
Races
Height: 160-200
Lifespan: 750
Starting Languages: Common, Elvish
Likely Religion: The Skybreaker Bull, Kaerun
Appearance: Pointed ears, often slender and on the taller side
any type of elf. high, wood elf etc.
Relations:
- NPCs Tend to like you more than other races
- Likely to get more coin from the banker
- Rosarian's will be distrusting of this race
- As an outsider of the elven kingdom will kill you on site within their lands.
Current day:
The elven kingdom is elegant, ancient and fiercely secretive. No Rifts have ever been recorded within its borders, yet it refuses all refugees… even its own kin. Any outsider discovered within elven lands is treated as a threat and is attacked on sight, without warning or explanation.
Elves who once lived there and later left are often found with no true memories of the kingdom itself, as if those years were deliberately erased. Whether this is protection, punishment, or something far worse is a question the elves will not answer.
History:
Before the world cracked and the skies learned to shine with Riftlight, the Elven Kingdom of Viridor stood as one of the oldest and most untouched realms in existence.
Nestled beneath silver-canopied forests and veiled in ancient wards, Viridor was a land where magic breathed as naturally as wind, and centuries passed like quiet seasons.
Elven poets often claimed that the world itself was born in these woods that the first light of creation struck the roots of Viridor’s trees, and their people awakened from the glow. Whether truth or myth, the elves never corrected anyone who repeated it.
Their cities rose like pale constellations carved into the land: tall spires, arched bridges, and crystal-lit gardens that glimmered under moonlight as if holding the stars themselves.
Life in Viridor flowed with slow, measured grace.
Elves danced through centuries the way mortals danced through days.
At the heart of the kingdom ruled the Viridor royal line, an unbroken bloodline stretching farther back than human memory:
King Altar Viridor, revered for his wisdom and steady hand
Queen Sae, gentle in spirit and renowned for healing arts
Prince Elthen, gifted from birth, the “Silver Star” of the court
Under their guidance, Viridor enjoyed an age so long and peaceful that many believed such harmony to be eternal.
For countless generations, elves lived apart from other races not out of hatred, but out of quiet certainty that their way was the world’s natural rhythm. Their borders were sealed by ancient wards, their culture rooted deeply in magic and tradition.
Humans grew, built, warred and died.
Dwarves forged kingdoms beneath the mountains.
Yet the elves watched from afar, distant as constellations.
It was only in recent centuries that Viridor’s isolation eased.
Elven scholars walked the deep halls of the dwarven realm of Dur’Khaal, and dwarven smiths were welcomed beneath the silver boughs of Viridor’s courts.
For a brief and gentle moment, two ancient peoples shared knowledge, song and art.
But the alliance was short-lived, ending as quietly as it began.
No war followed.
No scandal was spoken.
Only the soft closing of borders once more, as though Viridor exhaled and returned to its natural solitude.
Still, the elves remained as they had always been
patient custodians of magic, guardians of their forested paradise, confident in the endurance of their realm.
Their cities stood serene.
Their forests whispered ancient songs.
Their people looked toward centuries yet to come with calm certainty.
In those days, before the mountains screamed and the sky tore itself open, Viridor was a kingdom of stillness, beauty, and unbroken tradition
a land untouched, watching the world beyond its borders with quiet, timeless eyes.

Story Focus
Elves

Height: 150-180
Lifespan: 80
Starting Languages: Common, one of your choice
Likely Religion: Any
Appearance: None besides looking human.
any type of culture.
Relations:
-NPCs like you more than other races
-Extremely likely to get more from the banker
- Rosarian's are more trusting of this race
- The Elven Kingdom will kill this race on site within their lands
Current day:
Humans are the most widespread and politically dominant people in the known world. Controlling the primary roleplay hub: the Duchy of Rosaria that houses the Guild House. Pragmatic and resilient, Rosaria stands at the heart of the Rift crisis not because it is safe, but because it refuses to look away.
By contracting the Adventurers’ Guild, Rosaria has drawn mercenaries, scholars and refugees from across the world. For humans, survival is not destiny...It is action, taken no matter the cost.
History:
The Duchy of Rosaria was once one of the brightest jewels of the Human Dominion. Its fertile fields stretched endlessly, its rivers fed half the kingdom, and its capital city Rosaria was famed for lantern-lit streets and thriving trade. Travelers called it the Garden of the East, a place where life felt easier, fuller, and safer than anywhere else. Granaries were always stocked, caravans always arrived, and hopeful newcomers were drawn to the duchy in search of a better life under a vigilant and capable duke.
That prosperity became its undoing.
When the Rifts began tearing through the Dominion, villages were erased overnight. Survivors fled in desperate waves and Rosaria once a haven became their final refuge. The duke attempted to shelter them all, but the flood of refugees strained the duchy beyond its limits. Food dwindled, order frayed, and fear took root.
