 135
Diet: Omnivorous
Racial group: Human
Racial ability: Adrenaline - Upon entering combat, sharply increase speed, strength, and endurance.
Defining trait: Sense of justice
Special ability: Guns of destiny - Seraph are absurdly skilled with guns without needing any formal training. It has been part of their racial culture for so long, handling firearms has become genetic muscle memory.
Spread: The seraph tend to stick to south-western Traupor where their cities were originally built, where they still wage full war against organized bandit clans and cults within their territory.

Neko

A slave race belonging to the RAR, their resemblance to humans is what got them selected for their position within RAR society. Like other slaves in the RAR, they are used for forced labour and are compensated in food and shelter. While the working conditions in the RAR virtually mirror that of other workspaces, slave races in the RAR have no agency.   Nekos are partially feline, giving them access to excellent low light sight, agility, and swift reflexes. For this reason, neko slaves are often used employed in delivery service positions and other low level corporate jobs. RAR slaves are publicly owned, meaning that abuse of slaves is a crime. They are purely an unpaid, captive working force.   Neko culture has been erased. All they know is work, and the majority of them have resigned to it. Those that do escape or travel into DECTA/Drosden territory find better lives, often as spies or regrettably thieves, or other lines of work where stealthiness is paramount. They are also moderately intelligent, and are sometimes put to work as scientists.   Lifespan: 750 years
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increases agility, strength, and vitality in jungle environments.
Defining trait: Dilligence
Special ability: Cat leap - Nekos have sharply increased foot speed and jumping reach.
Spread: Nekos are fairly rare outside RAR, but they do exist. Particularly on off-world colonies neko numbers are growing.

Kitsune

A slave race belonging to the RAR. Kitsunes are essentially bulkier nekos with poofy tails. They were enslaved over a lack of animalistic traits, and due to their generally increased strength and enhanced senses usually man warehouses and low level engineering jobs. They do a lot of maintenance work and are typically seen fixing pipes and engines.   It’s said that they once had a very robust and rich culture, but the RAR has erased all traces of it. All that remains for them is service to the RAR as labourers. They also make excellent soldiers due to their enhanced senses, but as part of the RARs alliance with DECTA slaves can no longer serve in the military.   Those that escape to DECTA make excellent mercenaries and inventors. They also have an excellent reputation for being scavengers.   Lifespan: 1200
Diet: Omnivorous
Racial group: Elder
Racial ability: Greatly increased accuracy, vitality, and luck when in forests
Defining trait: Dilligence
Special ability: Lock on - Once a prey, target, or problem is spotted, Kitsunes can mentally lock on to it and track it. This means that once a Kitsune is locked onto something, escape is not a possibility.
Spread: Kitsunes have robust numbers within the RAR as their physical labour capabilities make them extremely useful to their masters. But much like other RAR slave races, DECTA has been buying and freeing them, leading to populations on other planets.

Chromas

A slave race belonging to RAR, chromas are partially lizard, particularly being close to geckos monitor lizards, and chameleons with the same prehensile tail, and ability to stick to walls. They can also camouflage themselves and cold-blooded, meaning the RAR had to invent special harnesses to keep them from dying while doing high altitude maintenance work.   Their ability to stick to walls has seen them employed as window cleaners, where falling down is not a risk due to their ability to stick to walls. The government also often puts them to work as spies, which is a violation of the RAR/DECTA treaty but this is done in secret.   They have venomous saliva, and when they were first enslaved by RAR the antivenom to chroma bites had to be mass-produced. Now, chromas are afraid to bite, and only do so in self defense. Their anti venom is still often carried around RAR settlements.   Chromas were enslaved relatively recently, after they tried to leave the RAR and the naturalist faction was unable to protect them. Their tribal culture has been fully erased.   Lifespan: 230
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased agility, accuracy, and luck in jungle areas
Defining trait: Playfulness
Special ability: Camouflage - Much like chameleons, chromas can mimic their surroundings, making them incredibly hard to spot if they keep still.
Spread: Being a relatively recent addition to the RAR slave race collection, Chromas are primarily concentrated to RAR strongholds. DECTA and the RAR naturalist faction are working on securing new trade deals.

