Humans
Regina Royale
A rather plain species by anyone's standards. Averaging 5'6 for males and 5'4 for women. Humans are not particularly good at anything as a species, but not particularly bad at anything as a species either. They inhabit one region only, being the island of Regina Royale. Despite being plain, they have special talents that other species lack, such as sorcery, militaristic training (if they are royals), and merchantability, where humans can take an ordinary trinket and improve it so that it may be sold for money. They look like humans of our world, one really doesn't have to be that creative to come up with what they look like.
Shape-Shifters
The Wisp Isles
Shapeshifters are a peculiar race. Their ability to change their appearance and physical structure is really extraordinary. Shifters are especially grounded in their culture. Each individual discovers the animal they're meant to be, or their "spirit animal", at a young age. It is easy for shifters to change and maintain their true animal form, for as long as they'd like. However, they can still turn into other forms, but those forms will not be nearly as strong, and will also cause the shapeshifter to weaken faster over a small period of time. They live in one of the floating islands of the Wisp Isles and are quite peaceful, normally heard from ships below as they sing the songs of their cultures.
Faeries
The Wisp Isles
Considered to be both one of the most ancient and mysterious races, Faeries are a rare sight on the high seas. They can wield powerful magic, although it is mainly limited to control of nature. Their rarity, sheer smallness, and the healing and flight properties of the dust released by their wings makes them an easy target for slave traders, which is why they live in the Wisp Isles, on the highest island out of the four. Fairies look like small glowing Elven children with the wings of an insect. The insect that they derive their wings from is often an indication of their position in society: a noble may have elegant butterfly wings, while a courier may have the swift wings of a dragonfly. The powers that they carry are flight and alchemy, as faeries prefer to use their dust to their advantage rather than fight any large enemies.
Dragon-People
The Wisp Isles
The Dragon-people go by many names, but do not care as to what they are called. They worship the fire breathers of the South, the Dragons, and are known to have some features of Dragons, having been "blessed" by them. They have scales on random parts of their bodies, some have tails, and they all have wings and dragon-like eyes. Their capabilities range from flying to wielding fire, but not nearly enough as dragons can.
Songbirds (NPC)
The Wisp Isles
(Non-playable) Songbirds are peaceful creatures that roam the Wisp Isles, one of the islands completely filled with these beautiful creatures. They are kind birds that sing through their beaks, normally mimicking the songs of the monks, which are spiritual ohm's, normally. They create tunes and harmonies together, and their feathers have magical properties, some of which are unknown.
Phoenixes (NPC)
The Ember Islands
(Non-playable) Phoenixes are passionate birds, often roaming free in the Ember Islands. They prefer their homeland to anywhere else, and took a liking to one human who was exiled to that land, expected to die. They blessed him with Phoenix tears and a feather, which gave him powers similar to that of a Phoenix's. His name is Ka'anerith.
Dragons (NPC)
The Ember Islands
(Non-playable) The infamous scaly beasts told of in legends. However, dragons are entirely real, and monsters at that. Dragons have been known to grow, and never stop growing. However, due to the presence of dragon-hunters, there are few existing of a size larger than a house. Dragons are sentient creatures, with a greed equivalent to an entire pirate crew. They are prideful and arrogant, but known to cooperate with those whom they believe can help them. The average dragon egg can be anywhere from six inches tall, to three feet tall. Dragons come in all colors and shapes, depending on the region.
Demons
The Isle of Tenebris
Contrary to popular belief, not all Demons are innately evil, although they do have much less self restraint. This is mainly because strong emotions like ecstasy, terror, fear, and grief give them strength, whether it comes from themselves or those around them. This also has the opposite affect; a demon's emotions tend to "leak" into others if they are strong enough. Demons are carnivorous, having sharp teeth, red skin, and horns of variable sizes and shapes. Some may have tails as well as goat-like legs, but this is not always the case. A rare few may also have vestigial leathery wings on their backs that are functionally useless.