In a bid to retain control, the ruling council enacted the Branding Decree. Every refugee entering Rosaria was forcibly branded upon the cheek, marking them as property of the state. These Branded were pushed into sprawling slums and reduced to a permanent labor class, living in poverty and under constant scrutiny. Prejudice against them and against all non-human races became common, open and violent.
As Rosaria fractured from within, resentment turned outward. The Elven Nation, untouched by Rift activity and silent behind closed borders, offered no explanation and no aid. Their immunity became a source of suspicion and anger, eventually igniting open war between elves and humans.
Now, Rosaria stands overcrowded, divided, and on the brink. The duke’s forces are stretched thin, unable to manage internal unrest, border threats, and the sudden appearance of strange shadow-born creatures near the frontier. With no other options left, he has turned to the Adventurers Guild outsiders with fewer loyalties to investigate the Rifts, uncover the truth behind the shadows, and determine whether Rosaria can still be saved… or if it is already too late.
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Story Focus
Humans

Height: 130-160
Lifespan: 250
Starting Languages: Common, Dwarvish
Likely Religion: The Stoneroot Bear, Karnis
Appearance: Short and stout
Any type of Dwarf
Relations:
-NPCs Pitty your race and tend to act nicer
-Likely to get more from the banker
- Rosarian's will be trusting of this race. Constructs are their kin
- The Elven Kingdom will kill this race on site within their lands
History:
The dwarves of Dur'Khall were once hailed as the greatest craftsmen the world had ever known. From their colossal kingdom carved deep within the heart of the mountains, they mastered the ancient arts of stone, steel, and fire, forging legendary weapons, neigh impenetrable armor, and magnificent halls hewn from the living rock itself. Their forges burned day and night, fueled by techniques perfected over countless generations, and every creation that left their halls bore the unmistakable mark of dwarven excellence, Yet it was not their smithing alone that earned them their renown. The masters of Dur'Khall were also the unrivaled keepers of Runecraft, an ancient art said to predate even the oldest kingdoms of men. Through painstaking precision, they etched intricate runes into steel, stone, and precious metals, binding each creation with powerful enchantments that strengthened armor, sharpened blades, and granted their works extraordinary properties. No two mastercrafted relics were ever truly alike, for every rune was carefully chosen and painstakingly inscribed to suit its bearer and purpose. Across the world, kings sought their weapons, nobles coveted their armor, and temples commissioned relics worthy of the gods themselves. To wield a masterpiece forged within the halls of Dur'Khall was more than a mark of wealth, it was to carry a piece of dwarven legacy, a creation born from centuries of unwavering dedication, unmatched craftsmanship, and the sacred union of forge and rune. Even today, the surviving relics of Dur'Khall are whispered about in legends, their runes still glowing faintly with power despite the passing of ages, a testament to the enduring genius of the mountain folk.
For thousands of years, the halls of Dur'Khall stood unchallenged. Their forges never cooled, their runes never faded, and the mountain kingdom prospered beyond comparison. It seemed as though nothing in the world could threaten the dwarven civilization. Then came the day history simply remembers as the Big Bang. The great halls were adorned with banners of crimson and gold, every corridor decorated as though a grand celebration was about to begin. Songs echoed through the mountain, the forges roared brighter than ever, and families gathered beneath vaulted ceilings carved by their ancestors. What the celebration honored has long since been lost to time, its purpose buried beneath the mountain alongside those who witnessed it. Without warning, the earth itself cried out. The foundations of Du'Khall trembled violently as the mountain split from within. Towering pillars collapsed, bridges of stone shattered into the abyss, and entire districts disappeared beneath avalanches of rock. The once-mighty halls became tombs in a matter of moments. Countless dwarves were crushed beneath their own life's work, while rivers of stone and debris sealed passage after passage until no light remained. Those few who escaped spoke only of deafening thunder, impossible darkness, and the mountain itself seeming to wage war against its own people. No one could agree on what had happened. Some claimed the gods had turned away from Dur'Khall. Others whispered of an ancient force awakened beneath the kingdom. Many believed it was simply the mountain reclaiming what had always belonged to it. None could ever prove the truth. When the dust finally settled, the greatest kingdom the dwarves had ever built was gone. Entire bloodlines vanished beneath the rubble, their names forever etched into broken stone rather than history. To this day, the ruins of Dur'Khall remain largely untouched. Ancient rune-forged relics still lie hidden within its buried vaults, untouched by time, while whispers tell of distant hammer strikes echoing through abandoned tunnels where no living dwarf should remain. Whether those sounds are ghosts, survivors, or something far older, none can say.
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Story Focus
Dwarves
Current day:
Dwarves are far rarer than they once were, their numbers broken by the lingering sickness of the Shatter. Many children are born hollow and to preserve their kin, dwarves craft Constructs so they can live, even if imperfectly.
Stubborn, proud and bound to their heritage, dwarves are masters of forging and craftsmanship. Even as refugees in the Duchy of Rosaria, they maintain their traditions, loyalty and quiet defiance that has kept their people alive for generations.
