Inhabitants
WIP of prominent races that inhabit Altais II.
Rules:
These are mostly guidelines.
These guidelines can be broken or expanded on within good reason or for fun.
Human
A recently arrived, but somehow a very common inhabitant that have arrived to Altais.
Humans reach adulthood in late teens, and live less than a century. The ratio between male and female is an even split. Humans may also refer to themselves as multiple or no gender whatsoever.
Humans can be found all over the world of Altais. Humans are more commonly found as city and settlement inhabitants. Some humans may live nomadic lifestyles but it is generally very rare. It is very common for most groups of humans to settle down in one area and grow that community over generations.
Physical AppearanceHumans are a broad spectrum when it comes to looks. They typically stand from 5 to 6 feet tall. Skin and hair colors range from very dark to very light. Their body frames are just as varied depending on lifestyle, humans that live in more working environments may have more muscle than a scholar who sits at a desk almost every waking moment for example.
Elf
Elves are one of the more common, if not more common than humans, inhabitant found in Altais.
Elves reach adulthood in their late teens, and are immortal. Their ratio between male and female is an even split, but often don't define themselves based on sex or gender. Some may be genderless, some may refer to themselves as multiple genders. Sometimes these elves may be referred to as "city elves" as they're found in cities and settlements, and have been living in developed areas their entire lives.
Elves can be found all over the world of Altais though they tend to stick out in some areas because it is uncommon for them to travel. The biggest populations of elves are found in Ash'm, Raiu, Old Rheims, Fazluna, and Milu Elch.
Physical AppearanceThe elves of Ash'm, Raiu, and Old Rheims are the most common elves to be found, they have a standard 5 to 6 feet average height. Their skin can be dark to pale, as well as their hair. Their most defining trait are pointier and slightly elongated ears.
Their body frames, just like humans, depends on their lifestyle. Elves from Ash'm and Old Rheims range from scholars or knights so those lifestyles might dictate whether they're on the slender or larger side. Raiu elves are constantly fighting for survival against the harsh weather conditions and might be larger and hardier.
Elves often might share traits with other inhabitants, since it is very common for elves to intermingle with many others.
Elchorn Elves
Elchorn elves are touched by the god Elkhorn. Sometimes they can be refered to as Elkhorn elves. These elves are only found in the Milu Elch territories because of the harsh jungle and forest environments.
They have grown to have defining traits that vary from hooved feet, deer-like antlers, and rarely deer ears. Living among the wildlife and trees, they tend to have darker complexions. Their hair colours are often dark from black to brown hues, but also bright, fiery orange to red hues.
Some Elchorn elves may have a rare trait where their hair or fur colours change with the seasons to help navigating and camouflaging with foliage of Milu Elch with ease, During winter they have bright, striking white hair and fall they may have a bright orange.
Elchorn elves average a 5 foot height and don't typically grow taller than 5 and a half feet, and are rather lithe in nature.
Luna Elves
Luna elves are touched by the god Zahra. Sometimes they're also known as Star elves, or Lunar elves, though mainly named after Luna as they are common in Fazluna and stick out elsewhere.
Their defining traits may vary. Skin tones range from blue to purple hues, sometimes an obsidian black or a plaster white (just like Zahra himself). Hair colours are also the same; blues, purples, whites, and blacks. Often, it seems like stars twinkle across their hair or skin (which often can be mistaken for freckles if on the skin).
Celestis
Celestis is a rarer sight in Altais, only found in a small amount of places, but they tend to be more common in said places.
Touched by gods, these inhabitants either descended from celeestial beings, or their bloodline carries it. This may come forth in many ways from physical appearances to innate magical capabilities.
They reach adulthood in the late teens, and can live for about two to three centuries. It's more common to find female Celestis rather than male ones. Though, some may define themselves to be genderless or with multiple genders.
They are often only found in Ash'm. It is rare forthem to travel, so finding one outside of Ash'm may allow them to stick out among the crowd.
Physical AppearanceCelestis have a standard 5 to 6 feet average height. Their skin can be dark to pale, as well as their hair.
They often carry traits that may be subtle but considered otherworldly: strangely colored eyes that may glow or be darker than usual or markings on their skin.
