Races of Sestyra
POSTED ON Jul 18, 2022 11:46:58 GMT -5
Post by Skive on Jul 18, 2022 11:46:58 GMT -5
Several races populate the lands of Sestyra. In ages past, great specifications of peoples caused division between them, and so races are now instead defined by classifications of broad biological origin. Within these classifications are great, boundless variety, and such diversity is found even greater in recent ages, where the mingling of races results in the mixing of blood and family, where nearly all races are capable of reproduction with each other. Such hybrids often choose to classify themselves as a single race, or hyphenate the races of their parents. (An individual with Human and Fey parentage may choose to consider themselves either “Human”, “Fey”, or “Human-Fey”)
Humans
The most common race found throughout Sestyra. Diverse and numerous, these hearty folk can persevere almost anywhere. Early tales speak of Humans being among the youngest of the many races, emerging among their ancient peers with a boundless youth and enthusiasm to them, crossing the continents and finding homes in even the most unlikely places. They live short, plentiful lives, known for their peerless innovation and ambitious spirit. It is perhaps because of their comparatively shorter lifespans that they are among the most driven of people, striving to accomplish in a single, brief life what others would complete in ten. They mingle well with others, united by a common language in our current age, and are highly adaptable.
Fey
These fair and beautiful people can trace their lineage to the Feywood, named after their ancient homeland. Though the Feywood was nearly completely destroyed many millennia ago, the Fey have found homes in other parts of the world, preferring lush, green places which speak to their earthly nature. They live long lives, up to half a millennia in age, where they traditionally spend their years honing their magic or their skills. These are historically great mages and powerful and capable hunters, finding great proficiency in their chosen fields, with an intimate connection to the earth which enhances their ancient power. Some Fey have abandoned these ancient ways over many years, choosing instead to live their long lives in the pursuit of pleasure and splendor. Fey reach maturity at around 20 years of age, where their growth and aging then slows significantly, retaining their youthful appearance for many centuries of their lives.
"Fey" encompasses all people who are (or are variants of) what was formerly known as Elves, Fairies, Eladrin, and Satyrs.
Beastfolk
Many ages ago, the Beastfok were discriminated against for their animal-like appearance, many considering them no better than wild beasts. Recent times have shown that their animal traits make them proficient in various unique skills and trades, and allow them to adapt to certain environments better than others. They often have keener senses such as sharper eyesight, acute hearing, and a remarkable sense of smell, and a natural instinct that gives them foresight and reflexibility to sense danger and quickly respond to external threats. They can sense the change in pressure before a natural disaster, and can dodge an arrow better than any other. Their natural instincts are unmatched, making them an asset in both adventuring and business. Their animal traits are inherited, and they historically lived in large family units. Though the origin of these traits are unknown, old legends speak of the first Beastfolk being cursed humans, and such a curse has persisted for ages uncounted.
"Beastfolk" encompasses all who are within the spectrum of people with animal characteristics, which spans from anthropomorphic animals to humans with animal features.
Smallfolk
These lively people are ancestral relatives to the first Humans, significantly shorter in stature but just as resilient. They tend to be of good nature and temperament, though make for fierce warriors and rogues alike. Many live in rural settlements or underground towns, and typically find large cities ill-accommodating for their stature. They make for experienced farmers and miners, though their shorter limbs and stout frames make them poor swimmers and are thus ill suited for fishing and sailing. They tend to find happiness in simple matters and ordinary pleasures, with a hearty constitution that allows them to drink alcohol and eat food in great quantities. Those who have ventured into cities find great success in both the arts and craftsmanship.
"Smallfolk" encompasses all people who are (or are variants of) what was formerly known as Dwarves, Halflings, and Gnomes.
Merfolk
The many aquatic humanoids who live below the water’s surface are called Merfolk, finding home from the deepest depths of the oceans to the shallows of modest rivers. Many live isolated lives away from modern society, and such tribes of Merfolk are often primitive or predatory, preying even on members of the other civilized races. Others live in grand, underwater cities, engaging in the arts and pursuits of leisure, believing their ways to be grander than those of the “Landwalkers”. These Merfolk are undeniably proud and value ancient family lineages and traditions that go back many millennia. Set in their ways, many don’t venture to the world above. Those who do venture on land find success in fishing, sailing, hunting, and even magic, and they are highly sought after by pirates and sailors who believe that the Merfolk’s knowledge of the waters to be invaluable. Those possessing of fins may freely glamour more human forms to walk on land, but would still feel vastly more comfortable in water.
"Merfolk" encompasses all people who are (or are variants of) what was formerly known as Mermaids, Tritons, Sirens, Naga, and Sea Elves.