Height: 130-160
Lifespan: 120
Starting Languages: Common, Dracionic
Likely Religion: none
Appearance: Short with a reptilian head, tail, feet and scales.
any type of kobolds.
Relations:
- NPCs Look down on kobolds & tend to be mean
- Mid-low likely to get more from the banker
- Dragonforged should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
History:
Kobolds were the original slaves of dragonkind, forced to live for generations beneath the crushing shadow of their scaled masters. Deep within the crucible lands, they wondered endlessly in smoldering caverns and ash-choked tunnels, treated as little more than disposable servants. Seen as inferior in both strength and intellect, kobolds endured constant ridicule and harsh treatment. Yet despite what others believed, they were far from mindless.
Over time, kobolds began to study the desires of their masters, learning that tribute and flattery could earn fleeting moments of favor. They scoured the depths for glittering treasures gold, gemstones, and anything that shimmered offering these hoards in hopes of being acknowledged… or at the very least, spared cruelty. As generations passed, that desperation evolved into ingenuity.
Kobolds began experimenting crafting traps, mechanical tricks, and clever defenses to prove their worth. What began as a survival instinct soon became their defining strength. Though dragonkind saw them as expendable, kobolds quietly forged a reputation as cunning engineers of the deep, their creations as dangerous as they were brilliant.
Current day:
Once bound in servitude as the slaves of dragonkind, kobolds lived for generations beneath the shadow of their masters. That age ended in blood and fire, when the dragon-forged rose in rebellion and shattered the chains that defined them. In the aftermath of that uprising, the Dragon-Forged took notice. Sensing something strangely familiar within these small reptilian folk a shared echo of draconic origin they offered refuge whether born of pity or kinship a bond was forged that endures to this day. Somewhere along time most grew to partner with dragonforged using their ingenuity to fight against dragon kind, what little help they gave to their new found masters? Or friends? Time is still to tell what this new bond brings
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Established
Kobolds

Height: 150-180
Lifespan: 80
Starting Languages: Common, Dracionic
Likely Religion: none
Appearance: Horns. Sometimes with scales, wings or tail. Most being Asymmetrical with
a human then dragon side . They are mostly humanoid looking with draconic features
Relations:
- NPCs tend to be cautious of this race
- Mid-low likely to get more from the banker
- Kolbolds should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
History:
Long before the Rifts tore the world open, there stood a harsh land of quarries and molten flats known as The Crucible. Its people were human unyielding smiths and extractors who carved rare metals from glassed stone and iron veins. They did not rule kingdoms; they supplied them. Empires left them alone so long as caravans flowed.
When the Rifts came, the Crucible felt it slowly. Trade routes died. Creatures wandered where none had before. And deep beneath the mountains, something ancient stirred. The dragons had slept there for generations forgotten outside of miner’s songs meant to frighten children. The Rifts did not create them, but they woke them. Mana fractured the land, and the dragons answered as they always had: with dominion. They descended in flame and shadow not to destroy, but to claim. Survivors were taken in chains, dragged into lightless caverns. The dragons sought servants strong enough to endure heat, pressure and endless labor. Kobolds had grown too fragile. Humans, however, proved… resilient.
The rituals began. Dragon blood was forced into mortal flesh. Bodies twisted under the strain. Many died screaming. Others burned from within. But some endured changed into beings caught between human will and draconic power. The dragons believed them remade as thralls. They were wrong. Humanity did not break it adapted. The captives studied their masters, their habits, their blood. They learned how scale could be shaped, how bone could be forged, how dragon blood reacted outside the body. Rebellion came not as a roar but as whispers. It was led by Leo De la Falh, a man so altered few could tell where dragon ended and human began. He was the first to test the stolen elixirs, the first to survive them, the first to inspire hope in the dark. When the uprising came, it was brutal but enough. Enough for the captives to escape. Enough to prove dragons could bleed. In the years that followed, the survivors rebuilt but they no longer called themselves human. They had been reforged. From dragon remains they crafted elixirs dangerous draughts of blood, bone, and scale. Taken carefully, they hardened skin, sharpened senses, and kindled fire within the lungs. Taken recklessly, they twisted mind and flesh into monstrosity.
Those who mastered the transformation became the most feared among even them. In the years that followed, the people began to rebuild. They no longer called themselves human in the old sense. They had been reforged, tempered and they accepted that truth without fault. What the dragons had done could not be undone but it could be used. From the remains of their former masters, they created elixirs; dangerous, imperfect concoctions distilled from dragon blood, bone, and scale. Taken sparingly, these draughts sharpened the body, hardened the skin, kindled fire in the lungs, and honed the senses. Taken recklessly, they twisted flesh and mind alike. Those who chose this path became something feared even among their own people. Warriors trained to face dragons as equals known as “Wyverians”. Soldiers trained with deadly precision that are said to be seen leaping into the air striking down wyverns mid flight with ease. Armor designed to endure flame. Weapons forged to bite through scale. They modeled themselves not as knights, but as hunters, living weapons meant to end what had once ruled the skies.
