Index:Chromagaia/Intelligent Species: Difference between revisions
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|Description=Phanithra {{IPA|(/ɸa.ˈniθ.ɾə/)}} are a Farfolk race created from the human eclipse of the common Remnan raven. They are one of the more common races throughout central and southern Remna, and one of the most populus Farfolk races in the world overall. They are primarily nocturnal, |
|Description=Phanithra {{IPA|(/ɸa.ˈniθ.ɾə/)}} are a Farfolk race created from the human eclipse of the common Remnan raven. They are one of the more common races throughout central and southern Remna, and one of the most populus Farfolk races in the world overall. They are primarily nocturnal, and in many developed cities they fill out most nighttime jobs. Phanithra have very good intuition for math, a holdover from the ravens their ancestors eclipsed. They often put this to work in fields of both engineering and commerce. |
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In New Aegis, a city-state formerly belonging to the Phanithra-exclusive people of Aegis, the Phanithra are stereotyped as sneaky and greedy, as thieves and conmen. Despite the connections these prejudices have to the Aegis culture, the attitude is extended to any Phanithra who originates from elsewhere as well. Because of its vast influence on trade, New Aegis' image of "The Phanithra Scammer" has been spreading throughout Remna for the past few centuries. |
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Phanithra have small wings, which is normally not enough to allow them the power of flight. Their sorcery, however, is one of personal momentum augmentation, which lets them adjust the motion and force their own body endures however they please. This allows them, despite their lighter and smaller stature, to produce much more physical force than one would assume, as well as enabling flight and easier personal transit. |
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|Description=Sielaummr {{IPA|(/ˈsiː.laʊmː.r/)}} are an incredibly old aquatic Farfolk race, dating back to almost the beginning of human civilization. They were originally formed from the human eclipse of a carnivorous type of seal-like monster, a species which has been long extinct since the Criosian Extinction. Sielaummr have thus been cut off from humanity in a fundamental way: no human can ever become a Sielaummr. They take appearances similar to Glaummer and inhabit many of the same waters as them. However, they have none of the same interests in civilization, instead taking to mostly-solidary nomadic lifestyles. |
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|Description=To Be Written Later {{IPA|(/ˈsiː.laʊmː.r/)}} |
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Sielaummr are dangerous, with their sorcery taking the form of hypnotic songs that force a deep sense of attraction on all non-Sielaummr who hear. It is not known why they sing from the rocks, why they lure in people of various races, or what happens to them afterward. Some theorize that people are eaten. Other romantics believe that the Sielaummr have a peculiar taste for all people not like them, seducing them under the waves until they drown. Some say that both are true, turning victims from sexual commodities into meals. The only throughline is that nobody has ever returned from the sea once they follow a Sielaummr's call. |
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|Description=The Tanmar {{IPA|(/ˈtaːn.mar/)}} have existed as a race for a lot longer than humans or even Canids, but due to the initial dependence on other races for their existence, they are not classed as a Cardinal race. They wander in nomadic tribes across arid climates, which covers most of Koeya and a decent chunk of Remna as well. During dry seasons, it isn’t rare to see them travelling through generally wetter areas. |
|Description=The Tanmar {{IPA|(/ˈtaːn.mar/)}} have existed as a race for a lot longer than humans or even Canids, but due to the initial dependence on other races for their existence, they are not classed as a Cardinal race. They wander in nomadic tribes across arid climates, which covers most of Koeya and a decent chunk of Remna as well. During dry seasons, it isn’t rare to see them travelling through generally wetter areas. |
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Tanmar are made out of living flame. Their structure is semi-amorphous, but roughly humanoid in a relaxed state. While they don’t perish from water unless totally submerged, they do avoid contact with it. Tanmar need to consume and burn flammable materials as food. They don’t burn hot enough to do this on the outside, and are actually only warm to the touch when relaxed. One would expect Tanmar to leave scorched trails in their wake, but this isn’t the case. Controlling their internal temperature is a tricky ordeal, especially when altering their form. |
Tanmar are made out of living flame. Their structure is semi-amorphous, but roughly humanoid in a relaxed state. While they don’t perish from water unless totally submerged, they do avoid contact with it. Tanmar need to consume and burn flammable materials as food. They don’t burn hot enough to do this on the outside, and are actually only warm to the touch when relaxed. One would expect Tanmar to leave scorched trails in their wake, but this isn’t the case. Controlling their internal temperature is a tricky ordeal, especially when altering their form. |
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|Description=The Teirenni {{IPA|(/te͡ɪ.ˈrɛnː.i/)}} are thought of as the lightning equivalent to the Tanmar, a lightning-elemental race made from the human eclipse of natural lightning. They have historically been around for much longer than their race, as rapid instinctual eclipses in humans who are struck by lightning often create them. However, they did not have a substantial enough population to be a stable race until 1255 AT, which is how their origin is generally historically notated. Teirenni are semi-amorphous, able to change their shape moderately at will. They feed primarily off of environmental charges and metal. |
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|Description=To Be Written Later {{IPA|(/te͡ɪ.ˈrɛnː.i/)}} |
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Teirenni have to take care in their environment, both to avoid being drained of their energy and dispersed and to avoid harming everything around them. Most Teirenni wear insulating footwear to prevent themselves from being drained through conductive deposits of metal and stone. Some take this to the rest of their outfits as well, conserving their integrity as much as possible through insulation. Water does not harm the Teirenni, but what it allows is a broader circulation of their internal lightning, which tends to harm everything connected to them through the water. |
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|Description=Enkaiennim is the catch-all term for the spirits born of Yahasain's nightmares. They come in the same distinct flavors as the colors called on by the unhallowed sun's sunstuff, [[Night Ink]]. While many of them remain unintelligent, a majority of them have awareness and personhood, forming the vast majority of the population throughout the sun's system. They only live for about two years at most, and in their short and transient lives they can accomplish little. Regardless, the structures they have built and the knowledge they have passed down is enough to call a civilization. |
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|Description=To Be Written Later |
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|Description=Manifest Spirits, one of Regalion's two creations meant to fill in the rainbow of the Enkaiennim, make up a decent portion of Hvindþúl's population. Manifest spirits shine with yellow light and seem to be representative of anticipation. Able to use the energy keeping their forms stable to create powerful materials or items, they have an incentive to not act and simply wait. They take on more simple forms like bubbles, and are the most common type to condense from the environment. The energy they use does recover, but only very slowly. They are able to be forcibly influenced via magic to become something else, killing them. Spite at their death may convert them into Remnant. |
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===[[ |
===[[Remnant Spirits (Chromagaia)|Remnant Spirits]]=== |
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|Description=Remnant Spirits, one of Regalion's two creations meant to fill in the rainbow of the Enkaiennim, make up a large portion of the pupulation of Hvindþúl. They are bound by the ideals of nostalgia and regret, a longing for the past and the ability to change it, and are somewhat representative of memory. Remnant Spirits, unlike their Manifest counterparts, realize their potential by absorbing matter from the world around them, growing and changing into a more solid form as they live. They often take thousands of years to reach their final stages of growth, and only a handful have reached the end of their life cycle. Most destabilize and perish before this point, however. |
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|Description=To Be Written Later |
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Remnant Spirits rely on bone matter specifically for the later stages of their self-actualization, a material that is very hard to come by on Hvindþúl. The few living creatures that have perished there have long been used up, and this scarcity is what sparked a major conflict with the dragons living on the planet. The Remnant Spirits demanded the bones of the deceased dragons to be available for their consumption, and the dragons refused to give up their remains for what they considered desecration. This resulted in the largest war on Hvindþúl. |
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Revision as of 18:33, April 8, 2025
Lysisday, Liliyogh 23, 1134 LE
Chromagaia is home to a plethora of intelligent species. Often just called "races" for simplicity or due to common origin, these several dozen variants of inhabitants are classed primarily by their inhabited worlds, native environment, and soul component. Defining the intelligence of a species comes with a plethora of ethical issues, so listed is all disparate populations of being that are both able to utilize some form of language to communicate and have clear evidence of internal awareness and personhood.