Goblins
The Isle of Tenebris
One of the most greedy and despised races on the sea, the Goblins' only true claim to power is the control they have on the minerals necessary to create black powder. Curiously, all Goblins are born with two things. The first is an innate ability to create mechanical weapons of destruction without prior training, and the second is a lust for gold greater than any other race. These two traits would make them a potent force of destruction indeed if any of them could work together without backstabbing each other at a moment's notice. Diminutive and green, with long, sharp, noses and ears on a face with golden, reptilian eyes, Goblins are considered unsightly at best by anyone other than themselves. They live on the Isle of Tenebris and have great eyesight when it comes to the dark shadows of the world.
Imps
The Isle of Tenebris
Similar to the Djinn in the fact that they are playful and mischievous spirits, Imps reside in the Isle of Tenebris and often play more harmless pranks than the Djinn and are considered more obnoxious than deadly. They are smaller spirits that are hard to see and often steal small objects at any possible chance, but they also have the ability to obtain a solid form (not for a long period of time). They have the ability to pickpocket like Halflings, and they have the abilities of spirits.
Dark Elves
The Isle of Tenebris
The Dark Elves live among the demons, wimps, and goblins of the Isle of Tenebris, and their social structure is similar to that of the Light Elves. The Dark Elves are so named however, for their appearance; their skin tones are in shades of blue, with pointed ears and hair colours usually in shades of black or blue. Unlike the Light Elves, they are known for their skills in dark magic and stealth. Their social structure is also less forgiving, and social mobility is unheard of. There are constant fights between the species in the Isles of Tenebris, but the elves are right below the demons in the social structure, above goblins and imps.
Mermaids
Sapientia
Mermaids are dangerous creatures, luring sailors and any other victims to their deaths through their melodic voices. They reside in the waters of Sapientia, but enjoy swimming near Tempestus in order to lure ships to the rocky terrain so as to cause shipwrecks and feast on those who drown. They are cruel creatures and relentless in their attacks, only weakened by those of the fire element and by dry land, as they cannot walk on land. There are some artifacts that are enchanted so that the mermaid wearing one of them immediately are capable of having legs rather than a fin, but these artifacts have been missing for centuries, lost in some of the shipwrecks caused by those very creatures.
Selkies (NPC)
Sapientia
(Non-playable) Selkies are one of the most bloodthirsty creatures out there, and are also a type of fey. They are associated with the swampland of Sapientia, which is the majority of the island. They are relentless in their search for meat and are known to defy any orders they are given. They have the ability to look like humans and walk on land using their glamour, but they also turn into the hungry creatures depicted below when they are desiring flesh.
Naiads (NPC)
Sapientia
(Non-playable) Naiads are peaceful folk, residing entirely in the water. They look to be made of water, and generally help ships through their passages, protecting them from the mermaids for as long as they can. They come in both genders, but their basic form is below. They are capable of creating water barriers for protection, which is their main defense against mermaids when they fight. Some of them are capable of obtaining a humanoid form if they choose a plant to associate themselves with that resides in the water.
Water Serpents (NPC)
Sapientia
(Non-playable) Typical water serpents, these sea dragons rule the deep seas, only occasionally coming up when they feel the need to feed, which is about once a week. Just before these majestic sea reptiles attack, their scales glow, usually alarming those who are being attacked, giving them time to brace themselves.
Water Horses (NPC)
Sapientia
(Non-playable) Water horses are very similar to Naiads in their peaceful demeanor and their watery forms, and are quick creatures, sometimes capable of taking on a solid, blue, form. In a herd, they are strong, which is helpful against creatures such as the sea serpents or the mermaids, but alone they are practically useless in defense. However, they make up for their lack of defense through speed and agility.
Gremlins
Fulgor Ferri
The iron fey are interesting creatures, sometimes depicting elves, and sometimes depicting shriveled up creatures. Either way, their glamour helps disguise their true identities from the eyes of others, and are gifted with the ability to touch and work with metal. They can repair almost anything metal with only a slight use of magic and are quite tough when imprisoned. They are stubborn and protective of those who they claim (aka those who they care about), which doesn't happen often. Gremlins are, however, not very good at a lot of hand to hand combat, as they are more of builders rather than fighters.