Considerations:
Needs a tether to not loose control. Learn more below in: Current day.
Wyverians and their elixirs are a IC storyline that can only be obtained ingame. Most races can become a wyverian besides: Constructs and Familiars
The elixirs give the user great strength but come and a hefty cost progressing the dragonic evolution within the user.
Current day:
Dragons rose from beneath the mountains when the Rifts stirred the world, claiming the Crucible and enslaving its people. The Dragon-Forged are humans reforged by brutal rituals long ago... scarred, strengthened and bound by shared suffering.
Today, they are resilient and disciplined, carrying the legacy of the Crucible in both body and spirit. Trained to endure extremes and survive against impossible odds, the Dragon-Forged are a living testament to endurance in a world torn apart.
Dragonforged have historically had trouble with controlling their rage, and some are known to have their senses taken by the blood they have created. It appears that Dragonforged can 'tether' themselves to someone, whether that tether is a lover, a friend, family member or an item of significant value, it seems that a tether is effective at preventing them from losing control to the dragon blood within them

Established
Dragonforged
Height: 150-180
Lifespan: 60
Starting Languages: Common, Beastial
Likely Religion: The Ember Dragon, Solan
Appearance: mostly humanoid with one clear real world animal influence.
Can't be aquatic, bull, goat or deer, it being too similar to another race. no insects
Relations:
- NPCs tend to be cautious of this race
- Mid-low likely to get more from the banker
- Merfolk should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
History:
The Wild Dominion traces its origins to the fall of the once-great Empire of Eros Talithe. Driven by greed and relentless expansion, the empire ravaged the ancient forests despite countless warnings from the Dryads who protected them. In a final act of desperation, the last of the Dryads sacrificed themselves, placing a curse upon every human within the empire. From that day forward, humanity was transformed into the first Beastkin. Every Beastkin carries two souls within a single body: their own and the soul of a wild creature. These souls exist together for life, each possessing its own instincts, emotions, and perspective. Learning to live in harmony with both is considered one of the defining journeys of every Beastkin.
Rather than rebuilding the empire that had destroyed itself, the survivors chose a different path. They founded the Wild Dominion, a nation built upon coexistence with nature instead of dominion over it. Ancient groves were preserved, forests became sacred, and communities were established among the wilderness their ancestors had once sought to conquer. Each settlement, known as an Elder Grove, is more than a place to live. When a Beastkin dies, they are buried beneath a newly planted Tree of Memory, allowing entire forests to grow from the generations that came before them. These living memorials are among the Dominion's most sacred places, and protecting them is considered a duty shared by every Beastkin.
Over the centuries, each Grove developed its own customs and traditions, yet all remained united by the same values: respect for nature, harmony between their two souls, and the belief that every member of society has a role to play, whether hunter, healer, craftsman, scholar, or warrior. Among the Dominion exists the Ironwood Wardens, an ancient and highly secretive order that serves only those they are sworn to obey. Few beyond the Beastkin know of their true purpose, and even within the Dominion they are spoken of with quiet reverence.
For centuries the Wild Dominion remained isolated from the affairs of the wider world. That peace ended with the arrival of the Rifts. Their corruption twisted forests, reshaped the land, and ultimately consumed one of the Elder Groves despite every effort to save it. Faced with a threat unlike any before, the Beastkin were forced to look beyond their homeland for the first time in generations, marking the beginning of a new chapter in the Dominion's history.
Considerations:
Every Beastkin carries two souls within a single body: their own and the soul of a beast. These two souls can communicate freely with one another throughout their lives, though no one else can hear their conversations.
A Beastkin cannot directly communicate with the beast soul of another Beastkin. The only known exception is the Whisperer, who possesses the rare ability to speak to both souls independently. A Whisperer may converse with the human soul, the beast soul or both.
Current day:
Nearly four centuries after the fall of the Empire of Eros Talithe, the Beastkin have transformed its ruins into the Wild Dominion. Dense forests now stand where sprawling cities once rose, and although every Beastkin knows the curse that gave birth to their people, it no longer defines who they are. Instead, they are united by a shared respect for nature, the balance between their two souls, and the communities they have built together.
The Wild Dominion is governed by the Council of the Wildborn, where each Elder Grove sends a Chieftain to represent its people. Rather than being ruled by a single monarch, the Dominion is guided through cooperation between the Groves. Debate is common, but when the Dominion faces danger, the Groves stand together as one. Life within the Dominion is peaceful for most. Beastkin spend their days farming, hunting, crafting, trading, raising families, and tending the forests that surround their homes. Every Grove has developed its own traditions and customs over the centuries, yet all remain connected by a common heritage and a deep responsibility to protect the lands they call home.
Since the appearance of the Rifts, however, that peace has begun to fade. The corruption has already claimed one of the Elder Groves, forcing the Dominion to abandon centuries of isolation and seek allies beyond its borders. Though they have no desire for conquest or empire, the Beastkin now find themselves drawn into a conflict that threatens the very forests they have sworn to protect.
