[h1][color=Green]Races[/color][/h1] [hider=Aberration]Aberrations (Unavailable)- The children of the mad realms. Beings from beyond the stars which are in no way native to the plane of Galendar. Aberrations have completely Alien Wills and access to completely unique magic. This is an NPC race due to the fact that a single Aberrant is easily as powerful as a small army. Aberrant blooded (Upon review only)- On incredibly rare occasions magic and the influence of one of the Elder Gods may bleed through into Galendar and infect a child in the womb. When this occurs the child is always born magic-less as Galendar's magic rejects interaction with Aberrations. These children are born normal unless they are exposed to Void Magic. A spatial tear, Summoning or a ripple from the Outer Door are the most common means of awakening. When an Aberrant Blood awakens they are forced into their Aberrant form based on which of the Elder God's spawned them and they become sensitive to Void magic although they are often unable to make use of it due to its incredibly limited existence in Galendar. After the initial surge of Void magic that caused their awakening wears off the child reverts tot heir normal form and usually without proper training by an Aberration or Aberrant cult will never be able to use their magic or Aberrant form until another such occurrence happens. If an Aberrant Blood awakens they will never die of old age. [/hider] [hider=Celestial]The tools of the Light six Children of Orieon the Celestials are a non native race to Galendar and are sentient pieces of the Divine realm sent into Galendar to do the will of the Gods themselves. There are three different variations of the Celestial due to their ability to procreate with other races. Angels (NPC locked)- Spirits of light that serve as agents for the Light six. Nephilim- Second Generation children of angels often possessing wings like their parents and occasionally powerful connections to a member of the Light Six. Light Scared- Any being with Angel blood in their veins often they possess physical characteristics which mark them as Light Scared but it is rarer for them to manifest any powers from their ancestors.[/hider] [hider=Demon]Demons are the Servants of the Dark six Children of Orieon. Not inately evil these beings are simply the counterpart of the celestials angels. They are fully capable of procreating with the races of Glanedar. As a result there are three generations of the demonic race. Demons (NPC Locked)- Servants of the Dark Six. Beings with incredibly powerful magics and physical might matching that of the Angels Cambion- Second Generation Demons bred with another race, most Cambion manifest magic or physical characteristics possessed by their parent. Chaos Scared- Any being with Demon blood in their veins[/hider] [hider=Djinn]The Djinn as a race are native to Galendar however their is great variety within the race based on their elemental mark. The vast majority of the Djinn tribes make their home in the Northern desert or along the border of Galendar and the Northern desert. There are five Djinn lineages which are composed of different elementally marked members. Elemental marks are separate from the lineage and are not bound to a particular lineage. Lineages can be inherited from either parent unless both parents are of the same lineage and then the child is always of that lineage. Children of Djinn and other races always express characteristics of their single parents lineage. Children of female Djinn and a human male are always Djinn. Children of male Djinn and a human female are always human. Children of Djinn and Angels or Demons always manifest either a shadow mark or a light mark. The Children of Djinn and Fae never manifest an elemental mark; however they always manifest a combination of the most prominent traits from both their Fae lineage and Djinn lineage. Jann- The lineage of poets, musicians, scoundrels and artists. Jann are said to be the luckiest of the Djinn lineages and are thought to bring good fortune with them wherever they go. Jann are slightly taller than the average height for humans and are often of slight build. Jann skin tones are range in color from Tan to copper. Ifrit- The lineage of assassins, spies, seers, craftsman and councilors. Ifrit are often seen as a mixed blessing. Often they are gifted in their art of choice but those who live near them are forever plagued by a litany of small annoyances. In Djinn communities Ifrit are often provided with a home and whatever they need to perform their craft. This home is typically on the edge of a Djinn community. No one is sure if this is a superstition or if Ifrit really do attract daily annoyances to those around them. Ifrit has skin tones that range in color from sky blue and steel to midnight blue. Ifrit tend to be of similar height and build to an average human. Shaitan- The lineage of mages. Shaitan are always born with the capacity for magic in some form or another. In addition to this Shaitan tend to be long of years more often than other Djinn; while most Djinn live for upwards of six centuries most Shaitan live for at least a thousand years. As a result of this longevity and a propensity for magic and academics Shaitan often become a villages Keeper of Names. Shaitan’s tend to be between a foot to two feet taller than a human and have a build comparable to that of a human their height proportionally. Shaitan skin tone tends to range from light grey to onyx or dark royal purple. Marid- The lineage of warriors, hunters, and adventurers. Marid are born bigger and generally stronger than other Djinn, while not as towering in height as the Shaitan, Marid tend to have powerful builds and an innate talent for combat, and other related skills. Mardi are always seen as a blessing to their tribes as they make the whole tribe safer with their presence. Marid range in skin tone from coral to dark crimson or bright red. Dao- Intellectually inclined, a Dao child considered to be a blessing to a community as a leader or a wiseman. Many Dao go on to be Elementalists for the Lord or Lady for whom they bare a mark. Dao share the height of their Marid brothers and sisters but with a typically more wiry frame. Dao’s skin tones range in color from light green to a dark emerald in skin color. The Elemental Marks: All Djinn are claimed by one of the elemental Lords or Ladies within two years of their birth. Unlike other Elementalists, Djinn never get to choose their Lord or Lady as they are all gifted with Channeled magic to a certain degree by each of their Elemental Sovereigns. One of the few races besides the Fae, Celestials, Infernals and Demonics to be granted innate channeled magic. Beyond that the granted magic of the Elemental marks, the marks also grant an innate resistance to natural and some magical forms of their Element. The marks include: Fire, Earth, Water, Air, Sand, Metal, Storms, Woods, Shadows and Light. There is no Elemental Lord of Light as Elsingdar has forbidden the Council of Elemental Sovereigns from raising an Elemental Lord of Light. The Children of Celestials who manifest the Elemental mark of Light have no sovereign and their power flows directly from Elsingdar. No pure blood Djinn has ever manifested a mark of Light.