Corporeal
Species whose bodies are bound by the connective logic of physical matter rather than súla. Notable traits shared are a soul component of less than or equal to 50%, much more robust and rigid structure, and more clearly active and rapidly functioning minds.
The Aerashani (/ˈeː.ɾə.ˌʃɑː.ni/) are the youngest of Keppel's Idyllfolk races, originating from the city-state Yarras in the Ocean of Flame on the continent Koeya. They are aligned to the draconic celestial ideal, though some influences from their desert home have given a slight aquatic affinity. They were not sanctioned by dragons for their emergence, nor did they seek permission. Doing such a thing so soon after the consequences of the last race that tried such a thing, the Cindurans, was a massive risk, but fortunately nobody seemed to take issue with it.
Aerashani have the ability to speak with one another via "constellation", a term for connecting through one another through mutually visible stars. The mechanics of this have not been reproduced by modern magiscience. Their more active sorcery is the ability to temporarily free themselves and things within a certain radius of them from the force of gravity, allowing incredible mobility. Besides this, however, the Aerashani were the first true pioneers and scholars that pushed the field of astremancy into a proper studied magic.
Aerashani are an uncommon sight outside of central Koeya, and most of their population remains concentrated in Yarras. Being so young and having so little time to disperse, their population is one of the lowest of any of Keppel's races, only being measured in tens of thousands. While they are rare, their influence is well known across their home continent, as the Yarrashi Aerashani have done the monumental task of creating a method to inhabit the Ocean of Flame via astremantic engineering.
| Soul Component - 16% | Origin - 574 LE | Homeworld - Keppel | Classification - Idyllfolk |
The Alteari (/æl.te.ˈɑː.ri/) are a Farfolk race that holds much investment in the land stuck high above the rest in floating islands. They were the first race to emerge after the start of the Neomythic Era Made from the human eclipse of eagles, they have some of the best flight capabilities of any Farfolk race. They are quite populus, but rare to find anywhere on the surface. Their ranges of habitation include most of the temperate zones of the world, but the majority of their people live on the various floating islands of Keppel.
While they don't have any inherent sorcery, Alteari can fly very quickly, reaching almost the speed of sound at their maximum. Their maximum altitude is also impressive, being high enough up to reach the floating islands that populate the air. They don't always require accommodation for their flight abilities, but after flying they are known to go on eating binges to recover. They aren't always able to tell how low energy they will become after a flight, leading to caution lest one die of exhaustion midair.
| Soul Component - 6% | Origin - 6007 AT | Homeworld - Keppel | Classification - Farfolk |
The Amphrios (/ˈæm.ɸɹi.os/) are a Farfolk race somewhat endemic to the wetter regions of Keppel, particularly the southern Remnan rainforests. They're a low-population race and extremely rare to find outside their initial range. Despite being one of the older Farfolk races, thay have remained pretty locked to their own humid region, something of a mirror to the desertic requirements of the Dyrrhan. Amphrios-majority cities tend to have a strong culture of music and mycoculture. They have a high toxin resistance, and many of their majority-held cities are fully made up of races with similar abilities because of what this results in with their cuisine.
Amphrios are not welcome in a few of the regions they have the greatest potential to expand to. Their lizard-heavy diet does not fit with the reverence of lizards common to the Thunderclap Ridge, and the high Lazbacchic populations on the islands Ihmorgen and Lazarre cut them off further in those regions. They've had a soft prejudice against Lazbacchic people since the Umbraani first made contact with them tens of millennia ago.
| Soul Component - 5% | Origin - ~45,000 AT | Homeworld - Keppel | Classification - Farfolk |
The (/ˈanː.hi ˌdɾiː.av/) are a set of four closely-patterned Idyllfolk races aligned to each of the four seasons. They are among the oldest known races in the entire world, diverging from humanity some fifty eight thousand years ago. The nature of their progenitors' goal seems to have been maximizing the soul component of humans, as they have the highest of any Idyllfolk races, matched only by the similarly ancient Draznachi. Depending on hemisphere—and rarely in the tropics at all—the Annhi Dhriaf races appear for a select three lythryds out of the year, coinciding with their respective season.
Despite appearing very human, save for their antlers, ears, and coloration, the Annhi Dhriaf are all incredibly dangerous and have a very intricate set of cultures and taboos associated with them. Each one has a set of rules for interaction, lest one be killed or go missing in a social blunder. They do not seem to regard other sapient life very highly, and have considerable magical prowess alongside their millennium-long lifespans. It is unknown whether their intuition for Sunstep is innate or something gained in the three-quarters of the year they aren't taking their turn terrorizing the world.
Certain Annhi Dhriaf races are moderately useful if proper precautions are taken, as their seasonal auras and occasional trade opportunities give otherworldly boons to those able to navigate their bizarrely unspoken cultures. Bofhianni and Haelrhianni, the Annhi Dhriaf races of Summer and Autumn respectively, are known for their relative amenability if carefully respected.
| Soul Component - 29% | Origin - ~57,000 AT | Homeworld - Keppel | Classification - Idyllfolk |
The Arcoleigh (/ˈaɹ.ko.ˌle͡ɪ/) are one of the more recent Idyllfolk races, only coming into being about 1600 years ago. Their progenitor ancestors petitioned voltaic dragons for knowledge of lightning, and their wishes were granted. Most of their communities remain near voltaic dragon territories to this day, and they are rather rare to see anywhere else.
Arcoleigh have an magnetically aligned bodies, and their raw Sunstep produces momentary strong magnetic fields and static repulsion. The association of lightning magic with speed has some roots in Arcoleigh culture, since they often use Sunstep to charge the ground beneath them and repel themselves forward.
Arcoleigh, despite being an Idyllfolk race, are one of the least respected ones, only behind the Cindurans and Bathyrons. Humans in large cities seem to see them as potential living generators rather than individuals. The fact that Arcoleigh activities disrupt complex machinery is also used against them.
| Soul Component - 16% | Origin - 468 AT | Homeworld - Keppel | Classification - Idyllfolk |
The Arralayan (/ˌɑrː.ə.ˈlɑːj.ɑn/) are the last race to emerge in the Mesomythic Era, a Farfolk race hailing from the mass eclipse of the day geckos native to the tropical island Arraun east of Koeya. They are the third to be recognized in the Farfolk category of Lazbacchic races, which includes all Farfolk races created from the eclipse of a species of lizard. They are heavily inclined towards warmer and wetter climates, most commonly found on the equator. They can also be found in more humid regions in the temperate zones, however.
