High Elves - High Elves are very beautiful and prideful creatures, bearing similar resemblance to humans, although unlike man, however, they are immortal, in that their bodies do not age once they have reached maturity, so that they do not seem to become elderly or die of old age. They can be killed by physical injury however, or they may come to death from wasting away if after long eons of life they lose the will to live. Prideful and arrogant, the elves consider themselves to be the most important of the races of Rayan. They often have slaves from other races to serve them from within the conquered territories they have claimed. This often results in generational slave families living with their owner families for life. They have even been known to enslave Wood Elves on occasion, giving them more luxurious slavery quarters and usually having them tend to royalty and the rich and powerful, as they wouldn't trust another race with the jobs. High elves have the highest affinity to magic among the humanoid races and are often synonymous with magic. Their heavy reliance on magic has caused them to become weaker in physique.
High Elven born perks:
- Swift and agile beings, they're often weightless in the way that they move, causing their movement to be almost silent (when walking). One must be trained properly to become a feather foot.
Perfect near-sighted vision, good far-sighted, unlike their cousin whom have perfect all-round vision supported by their hunting lifestyle.
- Alright night vision, due to their perfect sight, they naturally see better than others in the dark, however, a dim light is always advised as they're still just as vulnerable as anyone else when it comes to deeper darkness.
- Perfect Magicka Control, High Elves have the highest affinity for magic out of all the races, thus their control of it has been perfected over the years. High Elves have an easier time learning and using spells with less drawbacks, however they're not immune to magical abuse and overuse.
Wood Elves - Wood Elves, often known as the lesser of the Elven bloodline, are just as beautiful as their cousins, the High Elves, who have a greater affinity for magic than Wood Elves. Wood Elves are best known for their wisdom, curiosity and their skill in distanced combat, which usually involves Archery, Spears and Throwing Knives. Wood Elves, although not immortal like their cousins, they're known to live a few hundred years before eventually returning to the earth. Dead Wood Elves are buried under the roots of the Living Tree, which is said to grant rebirth and health to the Tree. Their magical affinity is embedded deep within the earth and the Living Tree itself, often found to be the greater of the two when it comes to healing magic. They're usually found in their birthplace within the Living Tree, the biggest and oldest of all the trees known to exist. Their homes are scattered high and low around the forest that surrounds the Living Tree, known as Ashendale. Some even have homes within the branches and canopies of the trees. The trunk of the Living Tree houses their Elven Council, usually three elves who equally rule over their land. Wood Elves are known to be cautious around anyone but their own kind, usually keeping to themselves away from anyone else. The Living Tree gives off it's very own kind of magic that breathes life into the forest, and any who dare defile the Tree are usually sentenced to death, as the Tree is basically like a God too them, they celebrate the Living Tree, some even pray to it for good luck and protection. Although extremely rare, there have been very few cases of Wood Elves claiming to hear the Living Tree speaking to them in hushed whispers, giving them purpose and sometimes even giving them important quests.
Wood Elven born perks:
- Swift and agile beings, they're often weightless in the way that they move, causing their movement to be almost silent (when walking). One must be trained properly to become a feather foot.
- Perfect near and far sighted vision, able to detect the smallest of details on a leaf, whilst also seeing further than many other races, the Wood Elves are unique in the sense that their cousins do not share this particular trait.
- Alright night vision, due to their perfect sight, they naturally see better than others in the dark, however, a dim light is always advised as they're still just as vulnerable as anyone else when it comes to deeper darkness.
- Delicate Bones, although both a trait and a major set back, Wood Elves are light footed, and are able to land several meters from trees and structures without harm, whilst also being able to jump higher than most. This makes them perfect forest dwellers, however this also makes them more vulnerable in CQC, due to their fragile frames, this makes them more susceptible to broken bones and internal bruising from blunt force trauma, which is why they prefer magic and bows. Those who are CQ are usually trained under severe circumstances, and often lose their gracefulness for strength.