Ogroids
Innovative and fearsome, there is no better at making and inventing than the Ogroids. They were once fierce, warmongering people who participated in great campaigns of bloodshed and violence against others. A pact made during the Long Summer War, 500 years ago (Third Era), saw that the Ogroids were rehabilitated and assimilated into civilized society by the ruling nations. It was then revealed that the Ogroids had a valuable knack for building and industrial invention, with a detail-oriented mind which once aided them in war, now serving to make them among the most accomplished craftsmen and builders in the modern era. Most have forgone their ancient, violent ways in favor of dedicating themselves to various crafts and trades within cities, though many have also branched out into mercenary work.
"Ogroids" encompasses all people who are (or are variants of) what was formerly known as Orcs, Goblins, and Ogres.
Celestials
When the Divines once walked the earth and mingled with mortals, tales of demi-Divine children became prominent— mortal offspring of the Gods themselves. With the Divines maintaining their silence, such tales are just that. Stories. Only… we know them to be true, because rarely, the dormant blood of the Divines will result in the birth of blessed children. Parents may go their entire lives unaware of any ancient Divine heritage between them, only to one day birth a child with a heavenly aura, possessing incredible fortitude, beauty, and good fortune. These individuals— Celestials, as they’re often called— can be of any racial origin, identified primarily through their luminous features and an inclination towards light magic. Very few Celestials grow up knowing the identity of the Divine they are distantly descended from, and some could be descended from minor Divines, like nature and elemental spirits. Such qualities will often be evident in their physical features and their magical inclinations.
Celestials can be born from parents of any race, and their features will reflect this.
Infernals
In a similar manner to Celestials… Infernals are the descendants of the offspring of man and demon, when demons entered our world and brought about the Coldfire War in the early Third Era. Though unions between man and demon are rare now, the children of those offspring had formed communities, intermingled with other Infernals, creating the race as we now know it— Infernals sire children with each other, giving birth to children without direct demonic parentage. Infernals have gone to great lengths to form a culture and identity devoid of their demonic origin, though many of the other civilized races looked down on them for centuries. It is only in recent decades that Infernals have come to be known for their natural charm and wit, being prized as artists and performers, and being especially quick learners in practical environments. Centuries of self-preservation have taught Infernals to be crafty and keen, making them prized diplomats, courtiers, and traders. Their lifespans vary, though it tends to be short, like Humans’.
"Infernals" encompasses all people who are (or are variants of) what was formerly known as Tieflings, and any with "demonic" features (such as horns).
Shades
Shades are creatures of the night. In ancient times, this term was used to refer to all manner of undead, from vampires, to reanimated skeletons, to walking corpses, to ghosts haunting dark mires. Now, it refers to all who suffer from an incurable curse or ailment, be it an enchantment of undeath or a craving for human innards. The term is broad, and was once spoken with fear and reverence— People sought to destroy what seems evil and impossible to comprehend. Though some shades are incapable of natural reproduction (as they are often made, not born), there are others who are able to sire children, creating ancient bloodlines of Shades who carry the curses and burdens of their parents. These Shades drink blood or subsist on raw flesh, they persist for centuries and live in isolated communities, working to preserve and protect themselves and other Shades, and typically limit their interactions with the non-Shaded majority. Though races like Ogroids, Beastfolk, and Infernals have largely overcome the negative impressions placed on them by others, Shades have yet to be broadly recognized as accepted members of Sestyran society. Most Shades hide their identity from the public and operate within the protection and jurisdiction of the Gloomheart Court, a Shade-run organization that primarily seeks to provide blood and flesh to their brethren in more humane ways, striving to solve the ethical dilemmas of their nature by proving that peaceful coexistence is possible. The Magian Council has made recent efforts to reach out to the Gloomheart Court for support in offering work and housing in Pont-Ciel to Shades all across Sestyra, hoping to bridge the differences between the living and the dead.
15 years ago, Shades played a prominent role in the Dusk War. Many Shades make their home in Avarell… regardless of whether or not Shades supported the former Archbishop in his crusade, many willingly fought for their nation. As Avarell lost the war, Shades struggled to recover from the loss and defeat and it led many to look upon them unfavorably— impressions that still have an impact today.
"Shades" encompasses all people who are (or are variants of) what was formerly known as Vampires, Undead, or those possessing curses that puts them in a state between life and death.