Arralayan have the natural ability, due to the structure of their hands and feet, to stick to a wide variety of common surfaces. Their sorcery expands on this, giving them the power to esomagneticaly adhere to any object or surface imaginable. Some advanced Arralayan sorcerers have been said to walk on water or apply this power over a distance to draw objects towards themselves. Their own architecture is structured around this adhesion, and one can usually tell from the buildings whether a city-state has a substantial Arralayan population.
| Soul Component - 8% | Origin - 6792 AT | Homeworld - Keppel | Classification - Farfolk, Lazbacchic |
Aurolwin (/ˈɔː.ɾol.wɪn/) are one of the most common Farfolk races and one of the longer-lasting, existing for more than half of human history. They are formed from the human eclipse of the common Remnan grey wolf. They are well inclined, due to their great agility and senses, to survive in the wilds, and thus are the primary inhabitants of many of Keppel's smaller settlements deeper into its outyards. They are often mistaken with wolf Canids or lycanthropes from their appearance.
Aurolwin are magically empowered by the moon, an association that has culturally back-flowed into all other wolf-adjacent races, conditions, and imagery. Their sorcery gives them greater strength with the phases of the moon, with nothing granted on the new moon and the height of their power on the full. As dragons seem prisms for the "suns" of refined odhir, Aurolwin are able to be something of prisms for the excited raw odhir of moonlight. They can channel this power as a simple force or barrier, often appearing as a milky stream of light coalescing before them.
| Soul Component - 14% | Origin - 32,512 AT | Homeworld - Keppel | Classification - Farfolk |
Bathyrons (/ˈbæ.θɪ.ɾɔnz/) are likely a very old Idyllfolk race. Until recently, they were unknown, undiscovered at the bottom of the world’s oceans. They are widely considered to be the most visually grotesque of the aquatic races, resembling anglerfish in a few ways. Bathyrons are adapted to survive the crushing depths and nightmarish darkness of the ocean floor, and they survive off of any and every piece of organic matter their bodies can process. Their societies cannibalize their dead in order to take any possible burden off of hunters. Bathyrons communicate by blinking the luminescent parts of their body and through physical gesturing.
About a century ago, the first generation of hadal dragons discovered the Bathyrons. After the necessary linguistic bridging, relations between dragons and Bathyrons were established. Bathyrons have since developed a distaste for humans from what they have heard. A few have journeyed higher towards the surface to attempt to bridge the gap themselves.
| Soul Component - 12% | Origin - ~49-45,000 AT | Homeworld - Keppel | Classification - Idyllfolk |
Canids are a species originating from somewhere in the family Canidae. Their exact origin is unknown, as the main trait shared by Canids is individual adaptability without lasting impacts. They can adapt internally to new climates, process information on a deeply spiritual level, and even take on an almost human form. The human form is one of the only examples of a lasting species-wide adaptation. Canids are very intelligent, despite the stereotyping, and have a large family of languages spoken in different dialects depending on Variety (and subsequent vocal limitations).
There are several Varieties of Canid, each resembling a different species from the broad family canidae. This wide variation is another reason their origin is obscured. Different Varieties can breed, but like the dragons, no hybrid Varieties are produced from this. The children will be the same Variety as one of their parents.
Canids are the most overlooked of Keppel’s cardinal races. Despite having existed for a long time before humans, their less sedentary lifestyles didn’t really create any form of long-term settlements or large structures. When humans, a hunter-gatherer and later agricultural species, made their entrance onto the world, they saw the large Canids as monstrous and mindless animals, and hunted them at a dangerous rate. This hunting mostly focused on wolf and fox Canids. While humanity had a few dragon clans helping it flourish, Canids were left entirely on their own.
Canids have the potential to unlock many simple sorceries through their inherently stable adaptability, which can then be easily used via Sunstep. It’s mostly an individual process, and near-death experiences (including ones brought on by academic or societal pressures) can force one of these to awaken. While not as malleable as regular Sunstep magic, or as powerful and well-researched as draconic sorceries, Canids have the advantage in sudden intuitive adaptability.
| Soul Component - 34% | Origin - ~2,240,000 AT | Homeworld - Keppel | Classification - Cardinal Race |
Capricari (/ˌkæ.pɹɪ.ˈkɑ.ɹi/) are a Farfolk race that originated in the High West of Remna in the 18,000s AT. They are the result of a human eclipse of the Western alpine goat, which itself is widespread in the region. Much of the High West is Capricari-majority, and they are fairly common in other high-altitude regions across the world as well. Capricari are usually physically strong and suited to harsher environments, having extremely efficient respiratory systems and powerful muscle-fat integration that allows them to rapidly repair their muscle fibers faster after exertion. They have powerful livers as well, and typically don't dilute alcohol at all in order to get drunk.
Capricari tend to be very utilitarian, as the mountain environments most of them live in are harsh and not suitable for mass agriculture. Productivity and contribution of personal skill or talent are values one can find in most Capricari-majority cities, and those doing trade with them know this well. Despite having a very limited selection of resources to work with, they have consistently been exporters of alcohol and grain products for millennia. They have been the inventors of multiple important food preservation technologies, including the refrigerator, which is extremely important for their dairy industry.
The Capricari with more subdued demeanors and smaller bodies are not outcast from society, as one might expect from this culture. That would be a waste, and wastefulness isn’t in Capricari vocabulary. These more diminutive individuals are called the Strong of Mind or Heartstrong, and take more intellectual roles in society. They intertwine religion and science to create houses of knowledge in city centers. While the Strong-Bodied Capricari can do great feats of physical labor, the Strong-Minded Capricari create the plans to gain the most from their fellow citizens' labor. In this way, society thrives. Many Heartstrong do feel out of place, though, and leave for other cities.
| Soul Component - 9% | Origin - 18,455 AT | Homeworld - Keppel | Classification - Farfolk |
The Chrysokeaver (/kɾɪ.ˈsəkivɚ/) are a narrowly-distributed farfolk people mostly living on eastern Ihmorgen. Before the Vermillion Wars, they were somewhat widespread around the Chrysokayan Sea. They emerged as a somewhat small group of Humans eclipsed a then common but now extinct mammalian species known for leading an aquatic lifestyle. By comparing the differences between Chrysokeaver and Human phsyionomy, traits of this extint animal could be ascertained.
Chrysokeaver are aquatic herbivores well adapted to the cold high-lattitude environment in which they emerged. Thick blubber and fur keep them warm in winter tempreatures. A flat scaly tail, serving as both a radiator and heat conserver, grants them superb mobility in freshwater environments. An unusual inclination of this people is "normative agoraphobia," a strong distaste for remaining in open spaces, in particular those open to the sky or potential predators. Thus, most Chrysokeaver spend their time indoors, building ever-larger structures to minimize time spent in the open. It is unknown why the Chrysokeaver have powerful jaws and ever-growing incisors to match, but most assume this is to ward off predators or deliver deadly bites.