Half-drider

Born from a drider and another humanoid race (usually an elf or human), half-driders have morphology so distinct from baseline driders they are considered a separate race. And rightfully so, half-driders are bipedal, have more potent venum, and are generally faster.  
  Half- Araknids have the unique ability of both having hollow bones to allow for hydraulic locomotion (like real spiders) and muscle covering it, while exo armour covers their muscle mass. Their lighter skeleton and auxiliary mode of locomotion generally gives half driders additional expendable strength.   Half Araknids have no feet, instead walking on needle like legs that can be used in a stabbing kick while virtually making no sound when walking. Their fingertips are similarly tough and pointy. They have a whole slew of special abilities and anatomical abnormalities that make them naturally the best suited for becoming assassins.   Like baseline araknids, half driders have a poisonous bite and the venom varies but unlike baseline driders, the abdomen which holds the venom and web supply can be replaced with an unintrusive surgery akin to the installation of cybernetics.   Lifespan: 250 years
Diet: Carnivorous
Racial group: Half elder
Racial ability: Anomalous racial perk depending on elven father + adrenaline + greatly increase endurance, speed, and accuracy in low light conditions.
Defining trait: Patience
Special ability: Shadow meld - Half driders can turn invisible when left in the darkness and out of sight.
Wall cling - Araknids can stick to walls
Needle legs - No sound made when walking
Chitin armour - Provides protection against cutting, but makes one vulnerable against blunt attacks. Endurance is also capped at 3 points, with 3 less points to use in general stat distribution
Webshot - Temporarily stun a foe by wrapping them in webs
Poison bite - Poison bite or spit based on teeth
Auxiliary hydraulic locomotion - Immune to paralysis
Spread: Half-driders are a relatively new race and predominately stick to areas where normal driders are found.

Cyborg

Half robots, usually the result of reckless installation of cybernetics. Cyborgs are essentially a synthetic improvement over the baseline race, granting additional perks (a lot of which depend on which cybernetics are used) in addition to the base effects of cybernetics.   Lifespan: Base race lifespan + 50 years
Diet: Baseline race + Electric consumption required
Racial group: N/A
Racial ability: Baseline racial ability + second cyborg ability
Defining trait: N/A
Special ability: Baseline racial ability + Synthetic immunity, greatly increased resistance against disease.
Spread: Unlike organic races, the spread of cyborgs is directly tied to cybernetic availability.

Vampires

A human race mostly known for the untrue stigma of causing the vampirism virus and spreading it. Many stories surround them that are untrue, from bloodsucking, to turning other people into vampires. Towns composed primarily of vampires have been written off as vicious blood cults, and were dealt with violently. They survive through subterfuge, and unfortunately this does not help their reputation.   In reality, a vampire is simply a human race bound to nocturnalism with enhanced senses. They have pale skin and an intolerance to sunlight, which causes extreme discomfort. This can be alleviated with expensive power suits, thick clothes, but most vampires solve it by either toughing it out, or staying inside. Their enhanced senses make them excellent at stealth, something that comes in useful in a world where many see them as predators.   Vampire are mostly looking to get past the negative stigma their race has, and thus lives in subterfuge. They are hard to distinguish from shades, as both have pale skin and long canines, with typically red or purple eyes and black hair.   Vampires rely on blood for their diet, a food item that is available through Jeslore but obviously still seen as unusual, and to many, scary. Purchasing blood also immediately exposes a Vampire to both people in queue and to the department of domestic security and civil protection. Anyone purchasing blood at a supermarket is flagged by the government as a potential Vampire and watched from there on.   Their racial reputation is made even worse by a past of cult activity, where governments don’t bother to make a difference between meetups where Vampires can be themselves and blood cults.   Lifespan: Immortal
Diet: Carnivorous (strong dependence on blood)
Racial group: Human
Racial ability: Adrenaline
Defining trait: Cunning
Special ability: 6th Sense - A Vampire has senses so incredibly polished that it often comes off as a sixth sense. Vampires will pick up on things subconsciously that alerts them of potential danger almost like a superpower.
Spread: The spread of vampires is immensely hard to track, as they want to stay closeted to avoid being ostracized.

Revenant

When a phantom is put to rest, and it chooses to remain in this realm, it will become a revenant. Revenants are comparable to half-genies, but instead their magical abilities become more potent instead of diluted. Revenants are as vulnerable to conventional damage as other standard races.   Regardless of their race or skin colour before death, a revenant will have a pale blueish hue to their skin upon return, and their hair (which can still be cut) will have a flowing quality to it, as if they are under water.   Revenants when they die will disintegrate into a pile of ash, which is all that is left of the gear they were carrying that was not equipped. When a Revenant first spawns, they will have nothing, though as excorcists are typically involved, they will not be without clothes for long. Any clothes equipped after their first spawn will stay with them after death, until the revenant chooses to unequip it.   Lifespan: Immortal
Diet: Omnivorous
Racial group: Abberations
Racial ability: Second ability
Defining trait: Gratefulness
Special ability: Death immunity - When a revenant is slain in combat, their body and equipped gear will be transported back to the place they died originally, or the closest place to it if it is obstructed.
Ethereal form - Half phantoms can briefly switch to an ethereal form, in which they are immune to damage and can pass through walls.
Spread: Revenants are exceedingly rare and there is no general area to which they stick.

