Races of Isavoire

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Humans

Known as the progenitor race, all records list humans as the first race known on Isavoire. There are rumors that all current races of sentient beings, except Golems, on Isavoire are somehow descended from humans.

Humans are not the strongest or swiftest race, or even the most magically talented, but one cannot deny their industrious and intelligent nature. With proper resources, manpower, and unity of purpose, humans have been known to create devices that are ages ahead of those used by other races. Furthermore, they compensate for not being the most talented by optimizing their capabilities.

Majority of magical academies were made by humans, as well as the human penchant for constant innovation of weapons and armor to compete with more naturally skilled races in combat. Constant desire for improvement and their natural creativity keeps them tinkering with ideas and concepts that are both new and old.

Also the most populous race, humans are quite widespread, having great numbers. That said, the temperaments of humans vary widely, as with all races.

While culture, customs, and beliefs are different from place to place, mankind has paved the way for all Isavoireans while learning from the other inhabitants of their world.

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Ellons

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Ellons themselves were nomadic people originally, starting off as various tribesmen until their numbers grew and they began to settle into larger communities. Their animal features are said to be due to ancestors having encounters with powerful animal spirits, though few believe this to be true. What truly separates the Ellons from humans is the boons they gain from these additional traits that are similar to those of other mammals, for example feline Ellons tend to have better night vision and balance, squirrel Ellons are better climbers, and so forth.

Ellons themselves were originally warriors, bonding with Wynverians over their mutual love of battle and contests, but in time this faded. They instead became known for diplomacy and trying to forge alliances across lands. As it turned out, Ellons were talented and united various people across the lands.

Although Ellons tend to remain in places they feel comfortable, some do have great urges for wanderlust until they find new homes. This wanderlust has led some to found new settlements, and nations in very rare cases. This wanderlust in particular caused one tribe to help form a nation from several islands.

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Wynverians

Wynverians are a strong and storied race, said to have been born from the union of the primordial dragon, Aurora, and her human lover. Their union produced the first Wynverian, who carried the legacy of both heritages.

At a glance Wynverians appear similar to humans, however there are a few key differences. Below the outer flesh is a layer of scales that work to protect the Wynverian from harm. They tend to be taller and stockier than most races. Wynverians possess sharper teeth than most, not unlike those in their dragon form. There is a subtle fork at the tip of their tongues, a vestige from their dragonic heritage, as well as their eyes changing when sufficiently riled or when about to transform.

Wynverian women also undergo a period of particular fertility where they gain weight, storing extra calories to meet the energy demands involved in carrying their offspring. Even if they do not conceive, this change in size and a more amorous nature lasts for several months, until they return to their usual figures. Wynverians also possess a strong desire for battle and are quite possibly the most durable of the races. While Heofonites possess more raw physical strength, Wynverians can take and ignore injury better than any other race.

Able to take on a dragon form at will, Wynverians are warmed by what they refer to as their inner fire, despite also being warm blooded. Long used to the cold of Wynveria, they take to the skies and breathe flames from their maws to capture prey. They are a noted warrior race in both forms, but tend to channel this into competitions. This led to their alliances with Ellons and travel outside of their homeland, where they told folk tales of their exploits and exchanged epics with other races, strengthening their already rich oral tradition.

While there is a recognized ruler, Wynveria is also a meritocracy where one’s accomplishments and abilities determine placement and even succession of the throne. There are also disgraced families of Wynverians, called Errant Broods. These ones are often shunned and shamed until someone within the family can regain their prestige.

Curiously, there is also legend of an Arbiter, said to be the spirit of the first Wynverian who judges the deeds of the fallen. He is said to speak entirely in the language of dragons. For Wynverians, and all other races of dragons, this language is second nature and known from birth. This also makes Wynverians one of the few who can speak to kobolds, a species descended of dragons as well.

Old texts speak of Wynverians being the ascendant race, able to change when exposed to a treasure called the Heaven’s Tear, or able to carry the legacy of a primordial dragon if one deems them worthy. This is said to change a Wynverian in some way, but details have been lost to most.

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Heofonites

Above all else, Heofonites are a storied race, having embraced seclusion and study for many millennia, they have only recently come back into interactions with other races.

Were it not for their “wayward” members, many on the continent of Isavoire would believe Heofonites were entirely mythical. With birdlike wings, slight frames, and graceful features, Heofonites are among the most beautiful and majestic people in appearance.

In their nation of Heofonia, they have become scribes and chroniclers, though their protective force, the Guardians, also intervene in the affairs of other lands, offering to be liaisons and to assist the nations that choose to accept their help.

Heofonites possess a number of abilities. While frail in form, they possess astonishing strength that makes their fragility to harm startling, as well as some possessing secondary skills of magic cancellation or light manipulation via syncrals.