Since the total extinction of Chrysokeaver near their namesake Chrysokayan sea, the population is located in the large river delta of Blargen Fezzible Nohip.
| Soul Component - 9% | Origin - ~10,000 AT | Homeworld - Keppel | Classification - Farfolk |
The Chrysothca (/kɾɪ.ˈsɔθ.kə/) are one of Keppel's more populous races, an old Farfolk race native to the Thunderclap Ridge in Eastern Remna, and the second race recognized as a Lazbacchic race. They are made from the eclipse of the well-revered Thunderfall Alligator Lizard. Many humans immigrating into the region become Chrysothca to try and integrate more quickly. Besides just the Thunderclap Ridge, Chrysothca are very common to find in the Chrysokayan Sea and the portions of Remna surrounding it. The island Lazarre is also populated almost entirely by Chrysothca.
Chrysothca have hydrophobic scales, able to be adjusted by doing a scale-flexing motion similar to the fur-raising of many other species. Their sorcery expands on this, extending the reach of repulsion to a few inches. While the air bubble they would sustain cannot remain breathable for very long underwater, the ability to keep themselves and things stored in their clothing dry is useful in the often-rainy Thunderclap Ridge.
| Soul Component - 9% | Origin - 23,402 AT | Homeworld - Keppel | Classification - Farfolk, Lazbacchic |
Cindurans (/ˈsɪn.du.ɾanz/) have a short and bloody history. Their ancestors were conquerors by nature, taking over an island chain off the west coast of Remna after they won their right to live. Their infernal temper shows in their ability, a highly sophisticated transmutative Sunstep. Cindurans can turn up to 30% of their physical bodies into a form of pure controllable fire. They seem to need much more oxygen while maintaining this form, even when they aren’t in motion. Their twin capitals of Behessos and Sezvath carry most of their history, and they are rare to find anywhere else.
The attunement to the flames was not sanctioned by the infernal dragons. 1400 years ago, when they began their rituals, the slight was taken heavily. For 300 years, while the burgeoning race moved toward its final form, the fanatical Red Army, comprised of the dragons who initially denied their efforts, waged a war on all humanity. There would be no more insults like this one, they claimed. The Vermillion Wars ensued, sparked by this one group of a few thousand people. An attempted genocide of all humanity at first, becoming an omnicide later on. The human population was cut down considerably and a true mass extinction event is considered to have happened at the hands of the dragons perpetrating the Wars. Shortly after the peace-times began again, there were the war-born Cindurans.
Cindurans have a fierce rivalry with their Farfolk reflection, the Tanmar. Perhaps it is born of envy for their fully fiery forms, or perhaps it is the rather draconic origin of most Tanmar. Reminders of the war bring no glory to the Cindurans, and it is taboo to speak of it with outsiders.
| Soul Component - 15% | Origin - 36 LE | Homeworld - Keppel | Classification - Idyllfolk |
Dragons (/ˈdɹæ.gənz/) are the oldest race in the universe, with the first ones manifesting some sixty million years ago. They have the greatest variety of any corporeal race, despite their inability to evolve over time. Dragons have a 50% soul component, the highest of any of Keppel's races. Their innate affinity for Sunstep has given them dominance over the environments of many worlds across the universe, as well as Keppel's own. They have altered entire geographic regions, manifested the state of the world's biosphere, and been at the cause and forefront of a recent mass extinction event.
Dragons have varied forms based on their clan, but are extremely recognizable as a race. Their colorful horned visages have appeared in art and cultures by other species long before formal contact was initiated. Dragons are well known for being inherently powerful, even if those who live in more integrated communities rarely show it. A lot of their strength in early childhood is directed into suppressing that territory-altering capability until it becomes second nature. Still, one must be careful not to be near a dragon during a particularly bad emotional breakage, as their power never truly goes away.
| Soul Component - 50% | Origin - ~60,000,000 AT | Homeworld - None | Classification - Manifest, Cardinal Race (Keppel) |
The Draznachi (/dɹaz.ˈna.kiː/) are one of the oldest and most distant Idyllfolk races from humans, though it isn't obvious from a conversation with them. A long history of close interaction with humans has allowed them to culturally converge, a true betrayal against the cost of an Idyllfolk race’s creation. Often stereotyped as conniving and malicious, Draznachi don’t tend to waste time with formalities and politeness. They know what humans and even other races think of them. Isolated underground communities of Draznachi exist worldwide to escape this. Warlords from these communities have been historically feared as great demon lords, terrorizing large swathes of the world before their squabbling was put into perspective by the vast violence of the Vermillion Wars. It should be noted in modern times that derivatives of "demon" and "devil" are considered slurs against the Draznachi.
The Draznachi have some limited pyrokinetic affinities, but their more famous power is the ability to enforce the rules of contracts via a Starstep application of their race’s Sunstep. When consenting individuals enter a contract, a binding is placed in their subconscious that prevents them from taking action to break it. The rules and clauses of the contracts are incredibly important, another factor that leads to the recognizably direct tone the Draznachi tend to take. Draznachi contracts are incredibly versatile and useful, so even with the stigma around them in society, they can still make a living off of their inborn sorcery.
| Soul Component - 28% | Origin - ~57,000 AT | Homeworld - Keppel | Classification - Idyllfolk |
The Dyrrhan (/ˈdiːr̥.han/) are the majority population of the empty-seeming desert nations of the Starshattered Desert, and the fifth and currently newest race recognized as a Lazbacchic race. Almost all of them have some alliegance to one of the many desert dragon tribes that control the region, as their reliance on hot and arid climates makes it difficult for them to travel to or live anywhere besides the hot deserts of the world. They originated from a large caravan of people that was stranded in the heart of the Starshattered Desert, who eclipsed the native dewsun lizards in order to survive the harsh climate.
Dyrrhan colonies are not very visible, as they are built underground as large burrowed cities. While deeper-reaching colonies have access to sandstone to do more advanced architecture, most newer settlements are much simpler and difficult to find. Dyrrhan are notably the majority population of desert dragon tribes on Remna. Due to the few oases and barren environment, desert dragons prefer to not live in their actual territories for most of the year. The Dyrrhan maintain their lands while the desert dragons are absent, and in return they receive massively useful help in infrastructure from the desert dragons when they return.