──────
Humans
The most common race found throughout Sestyra. Diverse and numerous, these hearty folk can persevere almost anywhere. Early tales speak of Humans being among the youngest of the many races, emerging among their ancient peers with a boundless youth and enthusiasm to them, crossing the continents and finding homes in even the most unlikely places. They live short, plentiful lives, known for their peerless innovation and ambitious spirit. It is perhaps because of their comparatively shorter lifespans that they are among the most driven of people, striving to accomplish in a single, brief life what others would complete in ten. They mingle well with others, united by a common language in our current age, and are highly adaptable.
──────
Fey
These fair and beautiful people can trace their lineage to the Feywood, named after their ancient homeland. Though the Feywood was nearly completely destroyed many millennia ago, the Fey have found homes in other parts of the world, preferring lush, green places which speak to their earthly nature. They live long lives, up to half a millennia in age, where they traditionally spend their years honing their magic or their skills. These are historically great mages and powerful and capable hunters, finding great proficiency in their chosen fields, with an intimate connection to the earth which enhances their ancient power. Some Fey have abandoned these ancient ways over many years, choosing instead to live their long lives in the pursuit of pleasure and splendor. Fey reach maturity at around 20 years of age, where their growth and aging then slows significantly, retaining their youthful appearance for many centuries of their lives.
"Fey" encompasses all people who are (or are variants of) what was formerly known as Elves, Fairies, Eladrin, and Satyrs.
──────
Beastfolk
Many ages ago, the Beastfok were discriminated against for their animal-like appearance, many considering them no better than wild beasts. Recent times have shown that their animal traits make them proficient in various unique skills and trades, and allow them to adapt to certain environments better than others. They often have keener senses such as sharper eyesight, acute hearing, and a remarkable sense of smell, and a natural instinct that gives them foresight and reflexibility to sense danger and quickly respond to external threats. They can sense the change in pressure before a natural disaster, and can dodge an arrow better than any other. Their natural instincts are unmatched, making them an asset in both adventuring and business. Their animal traits are inherited, and they historically lived in large family units. Though the origin of these traits are unknown, old legends speak of the first Beastfolk being cursed humans, and such a curse has persisted for ages uncounted.
"Beastfolk" encompasses all who are within the spectrum of people with animal characteristics, which spans from anthropomorphic animals to humans with animal features.
──────
Smallfolk
These lively people are ancestral relatives to the first Humans, significantly shorter in stature but just as resilient. They tend to be of good nature and temperament, though make for fierce warriors and rogues alike. Many live in rural settlements or underground towns, and typically find large cities ill-accommodating for their stature. They make for experienced farmers and miners, though their shorter limbs and stout frames make them poor swimmers and are thus ill suited for fishing and sailing. They tend to find happiness in simple matters and ordinary pleasures, with a hearty constitution that allows them to drink alcohol and eat food in great quantities. Those who have ventured into cities find great success in both the arts and craftsmanship.
"Smallfolk" encompasses all people who are (or are variants of) what was formerly known as Dwarves, Halflings, and Gnomes.
──────
Merfolk
The many aquatic humanoids who live below the water’s surface are called Merfolk, finding home from the deepest depths of the oceans to the shallows of modest rivers. Many live isolated lives away from modern society, and such tribes of Merfolk are often primitive or predatory, preying even on members of the other civilized races. Others live in grand, underwater cities, engaging in the arts and pursuits of leisure, believing their ways to be grander than those of the “Landwalkers”. These Merfolk are undeniably proud and value ancient family lineages and traditions that go back many millennia. Set in their ways, many don’t venture to the world above. Those who do venture on land find success in fishing, sailing, hunting, and even magic, and they are highly sought after by pirates and sailors who believe that the Merfolk’s knowledge of the waters to be invaluable. Those possessing of fins may freely glamour more human forms to walk on land, but would still feel vastly more comfortable in water.
"Merfolk" encompasses all people who are (or are variants of) what was formerly known as Mermaids, Tritons, Sirens, Naga, and Sea Elves.
──────
Ogroids
Innovative and fearsome, there is no better at making and inventing than the Ogroids. They were once fierce, warmongering people who participated in great campaigns of bloodshed and violence against others. A pact made during the Long Summer War, 500 years ago (Third Era), saw that the Ogroids were rehabilitated and assimilated into civilized society by the ruling nations. It was then revealed that the Ogroids had a valuable knack for building and industrial invention, with a detail-oriented mind which once aided them in war, now serving to make them among the most accomplished craftsmen and builders in the modern era. Most have forgone their ancient, violent ways in favor of dedicating themselves to various crafts and trades within cities, though many have also branched out into mercenary work.
"Ogroids" encompasses all people who are (or are variants of) what was formerly known as Orcs, Goblins, and Ogres.