Sand Elves
Agnarach
The Sand Elves are usually nomadic in nature, traveling around the desert in tribes. Each tribe is ruled by a tribe elder and normally consists of about three to five families, though due to intermarriage almost everyone is related to everyone else in each tribe. Each tribe consists of their own customs and traditions and the young are usually raised together. The tribes survive by hunting and gathering, and bartering with other tribes for supplies that they are unable to get when they happen to run into other tribes. The tribes as a whole tend to get along well with each other, though there have been known cases of disputes between tribes, which have resulted in fighting and the assimilation of the losing tribe into the winning tribe. Other than the tribe elder, there are no classes; everyone is considered equal in rank within the tribe. Sand Elves are usually tanned in appearance, with pointed ears and hair colors of shades of dark brown and black. Facial tattoos are worn by individual elves and signify their membership to particular tribes.They are usually hunters and are skilled with bows, daggers, and spears. They often reside alongside dryads in the oases of Agnarach.
Draconians
(Written by @Federoff)
Agnarach
The Draconians, relative to the dragon species in general, a more modern species of dragon, only appearing in history a few thousand years ago. It is not known for sure just how exactly this branch of species came into being, but all is known that they are here now. They appear to be Hominid in nature while still retaining their dragon genes and characteristics. They are not as tall and come in a wide variety of species, depending on which part of the world they are located in. Things such as physical features like wings, elemental powers like fire or ice, some aspects of culture, tradition, and etc... all are slightly different depending on which clan they are apart of. Deserts, mountainous regions, and forests seem to be the more favored locations to live but they are able to live anywhere around the world, yet not many people can claim to see one of their kind as they prefer to live out of sight. All Draconian's are capable of using elemental magic to some degree and are adept fighters, they are an agile contrast to popular belief and a well educated to some degree due to the sharing of memories. All species of Dragon, winged or not, have the ability to tap into what they refer to as "The Well of Knowledge", the collective whole of memories collected throughout the whole lifespan of a Draco, and when they die their knowledge is passed into the well so others may be able to live a more fortunate life. It is unclear as to how they are able to tap into this or how this even came to be.
Commonly shared physical features include, but are not limited to, reptilian-like claws, fangs, and scales, some sort of horns or spikes an elongated tongue, slit eyes or eyes that can go between the "normal" and slit-like, a (usually thick) tail, the ability to see the full-color spectrum and use all of their throats, changing eye colors, an impressive amount of strength, and an athletic build. Draconian are capable of living for long periods of times, much like dragons, but not as long. The longest ever recorded for a Draconian is still only a fraction when compared to a dragon's.
Commonly shared mental features include, but are not limited to, some sort of ascent or dialect pattern to distinguish what faction of a clan they are apart of, a high sense of pride and honor, some form of elemental magic, the ability to tap into "The Well of Knowledge", and a high sense of loyalty to their faction and clan they are apart of. All Dragons are also extremely in tune with the spirit world, able to sense what others cannot.
Common stereotypes of the Draconian are that they are highly uneducated, they are slower or lethargic and clumsier, a naturally evil race due to the shared vision of dragons in general; and just in general a more barbaric race. All of these untrue.
Beliefs:
For the Draconian, a clan and faction mean everything; it's not only a badge of honor for them but it proves who they are. When one is born into a clan, they are apart of it for life (unless shunned) and everyone has a role and a responsibility to the clan's well being; treason is not taking lightly. Once the young Draconian reaches of age to becomes of age, they are allowed to choose which faction they are going to be apart of, with each faction they focus on their own ideals and people who join them are expected to follow with them on everything or they risk being kicked out, and it is not good for a Draco to be kicked out. Their whole system is based on honor, pride, and respect; a Draconian without one of those is considered unfit to live with them and are shunned from society, which is not based on birthright or social status but by worthiness.
Economy:
Money is never an issue in the Draconian community a, it simply does not exist in their villages. They have no need for it as the whole community works with each other to survive, not against like many of the humans do.
Leadership:
Even though the clan acts as a whole, there is always a group that is officially in charge of making important decisions, many names are given to them depending on the clan, but a commonly accepted name is simply "The Council of Elders" in which only the wisest and most respected Draconian may be apart of; outsiders are strictly forbidden from becoming one. Even though they decide many things within the group, everyone is allowed to come and listen, politely put in their comments, concerns, idea's, etc... For Factions, they may have one representative speak for them but no one else.