Dyrrhan, being descended from a caravan of old philosophers, have cultures very dedicated to knowledge. They are masters of rhetoric and are happy to exchange information with any travellers they meet. However, the Starshattered Desert does not tend to be very hospitable to foreigners, due to the desert dragon sentinels left behind. Some small groups of Dyrrhan, wanting to meet more travellers, have made way for other deserts.
| Soul Component - 6% | Origin - 2254 AT | Homeworld - Keppel | Classification - Farfolk, Lazbacchic |
The Eithrahiim (/ˈe͡ɪ.θɾə.ˌhiːm/) are the last Idyllfolk race that may be discovered. Far, far away from every other race, they are the population of Glauryuz's solar system, the descendants of the human children taken there by Ipawet and his accomplices. Their adaptation was in response to the unique challenges posed by Glauryuz's influcence, perhaps the only example of an Idyllfolk race forced into evolving rather than actively choosing it. The implications for intersolar colonization paint a grim boundary for humans.
| Soul Component - 19% | Origin - ~3500 AT | Homeworld - Eithragi | Classification - Idyllfolk |
The Gayakhti (/gaː.ˈjaχ.ti/) are an arboreal Farfolk race, but not in the colloquial sense of the word. Their eclipse was of a species of tree in the region destroyed by the moving of the Starsundered Range, making them somewhere between plant and animal. Even among other races, they are regarded as strange and unsettling. It's no wonder, for as they age they become slow and lanky, their flesh turning more and more into bark. By about a century old, they begin rooting into the ground when they sleep, eventually sticking in place to become talking trees. Gayakhti have an unnerving habit of literally living inside their ancestors, be it through a convoluted arrangement of their trunks or through murder and rearrangement into more typical wood housing. The ethics of this part of their life cycle are foreign enough to most races to make them legitimately outcast by most civilizations, even the wilder Aurolwin settlements.
Gayakhti have the ability to photosynthesize like plants, as well as "dip" their consciousness into a network of plants to exert some control over them. As they look incredibly humanlike when they're young, mistakable in young adulthood for a Bofhianni even, this is usually the first sign that a Gayakhti is one at all. As they age they look more plantlike, growing unnaturally tall and slender. Many folkloric monsters have been theorized to descend from stories about the Gayakhti from their inception during the Great Human Diaspora.
A certain blight that infects similar tree species to the one the Gayakhti eclipsed can infect them as well, starting in their childhood and not really noticeable until their fifties. They grow in strange, asymmetrical ways, color drains from them, and they never sprout leaves. Although they arborealize, they never root into the ground, becoming creaking jointed wood-monsters that subsist parasitically on plant life around them. They lose the ability to communicate, though it has never been confirmed if these blighted Gayakhti are intelligent or not.
| Soul Component - 20% | Origin - ~46-45,000 AT | Homeworld - Keppel | Classification - Farfolk |
The Gelisrazi (/ˌgɛl.ɪs.ˈɾaː.zi/) are feared as unwavering soldiers of winter. Their wrath spills no blood as it severs and dismembers its victims. Their lands are called sacred and forsaken, only travelled by those willing to risk death so quiet and isolated that they may never be found or remembered again. They are endemic to Kerrekglen and the Arm of Remna, living alongside the scant few beings that can handle the impassable winters there.
Gelisrazi are the descendants of a group of warriors that attuned themselves to ice, seeing its compounded strength and brittleness as representative of honor. Gelisrazi are entirely immune to the cold, but even moderate heat causes their frigid blood to boil. They are thusly contained within the Northern hemisphere, tormenting only Lazulya and the polar regions of Remna.
Gelisrazi have the ability to control cold and snow, but have extreme difficulty moving any amount of hardened ice. Their hearts, cores of glowing and almost unbreakable frost, are the source of much of their power. Gelisrazi often wear necklaces and other charms of these cores, taking them from their fallen foes. This is part of their incredibly complicated code of honor and warfare. They do not write down this code, but respectable outsiders are welcome to explanations of it. Gelisrazi behavior is very well documented.
| Soul Component - 18% | Origin - 37,800 AT | Homeworld - Keppel | Classification - Idyllfolk |
The Glaummer (/ˈgla͡ʊm.mɛr/) are an Idyllfolk race that populates the seas rather than the land. Adapted to aquatic life, they can only leave the ocean for a few short hours before needing to return, and their body plan doesn't allow for much terrestrial mobility even within that. Their population is widely scattered throughout temperate and tropical seas, with their largest settlements being in the calmer lagoons within the Chrysokayan Sea. Glaummer have no inherent sorcery, but they are generally considered ethereally beautiful by many.
Glaummer are typically friendly to humans and other Idyllfolk races, but seem to have inherited some of the human xenophobic tendencies of their ancestors. Their aquatic cities refuse to trade with places that show a high Farfolk population, and oftentimes they attack ships for the racial makeup of their crews. This doesn't apply to all Glaummer, especially the isolate inland lake populations, but it is a pattern nonetheless. Their main foes, however, are the Myrrekhia and the Sielaummr, two of the other aquatic races that inhabit the world.
| Soul Component - 6% | Origin - 30,125 AT | Homeworld - Keppel | Classification - Idyllfolk |
The Haelonyn (/ˈħæ͡e.lo.ˌnɪn/) are the second race to emerge in the Neomythic Era, a Farfolk race sourced from the eclipse of Koeyan Sun-Girdled Lizards. Haelonyn are the fourth of the five Lazbacchic races. They are most populus in the regions of Koeya North of the Ocean of Flame, particularly the regions influenced by the solar-esotericist hymneskic religion Leunen Ras. While they are better suited to the desert environment than most other races, the bulk of their population avoids the Ocean of Flame. Only a scarce few tribes of their kind wander the deserts, usually alongside Aerashani settlers.
Haelonyn have impeccable heat resistance, their scales' unique sheen coming from the way they reflect much light like rain off of ceramic shingles. Their sorcery builds on this, letting them "catch" light on their bodies and project it outward as a force. Depending on their motion, they can accumulate radiance into projectiles or very simple constructs. "Sundancer" is a particular title for Haelonyn sorcerors that is used on occasion.
| Soul Component - 7% | Origin - 5409 AT | Homeworld - Keppel | Classification - Farfolk, Lazbacchic |
The Heillranh (/ˈha͡ɪl.ranʰ/) are the single oldest Farfolk race known to exist, predating even the start of the Paleomythic Era and human civilization. They are one of the races that would inhabit the world even if humanity had not been discovered and given space to expand by the dragons. Known for their extreme aggression and mysterious nature, it is unheard of to encounter one that lives in any civilized area. Some places don't even regard them as sapient beings, classing them as a particularly crafty species of monster.
Heillranh have no known origin species, as whatever it was likely went extinct in the Criosian Extinction of 50,000 AT. Their extinction was likely a great boon for civilization, as the ability sourced from them is particularly nasty. Hellranh can mimic any species they've recently consumed the blood of, even gaining some limited knowledge from the individual they drink off of, including languages. The particularly bold ones get crafty with this ability to stalk and torment their prey.
| Soul Component - 17% | Origin - 61,700 AT | Homeworld - Keppel | Classification - Farfolk |
Humans are the youngest of the three Cardinal races, as well as the progenitors of most of the other non-Cardinal races. They are known for their extreme power of adaptability and grit, living in every major region of the world that doesn't explicitly discriminate against them. They are more widespread on Keppel than any entire discipline of dragons. Humans are the founders of "magic" as a concept and science, taking control of it alongside science and technology to make up for their vastly inferior spiritual capabilities to the dragons.
The sorcery of humanity is a set of two paths to cease being human. Low doses of certain magics over a long period of time can cause a human’s spiritual body to adapt to it and sustain it. Humans also have the ability to, in very agitated situations, subsume the physical and spiritual matter of another entity in a process called an eclipse. This merger process creates a new Farfolk being with the original human’s mind still intact.