──────
Celestials
When the Divines once walked the earth and mingled with mortals, tales of demi-Divine children became prominent— mortal offspring of the Gods themselves. With the Divines maintaining their silence, such tales are just that. Stories. Only… we know them to be true, because rarely, the dormant blood of the Divines will result in the birth of blessed children. Parents may go their entire lives unaware of any ancient Divine heritage between them, only to one day birth a child with a heavenly aura, possessing incredible fortitude, beauty, and good fortune. These individuals— Celestials, as they’re often called— can be of any racial origin, identified primarily through their luminous features and an inclination towards light magic. Very few Celestials grow up knowing the identity of the Divine they are distantly descended from, and some could be descended from minor Divines, like nature and elemental spirits. Such qualities will often be evident in their physical features and their magical inclinations.
Celestials can be born from parents of any race, and their features will reflect this.
──────
Infernals
In a similar manner to Celestials… Infernals are the descendants of the offspring of man and demon, when demons entered our world and brought about the Coldfire War in the early Third Era. Though unions between man and demon are rare now, the children of those offspring had formed communities, intermingled with other Infernals, creating the race as we now know it— Infernals sire children with each other, giving birth to children without direct demonic parentage. Infernals have gone to great lengths to form a culture and identity devoid of their demonic origin, though many of the other civilized races looked down on them for centuries. It is only in recent decades that Infernals have come to be known for their natural charm and wit, being prized as artists and performers, and being especially quick learners in practical environments. Centuries of self-preservation have taught Infernals to be crafty and keen, making them prized diplomats, courtiers, and traders. Their lifespans vary, though it tends to be short, like Humans’.
"Infernals" encompasses all people who are (or are variants of) what was formerly known as Tieflings, and any with "demonic" features (such as horns).
──────
Shades
Shades are creatures of the night. In ancient times, this term was used to refer to all manner of undead, from vampires, to reanimated skeletons, to walking corpses, to ghosts haunting dark mires. Now, it refers to all who suffer from an incurable curse or ailment, be it an enchantment of undeath or a craving for human innards. The term is broad, and was once spoken with fear and reverence— People sought to destroy what seems evil and impossible to comprehend. Though some shades are incapable of natural reproduction (as they are often made, not born), there are others who are able to sire children, creating ancient bloodlines of Shades who carry the curses and burdens of their parents. These Shades drink blood or subsist on raw flesh, they persist for centuries and live in isolated communities, working to preserve and protect themselves and other Shades, and typically limit their interactions with the non-Shaded majority. Though races like Ogroids, Beastfolk, and Infernals have largely overcome the negative impressions placed on them by others, Shades have yet to be broadly recognized as accepted members of Sestyran society. Most Shades hide their identity from the public and operate within the protection and jurisdiction of the Gloomheart Court, a Shade-run organization that primarily seeks to provide blood and flesh to their brethren in more humane ways, striving to solve the ethical dilemmas of their nature by proving that peaceful coexistence is possible. The Magian Council has made recent efforts to reach out to the Gloomheart Court for support in offering work and housing in Pont-Ciel to Shades all across Sestyra, hoping to bridge the differences between the living and the dead.
15 years ago, Shades played a prominent role in the Dusk War. Many Shades make their home in Avarell… regardless of whether or not Shades supported the former Archbishop in his crusade, many willingly fought for their nation. As Avarell lost the war, Shades struggled to recover from the loss and defeat and it led many to look upon them unfavorably— impressions that still have an impact today.
"Shades" encompasses all people who are (or are variants of) what was formerly known as Vampires, Undead, or those possessing curses that puts them in a state between life and death.
──────
The Faceless
The Faceless are a species of dubious origin. We know they come from the Empty Plane— a world spoken of but never seen— but who or what created them is unknown to us. Like many records of the ancient past, any information regarding their purpose and origin has too been lost to time. One thing is certain: they are a threat to all life, and any that are found are put down immediately. They slip through the cracks between planes, appearing rarely in all corners of the continent. Some people may go their entire life without encountering one, while some distant settlements may be subject to Faceless raids… Rare though they are, they pose an immediate threat, and every governing power in Sestyra agrees that no Faceless is worthy of your compassion, as mercy may cost you your life.
The Faceless, in their native form, are shapeless and featureless. They lack identifying traits, and appear as shadowy, fleshy shapes, as though they are made of tar and oil. Their sole reason for existing is to become Living by any means necessary. They do this through Consumption, a gruesome and ritualistic devouring of either the body or the soul of living things. Their body absorbs, drains, or devours those of others, and as they absorb more bodies, they are permanently disfigured— adopting those features.