Traditions:
They have similar events, usually known as a festival or a day, that mirror many holidays throughout the human world, but the biggest two have to be "The Festival of the Lost" in where they honor the dead for what they have done, mirroring the day of the dead in certain traditions; treats are also passed out and masks are worn to allow loved ones to be with them. It's believed that the spirits of old gather in villages to share of their life and to see how things are since they left. The second most important day is "The Day of Gifting", mirroring Christmas but town wide. It's believed that this allows the community to become closer to each other and acts as a way to start fresh with the people you are not fond of.
Religion:
There are no religions, no deities worshiped, or anything of that sort; but there are legends of real-life heroes, resembling Epics. Unlike other species though, they know they are real as they are alive with The Well; living on with them each day.
Orcs
Agnarach
Strong and brutish in nature, orcs are usually on the dimmer portion of the spectrum in the intelligence department. Seen as barbaric and warlike, you can find them in small tribes or by themselves. Bottomless pits for food, alcohol, and born with bloodthirst; they are always ready for a battle no matter the time of day or night. The powers they have range between the utilization of brute strength and rage to the mere size of these creatures as their own advantages.
Dryads (NPC)
Agnarach
(Non-playable) Dryads are elemental creatures, just as Naiads are, but they live in the oases of Agnarach, because of their association with earth. Just as the Naiads were part of water, the Dryads are part of the earth, capable of turning into trees or flowers depending on where they are. They are peaceful and enjoy life with the elves, and are good at manipulating the earth, such as creating vines for protection and flowers for decoration.
Djinn (NPC)
Agnarach
(Non-playable) An ancient race of spirits that dwell in deserts and heat, usually viewed as mischievous in nature as they are often misleading travelers and playing pranks on other species. They are masters of their element and extremely powerful and ancient beings, being able to live for thousands of years. It is said that they hold many secrets, and there is a way to force a Djinn to speak only the truth (by finding out their true name, which is why they often go by aliases) but it is unknown how.
Light Elves
Counolux
Like angels, light elves wield light, although their light is more destructive, in the fact that it is used to enchant weaponry and used more for battle (wielded as a weapon, good for blinding enemies with a bright glow). Light elves do not have a strict alignment like angels do. Just because they wield light does no necessarily mean they are all good. Light elves share a resemblance with angels when it comes to beauty. Normally tall, fair skinned, and appealing to the eye. However, with them, something always seems off, but they are generally a peaceful people, who welcome all to Counolux.
Angels
Counolux
The celestial guardians of peace, justice, and all things good. These winged humanoids hold the responsibility of defending the defenseless, and fighting for the greater good, the best way of doing that being through building weaponry. Angels hold a light within them that allows the individual to use magic for a good cause. Mostly powers involving healing, restoration, and protection. They are an especially attractive race; their looks are the definition of angelic, flawless, graceful, and beautiful. The older creatures are immortal, unless a special blade of darkness is used upon them, but the younger ones are weak towards darkness and can feel the pain from any cold, hard, blade - however, they are impervious to guns, as those are created by them and made so that no angel can be harmed by a gun. They can live for thousands of years, gaining experience and wisdom along the way, but they can die like any other mortal if they are young (500,000 and less = young, and only young angels are permitted).
Halflings/Hobbits
Counolux
Short and often stout, Halflings would be identical to Dwarves were it not for their smoother skin and general clean-shaven faces. All Halflings desire the finest quality in all things, and this leads them to one of three occupations: artisans who seek to create great works of art, merchants who want to sell and buy them, and the thieves who steal them. All three use the Halflings natural nimbleness of the tongue and fingers to their advantage, making them a common sight in bazaars and caravans. They have the power to sneak, pickpocket, and have a way with words when it comes to selling items.
Dwarves
Counolux
The dwarves are shorter than elves and humans, but taller than halflings, imps, and gremlins. They have rough skin and plenty of hair, and love to practice weaponry, as well as forge it. They are right alongside the angels in their production of weapons and armor, and they love a good fight. Stubborn and stout, dwarves often get into arguments with the other species, but they are normally good company, especially when having a drink!