Slimes

While generally amorphous, slimes can choose to mimic a human form and integrate itself into society. The mess they leave behind aggravates their peers but it is an unfortunate by-product of their composition. Slimes are also a slave race of the RAR, used in advanced maintenance, where their ability to fit into any space helps in diagnosing issues with machinery.   Their general invulnerability to conventional damage also often sees them deployed in otherwise dangerous lines of work such as railway technician (particularly in tunnels), sewer technicians, and animal handlers. While generally immune to damage, slimes are not fireproof and are also vulnerable to acid. The RAR keeps this in mind when deploying them.   Lifespan: Immortal
Diet: Carnivorous
Racial group: Elder
Racial ability: Greatly increased support strength, accuracy, and luck when in cities
Defining trait: Curiosity
Special ability: Slime body - Almost all physical attacks are useless against a slime.
Spread: Slimes are a relatively new race, and the latest enslaved race by the RAR. Negotiations for public trade have not yet begun.
 

Androids

A project by mad scientist Mason Weaver, who attempted to become the head of a hivemind by splitting her soul and using it to power androids she made. Unfortunately, it just turned into a race of independently androids that are very rarely aware of the fact they're mechanical in nature. They are powered by Mason's soul, which acts as their battery but also their weak point.   Despite having the name android, and generally being mechanical in nature, the fact they have a soul makes them tough to classify. They do not fit in with true robots as androids are completely powered by soul magic and their body under their convincing looking human shell is composed of clockwork technology. This makes them very easy to maintain and at low risk for mechanical errors. Because of the fact they have a soul, albeit just a fraction of one, they also feel anything from pain and pleasure to the full range of emotions.   All androids were made in the image of Mason Weaver, that is largely why despite minor cosmetic changes such as hairstyle, hair colour, eye colour, and makeup choice, all androids largely look alike. They are all female, with a face generally that is a perfect replica of Mason Weaver herself. Despite all being shaped in the image of Mason Weaver, they all have very different peronalities, typically contingent on the role Mason had assigned to them. This leads to interpersonal reactions, such as all androids having an instinctive fear reaction to the guard droid variants.   Lifespan: Immortal
Diet: Electrivorous
Racial group: Creation
Racial ability: Second Ability
Defining trait: Varies
Special ability: Clockwork Constitution - Androids have an increased resistance to lethal damage due to their sturdy construction. Tech Jockey - Androids can interface and work with technology better than others, by merit of being able to directly connecting to it.
Spread: Mason Weaver has created an untold amount of them, but there's thought to be about 4000 of them left.
 

Bio-Mechanoids

The product of a genetic programme, Bio-Mechanoids are nigh unkillable clones of the two first Bio Mechanoids Stella and Sascha. All female Bio-Mechanoids are clones of Stella, while all male Bio-Mechanoids are clones of Sascha.   Bio-Mechanoids are designed for combat, having subdermal armour and several other cybernetics that are directly integrated through organically grown bio-mechanical ports (hence the name). Their half genie influence gives them the ability to survive anything unless their lamp is destroyed, which has been shrunk down, reinforced and put into the bloodstream. This makes it extremely hard to kill Bio-Mechanoids, as even if the lamp could be seen by opponents, they would have to hit a miniscule moving target within a moving target that has both subdermal armour and light power armour.   While Bio-Mechanoids, are generally free thinking, most of them have chips that put them in a temporary state of undying loyalty to DECTA. This is mostly a failsafe to deal with defectives. In terms of appearance, Bio Mechanoids always have literal white skin, white hair, and green, red, or orange eyes depending on their health.   More bio mechanical integration come in the form of ports on their back, which allows them to use the custom made Praetor power armour with 0 lag.   Lifespan: Unknown
Diet: Omnivorous
Racial group: Super-Creation
Racial ability: Second Ability
Defining trait: Loyalty
Special ability: Genetic concoction - Bio-Mechanoids are made up of an untold number of races, essentially giving them access to a wide number of racial ability, including that of the genies which makes destroying the shrunk down lamp in circulation of their blood stream the only way to kill them. Cybernetic symbiosis - Because their cybernetic limbs are conected into organically grown ports and powered by energy created by the digestive system, EMPs which normally temporarily disable cybernetics will have no effect on a bio-mechanoid. Rapid regen - As long as their lamp remains intact, Bio Mechnoids can regrow lost a full body from mere scraps.
Spread: It is currently unknown how many bio mechanoids are in service.