- Nature's Blessing (Wood Elves and Earthfolk only), being born a wood elf, and under the blessing of the Living Tree, Wood Elves are often one with nature, being able to adapt to their surroundings easier than others, whilst also having a deeper bond with creatures born from nature, more so those that live under the Living Tree's protection. (This is nullified towards creatures of darkness and evil, and not as strong towards creatures that aren't forest dwellers). This perk shows its beauty in the fact that most wood elves have deep companionship with a beast. Wood Elves must earn respect and trust through an old and magical ritual where the elf is made to live alone in the forest for 5 months, and then returning with or without a lifelong familiar. (Different from a witches familiar)
- Natural born Hunters, Wood Elves, along with Earthfolk, are naturally gifted when it comes to hunting, as it is a generational embedded skill that all Wood Elves are required to posses.
Orcs - Where there are the Ruins of Kah'Tark, there are Orcs.
Originated from the ruins, Orcs are carnivorous humanoids, standing approximately 5'11" to 6'2", weighing from 180 to 280 lbs. They are easily noticeable due to their green to gray skin, lupine ears, lower canines resembling boar tusks, and their muscular builds. Orcs stand in a bent over shape making them appear as ape-like humans.
Bestial and savage, orcs band together as trıbes, living on hunting and raiding. Whenever they set foot out of the towers, they would bring destruction. Thus, they have developed enmities wıth many other races, although mainly elves and dwarves, as well as humans, gnomes, goblins, and even other orc tribes, for they are always fighting for superiority, even amongst themselves. Even though they have good relationships with other evil humanoids in times of peace, their chaotic nature stops them from cooperating unless forced to do so by a powerful leader. Orcs live in a patriarchal society, taking pride on how many females and male children they have. Orcs like scars and take pride in exposing them, whether they are of a victory or loss. Their chief deity claims that Orcs are at the top of the food chain, and that all riches are their property, stolen by others. Orcs also look down on magic, rarely ever using such skills which are saved only for Shaman, Orcs who have been granted special consideration to use certain types of magic. If an Orc is caught practicing magic, they're exiled from their tribe.
Orcish born perks:
- Brute Strength, Orcs are naturally strong thanks to their genes and generations of fighting, producing some of the most feared warriors.
- Berserker, most Orcs possess the ability to go berserk during battle if enough blood is shed, it doesn't matter wether it belongs to the enemy or themselves, they can still trigger their blood lust to significantly boost their battle capabilities for a certain amount of time.
- Thick Skin, Orcs are naturally much harder to inflict physical damage to, however since Orcs look down on magic, they have no resistance to magical attacks, making it one of their only vulnerabilities.
Earthfolk (Mountain People) - Known as primal savages, these tribal people surprisingly have a well established fort and villages, separated into different tribes. They hail from the north where the Vymen Mountains and Malak'Tak are. They hardly mix with land dwellers and stay away from their affairs. They have their own set of beliefs, culture and hierarchy. It is said that their might is equivalent to the Canims.
And while there is truth in those words, not all of them were so.
Customs:
-Children from the age of 5 - 50, other than the training in their tribes, they will have to go through various trainings with all the different tribes to learn the various ways of the different tribes.
- At the age of 50, during their Naeming Day, each spirit from all tribes will gather to officially receive their name and recite the oaths that would bind them.
- They often do offerings to the Mountain Deity, but there would be one yearly festivity where each tribe would offer the best of what they have.
-Inter-tribal romantic relationships are banned. Severe punishment will be handed down to the males while the females become slaves.
-The existence of hybrid children from inter-tribal relationships is to not be acknowledged. They will be considered as exiled and thus, no one would be willing to help them survive.
System:
While there is a singular leader of each tribe, there is a council that governs large decisions that affect all the tribes, and each leader always asks the elders for assistance.
While each tribe has its own rituals, there is full rituals for each season in which each member of all tribes gather and celebrate.
They would also hold various competitions to strengthen the bonds of each tribe, but to also give the young ones the chance to win glory for their tribe.
Physical Attributes:
While the earthfolks of different tribes differ from one another, they have some attributes in common:
- All earthfolks have pale/translucent like skin, to the point where ya can see their veins. Which are gold.
- Considering they're spirits, they don't spill blood, but rather, golden like liquid. (I AM still thinking of why this is so. I'll be updating that soon.)