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Established
Beastkin

Height: 130-160
Lifespan: 50
Starting Languages: Common, Orcish
Likely Religion: none
Appearance: Short with green to yellow in skin tone, sharp featured.
Often with pointed ears and pointed teeth.
Relations:
- NPCs Look down on Goblins finding them disgusting & tend to be mean
- Unlikely to get more from the banker
- Orcs often display an unusual tolerance toward Goblins
- The Elven Kingdom will kill this race on site within their lands
All we seem to know:
Small, wiry humanoids known for their sharp instincts, cleverness, and scavenging ingenuity. Goblins thrive where others struggle, turning scraps, ruins, and discarded tools into surprisingly effective creations. Often underestimated, they survive through adaptability, numbers, and sheer audacity rather than brute strength.
Goblins commonly dwell in caves, abandoned structures, ramshackle camps or improvised settlements. Their societies tend to be chaotic but functional, driven by opportunism, curiosity and an unconventional sense of innovation. Despite their reputation, Goblins frequently show a natural talent for bargaining and salesmanship.
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Freeform Race
Goblins
Height: 160-200
Lifespan: 50
Starting Languages: Common, Orcish
Likely Religion: none
Appearance: Large, broad- build humanoids with muscular frames, green to yellow in skin tone. Often feature prominent tusks, heavy brows and pointed ears.
Relations:
- NPCs tend to be cautious of this race
- Unlikely to get more from the banker
- Orcs often display an unusual tolerance toward Goblins
- The Elven Kingdom will kill this race on site within their lands
All we seem to know:
Orcs are large, muscular humanoids, renowned for their physical strength, ferocity, and unyielding spirit. Built for hardship and conflict, they endure conditions that would break many other races. While commonly stereotyped as purely brutal, Orcs often possess pride, resilience, and a deep respect for strength, courage, and proven capability.
Orcs commonly inhabit harsh lands, frontier regions, or travel in mobile clans where survival, endurance, and dominance shape daily life. They are frequently found in fortified camps, rugged strongholds, or roving warbands. Their societies value strength, loyalty, and personal reputation above all else. Leadership is typically earned through combat, with the strongest warriors assuming command after trials or fights to the death...A practice known as the trial by combat.
Despite their fearsome reputation, Orcs are not inherently mindless or hostile. Many are disciplined warriors, pragmatic survivors, and fiercely loyal allies. Orc culture prizes directness, honor and the ability to stand one’s ground, and they respect those who prove themselves through action rather than words. In Orcish eyes, strength is not merely physical. It is a measure of character, determination and the willingness to face adversity head-on.
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Freeform Race
Orcs
Height: 150-180
Lifespan: 80
Starting Languages: Common, Aquan
Likely Religion: none
Appearance: Ocean-born humanoids.
Must display aquatic traits such as scales, fins, gills, tail or webbing.
Relations:
- NPCs tend to be cautious of this race
- Unlikely to get more from the banker
- Beastkin should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
All we seem to know:
Merfolk are the children of the sea, humanoids whose lives are intertwined with currents, tides, and the hidden depths. They dwell in beach shacks, coral palaces or sunken ruins, yet they often travel near rivers, lakes and coastal waters to trade, explore or keep watch over the surface world. Their movements are fluid and deliberate, reflecting the ever-changing rhythm of the ocean.
Merfolk society values harmony, adaptability and the secrets of the deep. Knowledge of the tides, marine life and water magic is prized. Elders often hold positions of authority. Many Merfolk are skilled hunters, storytellers or diplomats, capable of bridging the gap between land and sea.
Though they can appear distant or inscrutable to outsiders, Merfolk are not inherently aloof. They are guided by curiosity, caution and a sense of stewardship over their watery realms. Allies who earn their trust gain not only companionship but access to the hidden wonders and power of the ocean.
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Freeform Race
Merfolk
Height: 80-100
Lifespan: Unknown
Starting Languages: Common, Bonded Telepathy
Likely Religion: none
Appearance: Non Humanoid Looking. No Insectoids
Example ideas: Teddy Bear, Talking Animal, made up Creature .
Relations:
-NPCs tend to be cautious of this race
-Unlikely to get more from the banker
-Bonded Adventurer should feel a kinship with their familiar
- The Elven Kingdom will kill this race on site within their lands
Considerations:
This Race doesn't need a Class. They seem to have abilities only Familiars can control.
this race can not breed. It can not have any parents or children related by blood.
Make sure this race does not look like any other race. Keep in mind Kobolds and Minotaurs are the only other race that can use beast heads. Please do not look like either of them or a construct.
All we seem to know:
A Familiar is not a summoned creature, nor is it a living animal bound into service. It is a magical being born from an individual's soul and given physical form through mana. Every Familiar is unique, reflecting one or more of the thoughts, emotions, dreams, fears, magical nature, and imagination of the person from whom it was created.