Regina Royale
A rather plain species by anyone's standards. Averaging 5'6 for males and 5'4 for women. Humans are not particularly good at anything as a species, but not particularly bad at anything as a species either. They inhabit one region only, being the island of Regina Royale. Despite being plain, they have special talents that other species lack, such as sorcery, militaristic training (if they are royals), and merchantability, where humans can take an ordinary trinket and improve it so that it may be sold for money. They look like humans of our world, one really doesn't have to be that creative to come up with what they look like.
Shape-Shifters
The Wisp Isles
Shapeshifters are a peculiar race. Their ability to change their appearance and physical structure is really extraordinary. Shifters are especially grounded in their culture. Each individual discovers the animal they're meant to be, or their "spirit animal", at a young age. It is easy for shifters to change and maintain their true animal form, for as long as they'd like. However, they can still turn into other forms, but those forms will not be nearly as strong, and will also cause the shapeshifter to weaken faster over a small period of time. They live in one of the floating islands of the Wisp Isles and are quite peaceful, normally heard from ships below as they sing the songs of their cultures.
Faeries
The Wisp Isles
Considered to be both one of the most ancient and mysterious races, Faeries are a rare sight on the high seas. They can wield powerful magic, although it is mainly limited to control of nature. Their rarity, sheer smallness, and the healing and flight properties of the dust released by their wings makes them an easy target for slave traders, which is why they live in the Wisp Isles, on the highest island out of the four. Fairies look like small glowing Elven children with the wings of an insect. The insect that they derive their wings from is often an indication of their position in society: a noble may have elegant butterfly wings, while a courier may have the swift wings of a dragonfly. The powers that they carry are flight and alchemy, as faeries prefer to use their dust to their advantage rather than fight any large enemies.
Dragon-People
The Wisp Isles
The Dragon-people go by many names, but do not care as to what they are called. They worship the fire breathers of the South, the Dragons, and are known to have some features of Dragons, having been "blessed" by them. They have scales on random parts of their bodies, some have tails, and they all have wings and dragon-like eyes. Their capabilities range from flying to wielding fire, but not nearly enough as dragons can.
Songbirds (NPC)
The Wisp Isles
(Non-playable) Songbirds are peaceful creatures that roam the Wisp Isles, one of the islands completely filled with these beautiful creatures. They are kind birds that sing through their beaks, normally mimicking the songs of the monks, which are spiritual ohm's, normally. They create tunes and harmonies together, and their feathers have magical properties, some of which are unknown.
Phoenixes (NPC)
The Ember Islands
(Non-playable) Phoenixes are passionate birds, often roaming free in the Ember Islands. They prefer their homeland to anywhere else, and took a liking to one human who was exiled to that land, expected to die. They blessed him with Phoenix tears and a feather, which gave him powers similar to that of a Phoenix's. His name is Ka'anerith.
Dragons (NPC)
The Ember Islands
(Non-playable) The infamous scaly beasts told of in legends. However, dragons are entirely real, and monsters at that. Dragons have been known to grow, and never stop growing. However, due to the presence of dragon-hunters, there are few existing of a size larger than a house. Dragons are sentient creatures, with a greed equivalent to an entire pirate crew. They are prideful and arrogant, but known to cooperate with those whom they believe can help them. The average dragon egg can be anywhere from six inches tall, to three feet tall. Dragons come in all colors and shapes, depending on the region.
Demons
The Isle of Tenebris
Contrary to popular belief, not all Demons are innately evil, although they do have much less self restraint. This is mainly because strong emotions like ecstasy, terror, fear, and grief give them strength, whether it comes from themselves or those around them. This also has the opposite affect; a demon's emotions tend to "leak" into others if they are strong enough. Demons are carnivorous, having sharp teeth, red skin, and horns of variable sizes and shapes. Some may have tails as well as goat-like legs, but this is not always the case. A rare few may also have vestigial leathery wings on their backs that are functionally useless.