- They also all have tapered ears.
- For the hybrids, they will have a mark that will run from the back of their hand. Their abilities would usually lean to one tribe, though for some, they would have both. However, they are usually defects; e.g: bloodlust.
The different tribes:
Etelarith: A tribe of hunters and shamans. They are the best of hunters, the elves their only rivals. It was said that once they set their eyes on their target, none rarely escape them. They are agile, children of the forest, much like the wood elves. Their shamans were also not to be trifled with, for the prowess of the magick of the best can sink boats and crack mountains. They provide magical protection and meat for all tribes.
Individual Description:
- They are of normal height.
- Their eyes change to slits when they are trying to zoom focus on something are away.
- Mostly lean folks.
- Palest of all the Earthfolk.
Perks:
- The strength of their vision are much like that of an eagle.
- lithe in figure, they are quite flexible.
- They are light on their feet and have the strongest affinity for magick.
- they are built to hunt, not to fight.
-- came from a lineage of shamans and hunters.
- As they are spirits, they are able to make direct contract with sprites and the such to borrow their powers, allowing them to harness abilities such as creating tsunamis and cracking mountains. However, this is highly risky, even for them as they might get overtaken by the sprites.
Abenaki - The legend of the might of the tribes rightly belonged to the tribe of Abenaki, where warriors were born. They go through rigorous training from young, building and training their bodies to become the best of best. They are the guardians of all tribes.
Individual Description:
- Man or Women, they towered over the others. (6'7"-7'5" tall)
- Broad shoulders, thick arms and thick legs. (Sturdy and bulky in stature.)
Perks:
- They the strength that rivals the Canims.
- They are also durable, and they are able to take a certain amount of hit without damage.
- Preferred choice of weapon, their body. But they are not aversed to weapons.
- Their weakness, however, is prolonged fighting.
- They go for fast and decisive battles.
- They are able to use Beast Magic.
Bode'Wami - Men or women, the tribesmen of Bode'wadmi are the builders, the crafters and the farmers. They grow vegetables, build houses, provide clothes and even jewelries for the different tribes.
Individual Description:
- they are born with the mark of a hawk upon their forehead
With pure black eyes.
- they are hauntingly beautiful.
- Normal height.
- Slightly less built than the Etelarith as they hardly do any physical work.
Perks:
- While they may not look it,
- They are blessed with wisdom
- The tacticians of the earthfolk
- their magick lies in cultivating the land,
- from growing crops to anything architectural.
- Deep herbal knowledge.
- The leader of council often comes from them.
- They prefer Attrition Warfare above all else.
Mermaid - Ocean dwellers, much like the Merrow, however more civilised and even have treaties with other races that live on land, trading resources between the two. Mermaids are known for their beautiful underwater structures and cities, often being great warriors, able to breathe both underwater and on land, these beautiful people are often seen as Divine due to the fact that they're rarely ever seen, they're in many stories and legends swarming around pirates and other sailors. Mermaids have often been known to use resources from shipwrecks and coral to make their strangely beautiful underwater homes. Mermaids are forbidden to kill one of their own, which would result in a banishment worse than death. Mermaids all share a mental link, thus, they know where each other are, speak through their mind, and often feel each other's feelings. When one mermaid dies, whoever is connected with that mermaid will feel the death and feel the link broken. It's extremely traumatic.
Mermaid born perks:
- Regeneration. Mermaids have a higher regenerative state than other races, making their regeneration much quicker.
- Song, some mermaids possess the ability to become a Siren, an ancient mermaid order for those with the gift of song. They have incredible control over the frequency and waves of their own voice. It can be used as a weapon as well as a form of Hypnosis.
Most of those who hear the song of a Siren can eventually go crazy, becoming desperate in reuniting with the Siren.
- Transformation. Mermaids can walk the earth like any other race, the ability to shed their tail and form legs so that they can walk. Their lungs are also developed rapidly so that they may breathe the air we do without having to retreat back into the ocean.
Mermaids cannot stay out of the ocean / natural body of water for too long if they can dry out. They're also quick learners.