On very rare cases, some Celesti have a halo or wings that are always on display. These are Celesti that are incredibly close in bloodline to who they descended from. These type of Celesti are often treated as more special than most, some getting granted special privileges in Ash'm.
Iblis
Descended from or carries the blood of a fiend/devil being.
Defining traits vary: horns, tails, bat wings. Skin tones can be from common human skin tones colours or uncommonly hues from reds, purples, blues, golds, greens, and blacks.
Lapi
Small, long-lived rabbit creatures. Known for studying and navigating stars and space.
Only found in Fazluna.
Vulpi
Long-lived humanoids. They look very similar to any human, however they have an innate capability to varying fox-like forms.
Some forms reflect their heritage with fox ears or tails. Some take on a full humanoid fox form. Some are completely humanoid without animal-like features. Some can shapeshift into a small quadruped fox form.
Only found in Ein Ayin.
Kobold
Small dog-like creature. They vary looking like different types of canines.
Very short-lived. Very friendly. Very fiesty.
Undine
Undine are humanoids that share or carry blood from water-associated beings.
Physical AppearanceUndine, depending on their bloodline/ancestors they share similar traits with beings like nymphs, sirens, mermaids, etc...
Their traits may surface in various ways from shiny fish scales all over their body, gills on their neck, webbed fingers and feet, fins that grow out of their body in several places, or even long tails (that may or may not replace their legs instead).
Some undine may look extremely colourful, having bright seaweed growing out of their head, or bright fishscales and eyes. Sometimes they can look more muted or dark, allowing them to blend in deeper waters. Some may be lanky body types built for speed, travel, etc., or larger and bulkier body types built for combat, weathering certain weather conditions, etc.
Zveris
Long-lived, beast-kinn kind of race. Often carries traits and features of the beast they share the blood of.
Lycanthrope
Can also be alternatively called 'shifters'.
Lycanthropes can be the product of one or two ways: being bitten by a lycanthrope and letting the curse take hold before curing or completing a blood, druidic ritual underneath the full or new moon. There are surely other ways to trigger the curse, but not as common as these two.
Physical AppearanceShifters often resemble the species they were before taking on the curse.
Behind their deceptive humanoid appearance is a monstrous hybrid that's half-animal/half-humanoid that they can transform into.
The cursed counterpart is most commonly a wolf, but others includes; bear, jackabl, rat, boar, raven, vulture, tiger, bat, lion... etc... From there, these shifters may be refered to as "Were(beast name)" (werewolf, wereboar, wererat...)
CurseThe transformation can be voluntary, but also involuntarily on new and full moons where they return to their humanoid state upon dawn. No matter what, the transformation takes a toll on their mind and body, leaving the shifter in an exhausted, weakened state after transformation. Typically their transformations are usually a last resort.
The shifter's willpower often influences the curse. Newly turned shifters have weak willpowers, so often when they transform they go berserk and don't remember much afterwards. Though, with time and effort, most can coexist with their curse and learn to curb the dangerous urges that come with it. Some shifters can be born naturally and have the curse from their parent(s) passed down, they seem to naturally have an easier time handling the curse.
Vampire
Immortal humanoids, cursed with a thirst for blood.
Defining traits will always be sharp teeth or fangs. Some may be capable of innate magical abilities, or have claws for weapons. Some can shapeshift into bats or wolves.
Trueblood
The thirst for blood is the only thing that links these vampires with their same kind they deem 'lesser'. They're much more similar to the humanoids of this world rather than their own kind. While they share appearances with most humanoids, they also share intelligence and behavioural patterns. Rather than being reclusive and hiding away, they're fond of cities or any populated area where they can deceptively live a normal life. Truebloods are as about as close in bloodline to "True" vampire as one can get, their blood is as pure and powerful as it can get, not diluted with other mortals; the best comparison is these vampires basically have a royal blood.
Truebloods are truly immortal, only another Trueblood can kill another. The most another (lower) vampire can do, or anyone else renders them into a coma-like state where they will slowly regenerate. Depending on the damage, this can take from several years, to decades, to centuries...
These vampires do not need to drink blood to survive. They will always have some sort of strong magical capabilities that is unique to their bloodline (ie: The Eisenlein family was known to have a strong bond with the shadow realm, so they often possess strong shadow magics) ontop of a vampires typical magical kit.