Humans exist despite their sorcery out of a sense of pride in their form, a trait that ensures the race remains made up of the most stubborn and uncompromising individuals of each generation. After all, the power that can be gained from eclipsing is extremely tempting, and it takes a certain xenophobic conviction or a comfortable situation to avoid giving in to that one's whole life.
| Soul Component - 7% | Origin - 1,974,000 AT | Homeworld - Keppel | Classification - Cardinal Race |
Kirefey (/ˈkiɾ.ɛ.ˌfe͡ɪ/) are one of the oldest Idyllfolk races, emerging from an ancient group that attuned themselves to the stability and strength of stone. Despite being an Idyllfolk race, their appearance diverges far enough from the human form that they are often mistaken for a Farfolk race. Their stony bodies are extremely durable and hardy, yet flexible enough to bend instead of cracking under heavy loads. They are able to regenerate stamina at a rate faster than their general activity rate, so they will never tire unless truly pushing themselves. Kirefey tend to be slow in their movements, however, impeded by their dense bodies.
Kirefey are incredibly resistant to most environmental factors besides water. Liquid water erodes their bodies quickly, and it is known that they are uncommon in humid areas for this reason. Kirefey, regardless of their city or culture, instead opting to bathe in mineral-rich dust. Dust and sand actually hydrates the kirefey, a microcosm of their week-long dormant feeding periods wherein they root themselves into the ground to absorb nutrients.
Kirefey have the lowest soul component of any race, barely above most inorganic matter. When it comes to Sunstep, they have the least potential and capabilities of any race, and in general they do not work well as conduits for odhir in general. However, their minds are extremely well-structured, able to hold multiple streams of thought simultaneously without losing awareness of the world or fine motor control.
| Soul Component - 4% | Origin - 49,784 AT | Homeworld - Keppel | Classification - Idyllfolk |
The Kokromali (/ˌko.kɾo.ˈmaː.li/) are a Farfolk race created artificially by Emerald Dragons over thirty thousand years ago. They were initally created to be semi-intelligent pets for the dragons, a project done mostly for aesthetic and recreational purposes with the same frivolity one might sculpt clay. Kokromali have since been evolving at a pace more rapid than most species, gaining greater capabilities and building settlements and civilizations of their own.
Kokromali have instincts added into them by their creators, ones that some bands of them try to resist for the purpose of their own liberation. They have been modified to have a deep fascination with and loyalty to dragons, as well as an affinity for the collection of valuables. They were originally intended to be hoard-keepers, drawn to the wealth many dragons possess and adamant about protecting it. Most Kokromali find dragons overpowering in presence, or at least more charismatic and compelling than other races would find them. This inbuilt subservience is the subject of many ethical dilemmas within the people, and the source of many exclusivist settler groups.
Kokromali seem eminent of the Canids in many ways, including their rapid adaptation, wide variety of appearances, and seemingly random sorceries. They have little consistency with their innate abilities, and often have very little control as well. Their bodies seem to randomly refine odhir and then expel it when released, giving them wild bursts of magic as their primary ability. After getting used to this sorcery, they have trouble intuiting the logical connections of runes, but those able to overcome that academic hurdle are able to become powerful mages.
| Soul Component - 16% | Origin - 30,485 AT | Homeworld - Keppel | Classification - Farfolk |
Kyrisir (/ˈkiɾ.ɪs.iɾ/) are an ursine Farfolk race originating from the southern end of Koeya and the Arm of Remna. Strangely enough, their race seems to be created the same from most common species of bear, regardless of where in the world they inhabit. While many of them are confined to the colder regions of the planet, it is not uncommon to see them in temperate areas as well. Kyrisir tend to be quite large and broad-framed, and have a wanderlust made evident by their many founded nomadic communities.
Kyrisir have no inherent sorcery, but are incredibly strong physically. Their bodies are resistant to the cold with efficacy only matched by races magically attuned to the cold itself. In high heat, they become sluggish as their metabolism declines to compensate, and they tend to hibernate throughout the summers if inhabiting a temperate area. While not the most populus race, they are the infrastructural backbone of civilization along the Arm of Remna.
| Soul Component - 5% | Origin - 8654 AT | Homeworld - Keppel | Classification - Farfolk |
Lepidacherons (/lɛ.pɪd.ˈæk.ɚɹ.ɔnz/) are the Farfolk race created with a rare Asperian moth. The original group that became the first Lepidacherons several millennia ago has since spread out across the world. It’s not too uncommon to see one at night, though they rarely travel in groups. Small towns with any permanent Lepidacheron presence show signs of their impressive skills with masonry. Lepidacheron settlements seem even more grand in comparison, though most of them are underground.
Lepidacherons don’t have a circadian rhythm, but still show nocturnal tendencies. This is due to their highly sensitive eyes. Daylight can blind them temporarily if they don’t have some sort of protection. This is another reason they make their homes in caves. Through applied druidry and botany, they created numerous plants that would bioluminesce and thrive in underground environments. Their cave paradises are an otherworldly sight, like ancient and still-living ruins buried beneath mountains.
Lepidacherons are very culturally spiritual, carrying on traditions from their ancestors many generations back. They often wander the surface near their caverns to find dying people and give them a final rite. While they don’t actually perceive any posthumous spirit going with them, they are said to guide the dead to numerous afterlives. Lepidacherons go along with this because it makes the grieving families feel more at peace. Lepidacherons have luminescent wings that shed every few seasons. The shedded scales can be ground up and dissolved into an oil that never stops glowing.
Lepidacherons are more psychologically differentiated from humans than most Farfolk races. While a different culture tends to emerge in Farfolk groups, they still tend to think similarly to humans. Lepidacherons are a lot more community-oriented and altruistic by nature than humans are. They also have very low emotional capacity, unable to feel strongly about anything compared to other races. This comes off as a demeanor of wisdom and detached empathy, but is really just a difference in how their brains work.
| Soul Component - 15% | Origin - 25,410 AT | Homeworld - Keppel | Classification - Farfolk |
The Maki (/ma.ki/) are a somewhat common idyllfolk race spread across the island of Ihmorgen. Adapted for the hot and humid conditions of the island, the Maki traditionally lived in small troops of thirty to fifty individuals. Since the invention of reliable fishing and agriculture, these troops have balooned into clans competing for territory.
| Soul Component - 9% | Origin - ~400,000 AT | Homeworld - Keppel | Classification - Idyllfolk |
Morika (/ˈmo.ɾi.ka/) are an insular Idyllfolk race most commonly found in southern Koeya and the islands east of the continent. What exactly they aligned themselves to in order to become an Idyllfolk race is unknown, a trend that follows for much of the information about them. While theoretically having up to ten million individuals in their population, they are rarely seen, and never close to any major settlement. Their faces are almost always covered, and the languages they speak tend to be so isolated from pseudodraconic-derived languages as to be incomprehensible.