The creation of a Familiar is performed through an ancient ritual known only to a small number of experienced mages. The ritual does not create the Familiar itself; instead, it allows the individual's soul and mana to manifest as a living companion. Because of this, anyone may possess a Familiar, regardless of whether they are a mage or have no magical training at all. The assisting mage merely performs the ritual and usually has no influence over the Familiar's appearance, personality or magical abilities.
Once created, a Familiar possesses its own thoughts, emotions, and personality. While independent, it shares a profound connection with its bonded partner, drawing upon their mana to sustain its physical form. The constant drain is minor during everyday life but becomes increasingly taxing during prolonged spellcasting or periods of magical exhaustion.
If that bond is broken, or its bonded partner dies, the Familiar is not immediately destroyed. Instead, it gradually weakens as its supply of mana fades. Most Familiars disappear within a week without a new source of mana, though particularly resilient ones may survive for as long as a month before dissolving back into raw magical energy.
Before this happens, a Familiar may willingly form a new bond with another individual. This bond must be accepted freely by both parties and allows the Familiar to once again draw upon a stable source of mana. A Familiar may remain exactly as it was originally created. However, if the new bond endures for months or years, there is a chance it will gradually begin to change. Its appearance, magical affinity, temperament, instincts, and even certain habits may slowly evolve to reflect the soul, thoughts, dreams, fears, and magical nature of its new bonded partner. This transformation is never guaranteed. Some Familiars remain almost unchanged throughout their existence, while others become a reflection of those who sustain them. Even then, echoes of the original creator often remain.
Familiars are intentionally small creatures, rarely larger than a house cat or a medium-sized dog. Their appearance is limited only by the imagination of their creator, but they must clearly possess a magical or fantastical nature. They may resemble enchanted beasts, spirits, elementals or other mystical creatures, but they may not take the form of humanoids.
Although capable of assisting their bonded partner, Familiars are not intended for direct combat. They are companions first and foremost, often serving as scouts, messengers, assistants or trusted confidants. While familiars possess abilities that can bolster or enhance their bonded partner in battle, their greatest strength lies in the unique bond they share with the soul that sustains them. Being able to communicate or teleport to their bonded partner at will.
The creation of a Familiar is considered a significant milestone and a closely guarded magical tradition. To many, the bond lasts a lifetime. A rare few Familiars continue to exist long after their original creator has passed, becoming living relics whose forms bear the subtle marks of every lasting bond they have forged throughout their existence.

Freeform Race
Familiar
Height: 160-200
Lifespan: 750
Starting Languages: Common, Sylvan
Likely Religion: The Silver Stag, Neriah
Appearance: Pointed ears, glowing eyes and features that reflect the Court they belong to. Occasionally display other fey traits and unusual skin tones/hair colors.
Relations:
- NPCs tend to be cautious of this race
- Mid-low likely to get more from the banker
- Other Fae races should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
Considerations:
Must pick a court and to be Seelie or Unseelie. See what seelie/Unseelie is at the bottom of the page.
All we seem to know:
Eladrin are graceful fey humanoids whose lives are deeply shaped by the Court to which they belong. Descended from the ancient realms of the Feywild, they are known for their striking beauty, otherworldly presence and powerful connection to the natural and celestial cycles that govern their society. Though outsiders often view them as mysterious or unpredictable, Eladrin possess rich cultures founded upon tradition, identity and the pursuit of ideals embodied by their Courts. As a result they are often viewed as the most dependable and organized of the fey races. They maintain diplomatic relations, preserve ancient knowledge, and build communities designed to endure across generations.
However, since the event known only as the Big Bang, sightings of Eladrin have become increasingly rare. Entire bloodlines vanished in its aftermath and many of their once-thriving settlements were abandoned or lost. Ancient records speak of a magnificent fey city, said to have been the heart of fey civilization and a gathering place for all Seven Courts. Described as a place of impossible beauty, shimmering spires and timeless magic. The city appears throughout countless historical texts and legends. Yet despite the abundance of references, no trace of it has ever been found. Whether it was destroyed, hidden or removed from the world entirely remains one of history's greatest mysteries.
The 7 Courts
All Eladrin belong to one of seven great Courts: the four Seasonal Courts of Spring, Summer, Autumn and Winter, or the three Solar Courts of Dawn, Day and Night. Each Court reflects a distinct philosophy and way of life, shaping everything from an Eladrin's values and customs to their appearance, ambitions and outlook on the world. Despite their differences, all Eladrin place immense importance on community, heritage and the responsibilities that come with belonging to a Court. While rivalries between Courts are common, they are united by a shared reverence for the ancient traditions of the Feywild.
Spring Court
The Spring Court values tradition, beauty, growth, and protection. Its people are devoted to preserving what they cherish and nurturing future generations. However, they can be overly cautious and resistant to change.
Their colours are green, gold and bright pinks.
Summer Court
The Summer Court values freedom, vitality, trade, and joy. Known for their hospitality, they often host grand festivals and welcome people from all walks of life.
Their colours are blue, gold and aquas.