Goblins
The Isle of Tenebris
One of the most greedy and despised races on the sea, the Goblins' only true claim to power is the control they have on the minerals necessary to create black powder. Curiously, all Goblins are born with two things. The first is an innate ability to create mechanical weapons of destruction without prior training, and the second is a lust for gold greater than any other race. These two traits would make them a potent force of destruction indeed if any of them could work together without backstabbing each other at a moment's notice. Diminutive and green, with long, sharp, noses and ears on a face with golden, reptilian eyes, Goblins are considered unsightly at best by anyone other than themselves. They live on the Isle of Tenebris and have great eyesight when it comes to the dark shadows of the world.
Imps
The Isle of Tenebris
Similar to the Djinn in the fact that they are playful and mischievous spirits, Imps reside in the Isle of Tenebris and often play more harmless pranks than the Djinn and are considered more obnoxious than deadly. They are smaller spirits that are hard to see and often steal small objects at any possible chance, but they also have the ability to obtain a solid form (not for a long period of time). They have the ability to pickpocket like Halflings, and they have the abilities of spirits.
Dark Elves
The Isle of Tenebris
The Dark Elves live among the demons, wimps, and goblins of the Isle of Tenebris, and their social structure is similar to that of the Light Elves. The Dark Elves are so named however, for their appearance; their skin tones are in shades of blue, with pointed ears and hair colours usually in shades of black or blue. Unlike the Light Elves, they are known for their skills in dark magic and stealth. Their social structure is also less forgiving, and social mobility is unheard of. There are constant fights between the species in the Isles of Tenebris, but the elves are right below the demons in the social structure, above goblins and imps.
Mermaids
Sapientia
Mermaids are dangerous creatures, luring sailors and any other victims to their deaths through their melodic voices. They reside in the waters of Sapientia, but enjoy swimming near Tempestus in order to lure ships to the rocky terrain so as to cause shipwrecks and feast on those who drown. They are cruel creatures and relentless in their attacks, only weakened by those of the fire element and by dry land, as they cannot walk on land. There are some artifacts that are enchanted so that the mermaid wearing one of them immediately are capable of having legs rather than a fin, but these artifacts have been missing for centuries, lost in some of the shipwrecks caused by those very creatures.
Selkies (NPC)
Sapientia
(Non-playable) Selkies are one of the most bloodthirsty creatures out there, and are also a type of fey. They are associated with the swampland of Sapientia, which is the majority of the island. They are relentless in their search for meat and are known to defy any orders they are given. They have the ability to look like humans and walk on land using their glamour, but they also turn into the hungry creatures depicted below when they are desiring flesh.
Naiads (NPC)
Sapientia
(Non-playable) Naiads are peaceful folk, residing entirely in the water. They look to be made of water, and generally help ships through their passages, protecting them from the mermaids for as long as they can. They come in both genders, but their basic form is below. They are capable of creating water barriers for protection, which is their main defense against mermaids when they fight. Some of them are capable of obtaining a humanoid form if they choose a plant to associate themselves with that resides in the water.
Water Serpents (NPC)
Sapientia
(Non-playable) Typical water serpents, these sea dragons rule the deep seas, only occasionally coming up when they feel the need to feed, which is about once a week. Just before these majestic sea reptiles attack, their scales glow, usually alarming those who are being attacked, giving them time to brace themselves.
Water Horses (NPC)
Sapientia
(Non-playable) Water horses are very similar to Naiads in their peaceful demeanor and their watery forms, and are quick creatures, sometimes capable of taking on a solid, blue, form. In a herd, they are strong, which is helpful against creatures such as the sea serpents or the mermaids, but alone they are practically useless in defense. However, they make up for their lack of defense through speed and agility.
Gremlins
Fulgor Ferri
The iron fey are interesting creatures, sometimes depicting elves, and sometimes depicting shriveled up creatures. Either way, their glamour helps disguise their true identities from the eyes of others, and are gifted with the ability to touch and work with metal. They can repair almost anything metal with only a slight use of magic and are quite tough when imprisoned. They are stubborn and protective of those who they claim (aka those who they care about), which doesn't happen often. Gremlins are, however, not very good at a lot of hand to hand combat, as they are more of builders rather than fighters.