[/hider] [hider=Elementals]The living embodiments of the elements; Elementals range in power, form and intelligence greatly. The vast majority of Elementals are simply powerful or minorly annoying beings of magical energy and living pieces of their element. About thirty percent of the Elemental population are born with a humanoid form, an intelligence and a personality. All Elementals are channeled magic users from their parents particular bloodline. Regardless of an Elementals state of will they are always capable of using magic. Most sentient descendents of Elementals are hybrids usually with a parent of a different race.[/hider] [hider=Fae] Elder Sidhe- The Sovereigns of The Faerie Realm Arcadia. Elder Sidhe are always alien in their beauty with grace beyond anything a mortal could ever hope for. Elder’s come in a variety of forms and they are for the most part unique as heredity in Arcadia is dependent on the whims of one's parents and what they wish for their child to inherit. Due to this some Elder Sidhe children very much resemble their parents while some vary greatly from their parents. In addition to this all Elder Sidhe are capable of and innately talented with Wild magic. Due to their link to the world of Arcadia Elder’s can always access at least a portion of their magic even when exposed to anti magic. Elder Sidhe are also possess a variety of superhuman qualities in addition to their beauty; including incredible strength, speed, visual acuity, the list goes on and is largely based on the particular member of the species. Ogerons- Arcadian hard laborers, soldiers, spies, assassins, thugs and craftsman. While the Elder Sidhe may be the upper echelons of Arcadian society Ogerons are the vast majority of Fae society serving as the labor force and servants for the plans and machinations of their Elder Sidhe rulers. Despite what their name might imply Ogerons are a diverse subspecies of Fae including everything from hulking disgusting brutish creatures all the way down to the delicate nimble shark toothed sprites. This group also includes the Elder Ogeron lineages; the bastard children of Ogerons and Elder Sidhe. These individuals are often hated by both groups but are often intentional pawns in the games of their Elder Sidhe parents games and fated for greater things. At Least in the eyes of their parents. Gaelians- The children of The Erlking; Gaelians are a varied sub race of way which do not reside in Arcadia. The animal Fae are humanoid in form but have animal characteristics which vary greatly based on the tribe of Gaelians. Most of the Gaelian tribes live on the border of Theodar and Korvan right where the mountains turn into the golden grass planes of Galendar’s Northern province. Very little is known of these tribes other than their ability to produce some of the most important magic based materials in all of Galendar including Aether thread and Cold Iron.[/hider] [hider=Humans]The Flesh of Orieon the Titan, humans in comparison to all of the other races possess both the greatest boons and least power. Humans are born both with and without magic and can be born with everything from a purely average will all the way to a Superior will when a God-King or Queen is born. In addition to this incredible variety in talent and will humans are also the most prolific race in Galendar in addition to being capable of breeding with all of the other races. This final ability stems from the fact that they were crafted in Orieon’s final hour before his fall when he pulled the flesh from his body and crafter their race from it.[/hider] [hider=Infernals/Binders]Binders- In addition to Arcadia there is another parallel world. The home of fate and luck themselves; this is also the home of the Binders. Binders are the children of Orieons mind and are privy to the ebb and flow of fate itself. These beings are capable of influencing the course of history but always for a price. Prior to the Aberration Wars the first time the Outer Door was destroyed the Binders were often summoned by Kingdoms for the purpose of determining the best course of action and were compensated in kind. When the Binders interfered in the Aberration conquest of Galendar the Aberration High Priests leveled a Lineage curse on them that erased everything good they had done from living memory. As a result Binders came to be called Infernals or Devils, with it came the name for their realm: Hell. The second effect of the Lineage curse was to contort the children of the Binders contorting their forms and making them reflect the horror stories that now surround the Binders. Ture Binders are now incredibly rare and the Lords of Hell rarely leave their realm and now make cold war against one another believing that perhaps their curse is the result of some personal failing of the race. Much of the populace of Hell is now humans, half blood binders and other races which have been spirited away to Hell as part of a contract with the Binders. Fiends- The second generation children of Infer’s bread with another race, the most likely of the Binder’s children to manifest the physical effects of the curse turning them into horrid monsters. Hellspawned- Any being that posses binder blood is considered a Hellspawn even if they are several generations removed from the Binder that originally sired them. Even at this dilution of Binder blood some Hellspawn may still suffer the effects of the Lineage curse.[/hider] [hider=Orcs]Orc- The original inhabitants of Galendar and Orieon’s second generation of children. After Orieon created the True Dragons it created the Orcs. These powerfully built beings were sculpted from pillars of salt which had risen from the waves of the Azure waste. Originally seafarers the Orc clans colonized the coast of Galendar all the way up to the very northern edge of the Northern Kingdoms. Following this they moved inland just before the fall of Orieon and the extinction of the True Dragons. After the devastation of Orieon’s death the Orc clans were scattered by the rising tide of humanity which had been birthed only moments before the death of Orieon. Unlike their brutish and rugged exterior might suggest Orcs are one of the most intelligent races in all of Galendar and their Libraries and Archives in the Glimmering Isle house some of the only complete histories of the world in existence. In addition to this their stature and strength also make Orcs incredibly formidable opponents capable of matching even battle-bred Ogerons in head to head combat.[/hider]