Due to their nature, they're extremely hard to come into contact with since they can live among people very effortlessly without being exposed. Some are also not entirely dangerous to other humanoids anyway, sometimes they avoid humanoids alltogether or sometimes work altruistically and provide aid.
Other Types
These vampires are what Truebloods would call 'lesser'. Most are these categories are more social in nature, since their society is often based more on social hierarchial distinctions. Though, some definitions can be tied to physical traits.
Highblood: In vampire and even some human societies these are vampires that intermingle with the more wealthier and noble populations and societies. They're just as prideful and haughty as some Truebloods (albeit more selfish in a lot of cases) calling all the rest of the vampires 'lesser' as well... Only to shrink away when their true royals enters the room. These vampires often build rich societies where they live, being tight nit and do their best to live among their mortal counterparts.
Vagrant: Vagrants are vampires that don't really have a place to call home. They don't live in any sort of society, and tend to be more secluded; living in ruins or forests then only wander out to hunt.
Turned: Once mortal, turned immortal. Definitely the weakest type of vampires, but some are capable of honing strengths with years of practice.
Volatile: Vampire that have lost themselves to the thirst of blood that go feral to get any drop of blood or morsel. Usually, at this point, there's no point of return and they just have to be put down since they have no sense of self anymore. Turned vampires are more prone to becoming volatile, but it can happen to anyone if they don't get their much needed blood.
Facts vs Myths- Truebloods are not harmed by silver. Vampires short of Truebloods can be wounded by it.
- Vampires don't burn or turn to ash in the sunlight. It heavily weakens them and if they have a choice they will avoid sunlight all together. Though, they have adapted and can tolerate daylight.
- The typical myths of garlic, holy symbols, and holy water do not actually affect them.
- They don't have reflections in mirror, and they also do not have shadows.
- Rushing water doesn't harm them.
- They can be decapitated or staked through the heart, but it doesn't kill: it's more of an inconvenience that takes time to regenerate.
Maniken
Automatons. Robotic humanoids. Often made or metal, gears, and steam. Some have batteries powered by eletricity and lightning or arcane batteries that are powered by magic.
They always have some sort of creator which is deemed their master. They are always compelled to listen to their master. Ownership can be transferred making manikens very popular to make and sell for just about any purpose imaginable.
Made to be weapons to fight in militaries and wars, or built for grunt work. A more recent breakthough produced Maniken with sapience, thus giving them the name Maniken from that moment onwards. The newly founded sapience, pushed inventors into creating Maniken that looked more life-like and giving them purpose outside of war. However, many concerns lie within allowing such things for these factory/lab-made creations that are meant to solely serve.
Physical AppearanceNowadays, "New Models" look eerily humanoid and life-like, some are to the point that they're hard to distinguish them from an actual humanoid. Despite being less their materials are with either magic, or sturdier and lighter materials still giving them the same defense that an old model could have.
"Old Models" of maniken lack the sapience the new models have and look more blatantly robotic; a blend of organic and inorganic material. Cords infused with alchemical fluids to look like muscle that wrap around frameworks of steel or copper. They may have amored plates that reinforce their joints or give them protective shells.
RulesUpon creation, their creators must program the following into the Maniken's sapience:
- Obedience: They must always listen to their creator, and owner no matter what.
- Trust: They must never tell a lie.
- Safety: They must never harm a living humanoid (unless they were made for said purpose).
Drakis
Carries the blood from ancient dragons.
Drakis are very rare, almost one in a million rare- at least this is what most people say. It's hard to say whether these inhabitants hide away from most of the world, or they truly are just that rare. The only sighting so far has been in Ein Ayin.
Physical AppearanceDrakis tend to look like most humanoid from skin tones, hair colours, and height.
Most commonly, they have a set of horns, and scales. Scale placement varies, but often lie on regions of the skin where it's thin (cheeks, wrists, hands, etc...). They also can have sharp claws and teeth. These traits often get Draki mixed up with Iblis, especially because of the horns. In more rarer cases, they may have a tail or a set of wings capable of flight.
CapabilitiesLike the creatures they share the blood of, the most common capability a Drakis could have is breathing an element (fire, lightning, ice, acid, poison, etc.).
Drakis can become strong users of arcane, however it is only seen in Drakis that are born with a tail.
Notes
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