Sand Elves
Agnarach
The Sand Elves are usually nomadic in nature, traveling around the desert in tribes. Each tribe is ruled by a tribe elder and normally consists of about three to five families, though due to intermarriage almost everyone is related to everyone else in each tribe. Each tribe consists of their own customs and traditions and the young are usually raised together. The tribes survive by hunting and gathering, and bartering with other tribes for supplies that they are unable to get when they happen to run into other tribes. The tribes as a whole tend to get along well with each other, though there have been known cases of disputes between tribes, which have resulted in fighting and the assimilation of the losing tribe into the winning tribe. Other than the tribe elder, there are no classes; everyone is considered equal in rank within the tribe. Sand Elves are usually tanned in appearance, with pointed ears and hair colors of shades of dark brown and black. Facial tattoos are worn by individual elves and signify their membership to particular tribes.They are usually hunters and are skilled with bows, daggers, and spears. They often reside alongside dryads in the oases of Agnarach.
Draconians
(Written by @Federoff)
Agnarach
The Draconians, relative to the dragon species in general, a more modern species of dragon, only appearing in history a few thousand years ago. It is not known for sure just how exactly this branch of species came into being, but all is known that they are here now. They appear to be Hominid in nature while still retaining their dragon genes and characteristics. They are not as tall and come in a wide variety of species, depending on which part of the world they are located in. Things such as physical features like wings, elemental powers like fire or ice, some aspects of culture, tradition, and etc... all are slightly different depending on which clan they are apart of. Deserts, mountainous regions, and forests seem to be the more favored locations to live but they are able to live anywhere around the world, yet not many people can claim to see one of their kind as they prefer to live out of sight. All Draconian's are capable of using elemental magic to some degree and are adept fighters, they are an agile contrast to popular belief and a well educated to some degree due to the sharing of memories. All species of Dragon, winged or not, have the ability to tap into what they refer to as "The Well of Knowledge", the collective whole of memories collected throughout the whole lifespan of a Draco, and when they die their knowledge is passed into the well so others may be able to live a more fortunate life. It is unclear as to how they are able to tap into this or how this even came to be.
Commonly shared physical features include, but are not limited to, reptilian-like claws, fangs, and scales, some sort of horns or spikes an elongated tongue, slit eyes or eyes that can go between the "normal" and slit-like, a (usually thick) tail, the ability to see the full-color spectrum and use all of their throats, changing eye colors, an impressive amount of strength, and an athletic build. Draconian are capable of living for long periods of times, much like dragons, but not as long. The longest ever recorded for a Draconian is still only a fraction when compared to a dragon's.
Commonly shared mental features include, but are not limited to, some sort of ascent or dialect pattern to distinguish what faction of a clan they are apart of, a high sense of pride and honor, some form of elemental magic, the ability to tap into "The Well of Knowledge", and a high sense of loyalty to their faction and clan they are apart of. All Dragons are also extremely in tune with the spirit world, able to sense what others cannot.
Common stereotypes of the Draconian are that they are highly uneducated, they are slower or lethargic and clumsier, a naturally evil race due to the shared vision of dragons in general; and just in general a more barbaric race. All of these untrue.
Beliefs:
For the Draconian, a clan and faction mean everything; it's not only a badge of honor for them but it proves who they are. When one is born into a clan, they are apart of it for life (unless shunned) and everyone has a role and a responsibility to the clan's well being; treason is not taking lightly. Once the young Draconian reaches of age to becomes of age, they are allowed to choose which faction they are going to be apart of, with each faction they focus on their own ideals and people who join them are expected to follow with them on everything or they risk being kicked out, and it is not good for a Draco to be kicked out. Their whole system is based on honor, pride, and respect; a Draconian without one of those is considered unfit to live with them and are shunned from society, which is not based on birthright or social status but by worthiness.
Economy:
Money is never an issue in the Draconian community a, it simply does not exist in their villages. They have no need for it as the whole community works with each other to survive, not against like many of the humans do.
Leadership:
Even though the clan acts as a whole, there is always a group that is officially in charge of making important decisions, many names are given to them depending on the clan, but a commonly accepted name is simply "The Council of Elders" in which only the wisest and most respected Draconian may be apart of; outsiders are strictly forbidden from becoming one. Even though they decide many things within the group, everyone is allowed to come and listen, politely put in their comments, concerns, idea's, etc... For Factions, they may have one representative speak for them but no one else.