Autumn Court
The Autumn Court values passion, lineage, rebellion, and independence. Its people are strong-willed and determined, often challenging traditions they believe no longer serve a purpose.
Their colours are orange, Deep reds and copper browns.
Winter Court
The Winter Court values resilience, preparedness, adaptation, and defence. Its people prize endurance, practicality, and strong community bonds above luxury or excess.
Their colours are icy blues, whites and frosty silvers.
Dawn Court
The Dawn Court values knowledge, healing, and new beginnings. Its people are often scholars, diplomats, healers, and teachers, dedicated to helping others find their path forward.
Their colours are Reds, soft pinks and Rosegold.
Day Court
The Day Court values enlightenment, truth, intellectual curiosity, and scientific discovery. They are renowned for uncovering lost knowledge, breaking curses, and solving ancient mysteries.
Their colours are sky blue, bright yellows and gold.
Night Court
Often misunderstood by outsiders, the Night Court values individuality, equity, shadows and dreams. Its people are fiercely loyal and protective of personal freedom, often working from the shadows to safeguard the vulnerable.
Their colours are deep purples, midnight blues and black.
​
Seelie Vs Unseelie Fey
Like all fey, Eladrin are divided between two fundamental philosophies: Seelie and Unseelie. This distinction is not one of good and evil, but of how a fey understands duty, morality and their place in the world. Where Seelie fey are guided by agreements and obligations between people, Unseelie fey are guided by principle, duty and the unyielding laws they carry within themselves. Both can produce individuals who are compassionate, ruthless, honourable or cruel. To mortals, fey morality often appears alien, for a fey judges an action not by its outcome, but by whether a promise was kept or a code upheld.
Seelie Fey | Deal-Bound
Seelie fey believe that agreements are sacred. Their morality is built upon promises, bargains and exchanges. They view the keeping of one's word as the highest virtue.
To a Seelie fey, a bargain willingly entered must be honoured regardless of the outcome. Whether the result is joyful or tragic, fair or cruel. It matters far less than whether the agreed terms were fulfilled. Breaking a promise is considered one of the gravest wrongs imaginable, even when done for noble reasons or to prevent suffering.
As a result, Seelie fey place great importance on consent, wording, obligation and debt. They often view the world as a web of agreements, where every promise carries weight and every favour incurs a responsibility.
Unseelie Fey | Code-Bound
Unseelie fey believe that existence is defined by adherence to a code. Rather than bargains, they are guided by laws, duties, principles or instincts that they consider inseparable from their identity.
These codes vary greatly between individuals. An Unseelie fey may be bound to a sacred oath, a court doctrine, a personal vow, a sworn duty or even an instinctive law woven into their nature. Whatever form it takes, the code is not a preference but a fundamental truth they are compelled to follow.
If their code demands protection, punishment, restraint, loyalty, vengeance or sacrifice. They will obey regardless of the personal cost. To break their code is to betray themselves, and many Unseelie consider such a failure far worse than any harm their actions might cause.
​

Limited Race
Eladrin
Height: 150-180
Lifespan: 100
Starting Languages: Common, Sylvan
Likely Religion: The Silver Stag, Neriah
Appearance: Pointed ears, often angled slightly downward. Goat horns and antlers are common. Often with a goat/deer like tail, as well as fur-covered legs with hooves.
Relations:
- NPCs tend to be cautious of this race
- Mid-low likely to get more from the banker
- Other Fae races should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
Considerations:
Must pick a court and to be Seelie or Unseelie. See what seelie/Unseelie is at the bottom of the page.
All we seem to know:
Satyrs, sometimes called Fauns, are spirited fey humanoids with goat- or deer-like features, known for their deep connection to nature, music and revelry. Curious by nature, they often wander forests, groves and hidden glades, seeking new experiences and meeting others with boundless enthusiasm. Though often viewed as mischievous or whimsical, they are also said to possess a strong bond with the natural world and the ancient magic that dwells within it.
Since the event known as the Big Bang, Satyrs have become far less common. Many of the enchanted woodlands they once called home were lost or changed beyond recognition. Legends speak of a hidden gathering place known as the Grand Revel, where Satyrs from across the world once celebrated beneath ancient trees, but no trace of it has been found in living memory. Whether it still exists remains unknown.
The 7 Courts
All Satyrs belong to a Court, but few spend their entire lives within its borders. Driven by curiosity and a love of exploration, many wander freely between the lands of other Courts, returning home only after satisfying their desire for new experiences, stories and friendships. While their Court influences their upbringing and identity, Satyrs place far less emphasis on strict allegiance than many other fey. They are known for embracing the wider world and forming connections wherever their travels take them. Unlike many fey who proudly display the colours and symbols of their Court, Satyrs tend to favour practical, nature inspired clothing adorned with leaves, flowers, feathers and other natural materials. Their appearance often reflects the forests, groves and wild places they cherish rather than the Court to which they belong.