The Faceless take on the traits and qualities of that which they Consume. This can be the development of skin and organs, hair color, facial features. The more they Consume of a person or thing, the more qualities they steal. A Faceless stealing the heart and lungs of a person may find that person dying in a gruesome way, robbed of these vital organs. A Faceless stealing one’s soul may result in an untouched corpse, depleted of life but without any visible signs of cause of death.
Some Faceless reach a point of completion or satisfaction with their Humanity, where they no longer feel the desire to Consume and instead try to integrate into society, blending into communities with little indication that they were anything else.
There are two kinds of Faceless: Greater Faceless, and Lesser Faceless. These classifying terms are not determined by the power of a Faceless, but are instead determined by how “Human” they are, with Greater Faceless being more Human, and “Lesser” Faceless being less so.
Greater Faceless
These are Faceless capable of complex thought. They more closely resemble people, with an innate desire to steal anthropomorphic traits and forms to become more human. As they develop souls and physical features, they develop personalities and personal traits, sometimes taken from their victims. Greater Faceless do not have memories prior to their first Consumption, so it is believed that their consciousness develops from then onward. Greater Faceless who have reached satisfaction with their Humanity may choose to integrate into cities and settlements, living their lives peacefully. Others may continue to Consume, growing in power until the time comes when they are hunted and put down. Greater Faceless grow aware of the threat they pose, and many act exclusively for self-preservation. Greater Faceless are actively hunted and executed on site.
Lesser Faceless
These are Faceless who are more animal and monstrous in quality— they are drawn towards beasts and animals, taking on their features to become amalgamations of different parts taken from various creatures. They can take from more human races and animals both, but they lack complex thought and act entirely on animal instinct. Some may resemble demon hounds or monsters, or vicious variations of animals found throughout the continent. Very rarely, these Faceless may also find satisfaction in their forms and integrate peacefully into animal communities and herds. A farmer may find a mare with six eyes among his horses, or a hunter may come across a two-headed stag. Both creatures are peaceful, but their identity as Faceless is unmistakable. In these cases, non-violent Lesser Faceless may be spared, as they are more like the animals they mimic than monsters.
The Faceless, in their native form, are shapeless and featureless. They lack identifying traits, and appear as shadowy, fleshy shapes, as though they are made of tar and oil. Their sole reason for existing is to become Living by any means necessary. They do this through Consumption, a gruesome and ritualistic devouring of either the body or the soul of living things. Their body absorbs, drains, or devours those of others, and as they absorb more bodies, they are permanently disfigured— adopting those features.
The Faceless take on the traits and qualities of that which they Consume. This can be the development of skin and organs, hair color, facial features. The more they Consume of a person or thing, the more qualities they steal. A Faceless stealing the heart and lungs of a person may find that person dying in a gruesome way, robbed of these vital organs. A Faceless stealing one’s soul may result in an untouched corpse, depleted of life but without any visible signs of cause of death.
Some Faceless reach a point of completion or satisfaction with their Humanity, where they no longer feel the desire to Consume and instead try to integrate into society, blending into communities with little indication that they were anything else.
There are two kinds of Faceless: Greater Faceless, and Lesser Faceless. These classifying terms are not determined by the power of a Faceless, but are instead determined by how “Human” they are, with Greater Faceless being more Human, and “Lesser” Faceless being less so.
Greater Faceless
These are Faceless capable of complex thought. They more closely resemble people, with an innate desire to steal anthropomorphic traits and forms to become more human. As they develop souls and physical features, they develop personalities and personal traits, sometimes taken from their victims. Greater Faceless do not have memories prior to their first Consumption, so it is believed that their consciousness develops from then onward. Greater Faceless who have reached satisfaction with their Humanity may choose to integrate into cities and settlements, living their lives peacefully. Others may continue to Consume, growing in power until the time comes when they are hunted and put down. Greater Faceless grow aware of the threat they pose, and many act exclusively for self-preservation. Greater Faceless are actively hunted and executed on site.
Lesser Faceless
These are Faceless who are more animal and monstrous in quality— they are drawn towards beasts and animals, taking on their features to become amalgamations of different parts taken from various creatures. They can take from more human races and animals both, but they lack complex thought and act entirely on animal instinct. Some may resemble demon hounds or monsters, or vicious variations of animals found throughout the continent. Very rarely, these Faceless may also find satisfaction in their forms and integrate peacefully into animal communities and herds. A farmer may find a mare with six eyes among his horses, or a hunter may come across a two-headed stag. Both creatures are peaceful, but their identity as Faceless is unmistakable. In these cases, non-violent Lesser Faceless may be spared, as they are more like the animals they mimic than monsters.