Traditions:
They have similar events, usually known as a festival or a day, that mirror many holidays throughout the human world, but the biggest two have to be "The Festival of the Lost" in where they honor the dead for what they have done, mirroring the day of the dead in certain traditions; treats are also passed out and masks are worn to allow loved ones to be with them. It's believed that the spirits of old gather in villages to share of their life and to see how things are since they left. The second most important day is "The Day of Gifting", mirroring Christmas but town wide. It's believed that this allows the community to become closer to each other and acts as a way to start fresh with the people you are not fond of.
Religion:
There are no religions, no deities worshiped, or anything of that sort; but there are legends of real-life heroes, resembling Epics. Unlike other species though, they know they are real as they are alive with The Well; living on with them each day.
Orcs
Agnarach
Strong and brutish in nature, orcs are usually on the dimmer portion of the spectrum in the intelligence department. Seen as barbaric and warlike, you can find them in small tribes or by themselves. Bottomless pits for food, alcohol, and born with bloodthirst; they are always ready for a battle no matter the time of day or night. The powers they have range between the utilization of brute strength and rage to the mere size of these creatures as their own advantages.
Dryads (NPC)
Agnarach
(Non-playable) Dryads are elemental creatures, just as Naiads are, but they live in the oases of Agnarach, because of their association with earth. Just as the Naiads were part of water, the Dryads are part of the earth, capable of turning into trees or flowers depending on where they are. They are peaceful and enjoy life with the elves, and are good at manipulating the earth, such as creating vines for protection and flowers for decoration.
Djinn (NPC)
Agnarach
(Non-playable) An ancient race of spirits that dwell in deserts and heat, usually viewed as mischievous in nature as they are often misleading travelers and playing pranks on other species. They are masters of their element and extremely powerful and ancient beings, being able to live for thousands of years. It is said that they hold many secrets, and there is a way to force a Djinn to speak only the truth (by finding out their true name, which is why they often go by aliases) but it is unknown how.
Light Elves
Counolux
Like angels, light elves wield light, although their light is more destructive, in the fact that it is used to enchant weaponry and used more for battle (wielded as a weapon, good for blinding enemies with a bright glow). Light elves do not have a strict alignment like angels do. Just because they wield light does no necessarily mean they are all good. Light elves share a resemblance with angels when it comes to beauty. Normally tall, fair skinned, and appealing to the eye. However, with them, something always seems off, but they are generally a peaceful people, who welcome all to Counolux.
Angels
Counolux
The celestial guardians of peace, justice, and all things good. These winged humanoids hold the responsibility of defending the defenseless, and fighting for the greater good, the best way of doing that being through building weaponry. Angels hold a light within them that allows the individual to use magic for a good cause. Mostly powers involving healing, restoration, and protection. They are an especially attractive race; their looks are the definition of angelic, flawless, graceful, and beautiful. The older creatures are immortal, unless a special blade of darkness is used upon them, but the younger ones are weak towards darkness and can feel the pain from any cold, hard, blade - however, they are impervious to guns, as those are created by them and made so that no angel can be harmed by a gun. They can live for thousands of years, gaining experience and wisdom along the way, but they can die like any other mortal if they are young (500,000 and less = young, and only young angels are permitted).
Halflings/Hobbits
Counolux
Short and often stout, Halflings would be identical to Dwarves were it not for their smoother skin and general clean-shaven faces. All Halflings desire the finest quality in all things, and this leads them to one of three occupations: artisans who seek to create great works of art, merchants who want to sell and buy them, and the thieves who steal them. All three use the Halflings natural nimbleness of the tongue and fingers to their advantage, making them a common sight in bazaars and caravans. They have the power to sneak, pickpocket, and have a way with words when it comes to selling items.
Dwarves
Counolux
The dwarves are shorter than elves and humans, but taller than halflings, imps, and gremlins. They have rough skin and plenty of hair, and love to practice weaponry, as well as forge it. They are right alongside the angels in their production of weapons and armor, and they love a good fight. Stubborn and stout, dwarves often get into arguments with the other species, but they are normally good company, especially when having a drink!