Heofonite culture, however, frowns upon magic use as well as marrying or sleeping with other races. On that note, most citizens who spend all their time in Heofonia and its principalities on the surface are unfamiliar with cultures and practices of other countries and races.

The Heofonites described as wayward often choose not to follow the system set in place in their country and strike out on their own. While most Heofonites find this behavior shameful, there is very rarely any issues from the wayward ones, with many going on to be good citizens elsewhere.

Heofonites also choose the employ of their people by lineage or necessity, which is the reason why more than a handful of their people have left for other lands.

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Golems

On the topic of Golems, it seems that their mode as of creation vary. Unlike most beings, Golems do not use physical interactions to have new members of their race come into existence. The origin of their race is said to trace back to Gaea and the First Son, the primal Golem, as well as the change in earth after its ascension.

When Golems are “given motion,” it can happen with them digging themselves out of the earth, or, very rarely, with chiseled statues that were lifeless for as long as millennia suddenly coming to life.

Among them, some are given voice, enabling to speak, while others are mute. It is believed Golems emit weak vibrations as some crystals do, which they can manipulate in order to create words and speak, despite their lack of vocal cords. Ironically, some of them use this to sing in unique ways, though there are others who theorize that Golems somehow communicate without sound, as if speaking directly to the mind.

It is also believed they can somewhat sense minerals and earth around them, though they can only manipulate minerals they are composed of, or relatively close relatives, without the use of higher magic. Crystal Golems are known to be able to divine the future, and many others have unique traits. In fact, it was Crystal Golems who created Crystal Lenses, which allow clairvoyance to varying degrees in certain individuals who wear them. There are also some capable of manipulating mineral inks, much like how some Flor can create and control plant dye-based ink.

Golems come in many variants, stone, metal, gem, lava, (even fossil, ash, and ice) and more with no known uniform look for them. Cases of twin Golems are unheard of, discounting artificially crafted golems, called Eabani, which lack true will and are often tools or creations of magicians. Natural Golems find their artificial counterparts to be lifeless mockeries, and hold ire for all who create them.

Still, Golems often find they are coveted due to their abilities to find superior ore, construct the sturdiest buildings, and inability to experience the need for sleep. Some among them are contracted by mages, due to their bases of being having strong magical connection.

Even so, in some parts of Isavoire, rumors persist of slavery rings, which collect and control golems. While many nations, like Ahsira, Lurion, and Wynveria, object to this, they are unable to act outside of their jurisdiction.

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Flor

Along with Golems, Flor are among the beings that trace their origins back to Gaea, claiming to have been taught how to be one with nature by her. The change of their forms was the transformation from one singular being into a being of two parts. Every Flor possessing a type of plant that is connected to their head, either a flower or tree. The roots of said plant move along their bodies and can even be made manifest to help the Flor with daily life. The Flor can grow vines from their own bodies as well, often using them in a variety of ways.

Flor are noted to be excellent at caring for plant-life and at nurturing anything that lives. Their practices and studies with medicine are also quite potent. It is not unheard of for witches to consult Flor medicine men and women when crafting potions and other brews, as well as others asking for their assistance in growing plants.

With sufficient energies, Flor can force grow plants into any form. This has made them very adept at providing food for those who need it as well as planting whole forests as communities to live in, even the Thornwilds in Ahsira, which is a maze of cacti within the desert empire. The growth of plants and nurturing of life are practices that are said to be loved and advocated by Gaea, so it is with joy that most Flor go about these duties.

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Qalairn

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Of the races, none are more whimsical and elusive than Qalairn. While Heofonites are reclusive and rarely seen, Qalairn often blend into societies, though they are small in number.

Primarily living in hidden villages with extended excursions to the outside world, Qalairn are noted to have special birth sigils, which represent a unique personal magic.

Qalairn are also a race that operates off of a caste system, with their most powerful manipulators of magic being called wish-granters, while the middle caste is as powerful as most master magicians, and the lowest caste is as talented as any normal mage, despite having immensely more magical energy.

The castes have divided Qalairn, to the point that some have splintered off and they are at war with themselves, though most Qalairn are merely content to entertain and enjoy. Dancing, singing, putting on intricate shows of magic and storytelling are often fields they excel in, though they are not without danger. They can be quite dangerous if provoked, making their war more fearsome than one would think.

Interesting traits about Qalairn are that they possess sharp, doglike teeth and serpentine eyes. Qalairn are also known charmers, often causing the unwary to become infatuated with them, sometimes even without the Qalairn intending it.

One curiosity are that Qalairn often toy with immortality magic. Despite being just under Heofonites in terms of longevity as a race, they seek true immortality. This has led to some of their kind becoming the undead known as Ghalis, while others tie their life to objects they have emotional connection with. The issue with the object, however, is that should it come into the possession of another, they would have control over the Qalairn.