Morika have a known set of stealth-related and deceptive sorceries. They can conceal themselves almost perfectly while holding still, create disorienting mirages, and even swap locations with nearby inanimate objects. How far the limits of these abilities go is not well known, but they supplement them with sophisticated tool-integrated techniques that make use of environmental obstructions and substances like smoke to conceal their movements better.
| Soul Component - 20% | Origin - 34,121 AT | Homeworld - Keppel | Classification - Idyllfolk |
One of the rare races that inhabits both the terrestrial and aquatic worlds, the Myrrekhia (/mɪr.ˈɛχ.i.ə/) are also one of the few Farfolk races that has the ability to evolve. As they are not descended from humans, the history of the Myrrekhia is one of joining a civilization made up mostly of its own prey species. Myrrekhia originated from a man-eating aquatic species of monster, one that used psychic attacks to weaken and lure in its prey. After millennia of feasting on humans and other intelligent races, they evolved to assimilate into a similar form and began hunting smaller prey.
Myrrekhia have inherited great control over their body's exterior, allowing them to change the coloration, texture, lumninescence, firmness, and many other properties at will. As their species became more humanoid, their psyche-penetrating magic weakened in all but a few individuals, limited now to reading minds whilst the heads of their targets are wet. With this, they are able to predict thoughts and actions and facilitate telepathy.
| Soul Component - 20% | Origin - 49-45,000 AT | Homeworld - Keppel | Classification - Farfolk |
Phanithra (/ɸa.ˈniθ.ɾə/) are a Farfolk race created from the human eclipse of the common Remnan raven. They are one of the more common races throughout central and southern Remna, and one of the most populus Farfolk races in the world overall. They are primarily nocturnal, and in many developed cities they fill out most nighttime jobs. Phanithra have very good intuition for math, a holdover from the ravens their ancestors eclipsed. They often put this to work in fields of both engineering and commerce.
In New Aegis, a city-state formerly belonging to the Phanithra-exclusive people of Aegis, the Phanithra are stereotyped as sneaky and greedy, as thieves and conmen. Despite the connections these prejudices have to the Aegis culture, the attitude is extended to any Phanithra who originates from elsewhere as well. Because of its vast influence on trade, New Aegis' image of "The Phanithra Scammer" has been spreading throughout Remna for the past few centuries.
Phanithra have small wings, which is normally not enough to allow them the power of flight. Their sorcery, however, is one of personal momentum augmentation, which lets them adjust the motion and force their own body endures however they please. This allows them, despite their lighter and smaller stature, to produce much more physical force than one would assume, as well as enabling flight and easier personal transit.
| Soul Component - 17% | Origin - 10,219 AT | Homeworld - Keppel | Classification - Farfolk |
A model of machine created by a skilled artificer and technomancer, Yttronius. While initially designed as an experiment to see if hybridizing synthetic and organic souls was possible, the project quickly devolved into the creation of robotic sex slaves. Shipped out throughout Criosis and mass-produced only to serve others, it’s no wonder they couldn’t be controlled or held down for long.
Hundreds of thousands of the Provenance (/ˈprɔ.vɛn.əns/) were created. They’re still being made in Yttronius’ labs. Since they were designed to be compatible with any race, the Provenance have worked their way to gaining rights and freedom in Criosis. Yttronius is under constant watch by the Provenance, and has been unable to create much of a market for their kind.
Provenance have the ability to reproduce, though only through hybridizing with organic lifeforms. Creating a fully synthetic offspring would require more criosidium to fashion a new brain, and criosidium isn't a common metal on Keppel. Their bodies aren’t designed to ever stop this process, and so clever measures have to be taken to prevent it.
| Soul Component - 17% | Origin - 1098 LE | Homeworld - Keppel | Classification - Synthetic |
The Runirgamur (/ˈr̥uː.niɾ.ga.ˌmʊɾ/) are a synthetic brand of being made to be disposable battlemages. Containing the most complex and densely woven criosidium core of any synthetic race, they were the pride of fabled technomancer Gyrda Erholsz. Their inherent spirituality was meant to help them act as an extension of magic for their many stored foci, but it ended up leading to the formation of an ideology. No longer content to be used for violence, they stained their hands one last time to end their master’s work, permanently.
The Runirgamur, though they exist in numbers nearing 30,000, are rarely seen. One of the foci mass-produced for them allows each to go almost undetected. They are spread across every continent in the world, and while they prefer to steer clear of civilization, they are willing to help lost travelers.
The Runirgamur are tinkerers by nature, armed with algorithmic knowledge of runes and a crystal-seeking module. Stray foci scattered across the world are mostly the result of their activity.
| Soul Component - 19% | Origin - 112 AT | Homeworld - Keppel | Classification - Synthetic |
Sakraumr (/sæ.ˈkɾa͡ʊmː.ɾ/) often appear in tales of lost travellers. Living in secluded semi-nomadic communities deep in the wilderness, they are a wild Idyllfolk race that can only be counted on with incredible luck. Some show benevolent tendencies, while others prefer to play tricks and deceit. Sakraumr are generally on good terms with other races. Several live in mixed settlements either seasonally or permanently. Their inborn musical talent is known worldwide. Some Sakraumr have rather wealthy lifestyles as musicians, music teachers, or other related careers.
Sakraumr are incredibly fast, able to springload every step into a powerful boosted jump. Their average stamina outcompetes most trained humans. Sakraumr communities usually have a focus on hunting, which can be a terrifying sight or sound to wanderers. Their war cries are distorted by the forests to a ghastly wail.
Sakraumr have weak compulsion abilities, which seem to be distantly related to the Draznachi contract abilities. This allows them to speak with some wildlife, and their voices can also carry an intimidation factor. One shout is enough to rouse panic in those without strong mental fortitude.
| Soul Component - 12% | Origin - 19,420 AT | Homeworld - Keppel | Classification - Idyllfolk |
Sielaummr (/ˈsiː.laʊmː.r/) are an incredibly old aquatic Farfolk race, dating back to almost the beginning of human civilization. They were originally formed from the human eclipse of a carnivorous type of seal-like monster, a species which has been long extinct since the Criosian Extinction. Sielaummr have thus been cut off from humanity in a fundamental way: no human can ever become a Sielaummr. They take appearances similar to Glaummer and inhabit many of the same waters as them. However, they have none of the same interests in civilization, instead taking to mostly-solidary nomadic lifestyles.
Sielaummr are dangerous, with their sorcery taking the form of hypnotic songs that force a deep sense of attraction on all non-Sielaummr who hear. It is not known why they sing from the rocks, why they lure in people of various races, or what happens to them afterward. Some theorize that people are eaten. Other romantics believe that the Sielaummr have a peculiar taste for all people not like them, seducing them under the waves until they drown. Some say that both are true, turning victims from sexual commodities into meals. The only throughline is that nobody has ever returned from the sea once they follow a Sielaummr's call.
| Soul Component - 16% | Origin - ~56,000 AT | Homeworld - Keppel | Classification - Farfolk |
The Tanmar (/ˈtaːn.mar/) have existed as a race for a lot longer than humans or even Canids, but due to the initial dependence on other races for their existence, they are not classed as a Cardinal race. They wander in nomadic tribes across arid climates, which covers most of Koeya and a decent chunk of Remna as well. During dry seasons, it isn’t rare to see them travelling through generally wetter areas.