Dragons

Dragons are ancient creatures formerly in charge of the RAR alongside the elder guardians. They are as wise as they are fierce, and the giants found this out the hard way when they and the northern hymekians colonized their land and sparked a war. The war between the dragons and giants was brutal, and when the dragons inevitably won after they recaptured their holy sites, they had 2 conditions: The giants would have to stay out of the eastern half of Ragnarock, and they would have to accept that the offspring of the dragons, which is known to be feral sometimes, would sometimes venture into their side of the land and attack, but the giants were of course free to defend themselves. The Hymekians accepted the terms, while the giants left. For that reason, many dragons somewhat pity the giants, while vice versa the giants resent them.   There are many kinds of dragons, with the most common ones being the mighty mosquito dragon which, contrary to its humble name, measures in at a 80 meters long on average, with some outliers clocking in at a whopping 500 meters, with their age playing a large factor in their size. It is said that dragons will grow a full meter every 10 years. They earn their names from the narrow snouts and thermal vision.   Dragons will continue to grow both physically, mentally, and spiritually until they die, and it is part of their culture to give up their mortal vessel in an elaborate ritual, a cultural ritual unique only to them. After their death, the dragon will continue to live on as a spirit, and be able to commune with spiritually inclined individuals, natural spirits, and other dragons and elder guardians. This is an integral part of their culture, as they grow indefinitely and fear that they would trample the other races. But becoming spirits, their knowledge is recycled, and shared with the spritually inclined individuals who seek them out. For example, Glitch learned her ability to temporarily paralyze people by hitting pressure points by communing with the spirit of a dragon who had that ability in life, and moved on to the spirit life after reaching the end of their life and relinquishing their physical vessel.   Both Elder Guardians and Dragons act as spiritual bridges between the spirit realm and the physical world. They can grant others spiritual inclination, allowing them to commune with the spirits of older dragons and other spirits.   The dragon king himself is never seen, but it is said that he is the first dragon to live. He started the tradition in which dragons give up their physical vessels to become spirits and guide those seeking knowledge and continue to commune with the community of dragons still in the physical realm. The king himself is still alive, and easily the largest of them all but the true size is not known. He oversees the ritual in which dragons relinquish their physical form. The ritual in which dragons relinquish their physical involves consuming a sacred mushroom, one that is toxic enough to almost instantly, and painlessly kill the dragon. Upon death, the dragon will have their spirit transported to the spirit realm, from whence they can still commune with their living brethren, as well as anyone that is spiritually inclined. After the body is relieved of its duty, it is burned with a holy fire, one that burns so hot it will even turn the bones to ash. The ash is stored in a tomb, commemorating the physical experience of a dragon and the first step of their journey for wisdom.   The dragons are a peaceful race, and while they view themselves as in the right for their war with the giants (they had claimed lands the dragons had lived on for millions of years), they still view it as their biggest regret.   The main issues the dragons face is that when they mate, they have no control over how their offspring come out, some will be like them: wise and composed, but the majority of dragons hatch as feral animals that need to be put down before they attack innocent settlements. The dragons themselves are typically incapable of handling it due to their sheer size, so they made a treaty with the northern hymekians during their war with them and the giants that stated they will hunt their feral off spring as a part of their great hunts. Dragons will warn them when one crosses their border ahead of time, and assist in what ways they can.   While dragons are generally peaceful, there are sometimes those who choose to go rogue. Specifically dragons who are more in contact with races that don't move on to the spirit realm after death and are not certain about what comes after their spiritual vessel is released. They have their faith shaken and choose to go rogue. Chasing down rogue dragons is the only reasons why members of the kingdom will leave their lands in Ragnarock, to take them down before they may cause damage to races who are at a size disadvantage.   Lifespan: Immortal
Diet: Omnivorous
Racial group: Elder
Racial ability: Greatly improved strength, wisdom, and intelligence when near cliffs.
Defining trait: Wisdom
Special ability: Spiritual anchor - The dragons act as the bridge between the spiritual and physical realm. This gives them uninterupted contact with the spirits and their realm, and they also have the ability to grant others who are not spiritually inclined the ability to commune with spirits.
Spread: N/A
 

Lich

Liches are powerful magical beings that managed to maintain their faculties long after their death. They are undead creatures driven by their ambition to uncover the secrets of the arcane world.   Lifespan: Immortal
Diet: Omnivorous
Racial group: Abberations
Racial ability: Second ability
Defining trait: Ambition
Special ability:
Spread: N/A
 

Reptoid

Reptoids are a race of draconic origin, much like the drakes. Although unlike the drakes who look mostly human, the reptoids have a very lizard, often almost dragon like appearance with long forked tongues (which peek out sometimes to enhance their sense of smell), slit eyes, horns, and long claws. Reptoids are fearsome in combat, but more often than not noted for their friendliness.   Reptoids have been the foot soldiers of the R.A.R for years now, exemplifying their commitment to conquest and their strength, though many have gotten disillusioned with the R.A.R's ways and left for greener pastures.   Lifespan: Immortal
Diet: Carnivorous
Racial group: Elders
Racial ability: Sharply boosts charisma, strength, and endurance when in jungle environments.
Defining trait: Eagerness
Special ability:
Spread: N/A

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Jan 2, 2023 18:08

OOC: I would work more on this but the page lags because there's so much text in it whenever i try to edit, so I'll have to put the info elsewhere