Tanmar are made out of living flame. Their structure is semi-amorphous, but roughly humanoid in a relaxed state. While they don’t perish from water unless totally submerged, they do avoid contact with it. Tanmar need to consume and burn flammable materials as food. They don’t burn hot enough to do this on the outside, and are actually only warm to the touch when relaxed. One would expect Tanmar to leave scorched trails in their wake, but this isn’t the case. Controlling their internal temperature is a tricky ordeal, especially when altering their form.
While Tanmar generally don’t have differences relating to their origin, some part of it seems to exist fundamentally. Prime Tanmar are those who form from a hearth dragon’s ability. Ascendant Tanmar are former humans. Inheritor Tanmar are those born from other Tanmar reproducing. Again, there are no noticeable or measurable differences besides memories. If a Prime Tanmar and an Ascendant Tanmar stand together under the ray of a solar eclipse, however, they are obliterated, leaving only an infant of the most distinct variety of Tanmar: the Stelliferous Tanmar. Stelliferous Tanmar do not have any of the memories of their predecessors, nor do they seem to inherit any of their minds. They have a distinct sun-like head and a more solid body, which are notably not connected.
| Soul Component - 18% (24% Stelliferous) | Origin - ~10,000,000 AT | Homeworld - Keppel | Classification - Farfolk |
The Teirenni (/te͡ɪ.ˈrɛnː.i/) are thought of as the lightning equivalent to the Tanmar, a lightning-elemental race made from the human eclipse of natural lightning. They have historically been around for much longer than their race, as rapid instinctual eclipses in humans who are struck by lightning often create them. However, they did not have a substantial enough population to be a stable race until 1255 AT, which is how their origin is generally historically notated. Teirenni are semi-amorphous, able to change their shape moderately at will. They feed primarily off of environmental charges and metal.
Teirenni have to take care in their environment, both to avoid being drained of their energy and dispersed and to avoid harming everything around them. Most Teirenni wear insulating footwear to prevent themselves from being drained through conductive deposits of metal and stone. Some take this to the rest of their outfits as well, conserving their integrity as much as possible through insulation. Water does not harm the Teirenni, but what it allows is a broader circulation of their internal lightning, which tends to harm everything connected to them through the water.
| Soul Component - 18% | Origin - 1255 AT | Homeworld - Keppel | Classification - Farfolk |
One of the synthetic models designed for prolonged battles, made by engineer Vesper Tauri. She worried about her city being torn down from the outside, so she crafted what she thought to be perfect soldiers. The inherent knowledge of battle wasn’t enough, so she had them learn by fighting each other. Ironic that she didn’t see their violent rebellion coming.
Numbering at just over 2,000, the throneslayer tribe is spread over much of Remna, with a scant few appearing on islands off its coasts. They are tall, lumbering hunks of metal, noticeable by the small furnace-grate masks they tend to craft and wear. Despite having a greatly individualistic nature, they seem attached to their time as a unit.
Throneslayers were designed to be scavengers and tanks. They have great ability to attach metallic objects or mundane machines to their body. Over the decades, some have changed their entire body plan, opting out of their original humanoid design in favor of a bizarre variety of forms. Many have attached and perfected weapons to their bodies. It seems that you can take the robot out of the war, but you can’t take the war out of these robots.
Throneslayers have a great disrespect for authority, especially if they view it as arbitrary. They are bad news for any burgeoning warlord, who must potentially contend with all of them to create a sizeable empire.
| Soul Component - 12% | Origin - 999 LE | Homeworld - Keppel | Classification - Synthetic |
The Umbraani (/ɯm.ˈbraː.ni/) are a Farfolk race widely spread across the world, originating from an island off the eastern coasts of Asperia. They are the first of the five recognized Lazbacchic races, the oldest by nearly three thousand years. While more acclimated to cooler and drier climates, they exist in a much further range than one would expect. Even in climates they absolutely despise, they are known to persist, such as the city-state Blargen Fezzible Nohip on the tropical island Ihmorgen.
Umbraani have the ability to locally heat up their bodies to great temperatures, enough to light fires and cook meat on their own fingertips. This purely burns odhir, but the localized resistance to heat and subsequent cooling is somewhat biological, so it is slightly physically taxing. This ability is incredibly versatile, allowing temporary traversal of otherwise uninhabitable lands, complete resistance to the main power of fire magic, and the ability to cook foods and combat cold climates with no source of material fuel.
| Soul Component - 13% | Origin - 26,276 AT | Homeworld - Keppel | Classification - Farfolk, Lazbacchic |
Spirits
Spirits are a class of being whose body is primarily connected and bound by the logic of its súla rather than its physical matter. Notable shared traits are a soul component greater than 50%, reduced tangibility with physical matter, more amorphous structure, and looser but slower-reacting minds.
Enkaiennim is the catch-all term for the spirits born of Yahasain's nightmares. They come in the same distinct flavors as the colors called on by the unhallowed sun's sunstuff, Night Ink. While many of them remain unintelligent, a majority of them have awareness and personhood, forming the vast majority of the population throughout the sun's system. They only live for about two years at most, and in their short and transient lives they can accomplish little. Regardless, the structures they have built and the knowledge they have passed down is enough to call a civilization.
| Soul Component - 76% | Origin - 666,712 AT | Homeworld - Yahasain's planets, according to color | Classification - Solborne, specifically Yahadh |
Manifest Spirits, one of Regalion's two creations meant to fill in the rainbow of the Enkaiennim, make up a decent portion of Hvindþúl's population. Manifest spirits shine with yellow light and seem to be representative of anticipation. Able to use the energy keeping their forms stable to create powerful materials or items, they have an incentive to not act and simply wait. They take on more simple forms like bubbles, and are the most common type to condense from the environment. The energy they use does recover, but only very slowly. They are able to be forcibly influenced via magic to become something else, killing them. Spite at their death may convert them into Remnant.
| Soul Component - 75% | Origin - 666,712 AT | Homeworld - Hvindþúl | Classification - Solborne, specifically Regalionnan |
Remnant Spirits, one of Regalion's two creations meant to fill in the rainbow of the Enkaiennim, make up a large portion of the pupulation of Hvindþúl. They are bound by the ideals of nostalgia and regret, a longing for the past and the ability to change it, and are somewhat representative of memory. Remnant Spirits, unlike their Manifest counterparts, realize their potential by absorbing matter from the world around them, growing and changing into a more solid form as they live. They often take thousands of years to reach their final stages of growth, and only a handful have reached the end of their life cycle. Most destabilize and perish before this point, however.
Remnant Spirits rely on bone matter specifically for the later stages of their self-actualization, a material that is very hard to come by on Hvindþúl. The few living creatures that have perished there have long been used up, and this scarcity is what sparked a major conflict with the dragons living on the planet. The Remnant Spirits demanded the bones of the deceased dragons to be available for their consumption, and the dragons refused to give up their remains for what they considered desecration. This resulted in the largest war on Hvindþúl.
| Soul Component - 75% | Origin - 666,712 AT | Homeworld - Hvindþúl | Classification - Solborne, specifically Regalionnan |