Spring Court
The Spring Court values tradition, beauty, growth, and protection. Its people are devoted to preserving what they cherish and nurturing future generations. However, they can be overly cautious and resistant to change.
Their colours are green, gold and bright pinks.
Summer Court
The Summer Court values freedom, vitality, trade, and joy. Known for their hospitality, they often host grand festivals and welcome people from all walks of life.
Their colours are blue, gold and aquas.
Autumn Court
The Autumn Court values passion, lineage, rebellion, and independence. Its people are strong-willed and determined, often challenging traditions they believe no longer serve a purpose.
Their colours are orange, Deep reds and copper browns.
Winter Court
The Winter Court values resilience, preparedness, adaptation, and defence. Its people prize endurance, practicality, and strong community bonds above luxury or excess.
Their colours are icy blues, whites and frosty silvers.
Dawn Court
The Dawn Court values knowledge, healing, and new beginnings. Its people are often scholars, diplomats, healers, and teachers, dedicated to helping others find their path forward.
Their colours are Reds, soft pinks and Rosegold.
Day Court
The Day Court values enlightenment, truth, intellectual curiosity, and scientific discovery. They are renowned for uncovering lost knowledge, breaking curses, and solving ancient mysteries.
Their colours are sky blue, bright yellows and gold.
Night Court
Often misunderstood by outsiders, the Night Court values individuality, equity, shadows and dreams. Its people are fiercely loyal and protective of personal freedom, often working from the shadows to safeguard the vulnerable.
Their colours are deep purples, midnight blues and black.
​
Seelie Vs Unseelie Fey
Like all fey, Satyrs are divided between two fundamental philosophies: Seelie and Unseelie. This distinction is not one of good and evil, but of how a fey understands duty, morality and their place in the world. Where Seelie fey are guided by agreements and obligations between people, Unseelie fey are guided by principle, duty and the unyielding laws they carry within themselves. Both can produce individuals who are compassionate, ruthless, honourable or cruel. To mortals, fey morality often appears alien, for a fey judges an action not by its outcome, but by whether a promise was kept or a code upheld.
Seelie Fey | Deal-Bound
Seelie fey believe that agreements are sacred. Their morality is built upon promises, bargains and exchanges. They view the keeping of one's word as the highest virtue.
To a Seelie fey, a bargain willingly entered must be honoured regardless of the outcome. Whether the result is joyful or tragic, fair or cruel. It matters far less than whether the agreed terms were fulfilled. Breaking a promise is considered one of the gravest wrongs imaginable, even when done for noble reasons or to prevent suffering.
As a result, Seelie fey place great importance on consent, wording, obligation and debt. They often view the world as a web of agreements, where every promise carries weight and every favour incurs a responsibility.
Unseelie Fey | Code-Bound
Unseelie fey believe that existence is defined by adherence to a code. Rather than bargains, they are guided by laws, duties, principles or instincts that they consider inseparable from their identity.
These codes vary greatly between individuals. An Unseelie fey may be bound to a sacred oath, a court doctrine, a personal vow, a sworn duty or even an instinctive law woven into their nature. Whatever form it takes, the code is not a preference but a fundamental truth they are compelled to follow.
If their code demands protection, punishment, restraint, loyalty, vengeance or sacrifice. They will obey regardless of the personal cost. To break their code is to betray themselves, and many Unseelie consider such a failure far worse than any harm their actions might cause.
​
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Limited Race
Satyr/Faun
Height: 130-160
Lifespan: 400
Starting Languages: Common, Sylvan
Likely Religion: The Silver Stag, Neriah
Appearance: Insect/butterfly wings in many colours, often reflecting their Court or magical affinity. Eyes typically glow and many possess pointed ears and antennae.
Relations:
- NPCs tend to be cautious of this race
- Mid-low likely to get more from the banker
- Other Fae races should feel a kinship with this race
- The Elven Kingdom will kill this race on site within their lands
Considerations:
Must pick a court and to be Seelie or Unseelie. See what seelie/Unseelie is at the bottom of the page.
All we seem to know:
Fairies are tiny fey humanoids with delicate insect-like wings, known for curiosity, mischief and an instinct for collecting secrets and stories. Playful yet elusive, they are associated with harmless pranks and shifting perceptions that blur truth and expectation through wordplay and misdirection. Among mortals, more overtly dangerous Unseelie Fairies are sometimes misidentified as other fey creatures or simply labeled as monsters, rather than being recognized as Fairies at all.
More than most fey, Fairies embody Seelie and Unseelie philosophies in their most extreme forms. Seelie Fairies are defined by bargains and promises, while Unseelie Fairies are bound to personal codes and instinctive rules. Many dedicate themselves wholly to these principles, shaping their identity around a single binding idea and treating interaction itself as a structured exchange, test or challenge.
Since the event known as the Big Bang, Fairy populations have sharply declined, with many vanishing or retreating into hidden places. Only scattered traces and uncertain sightings remain.
The 7 Courts
All Fairies belong to one of the seven great Courts: the four Seasonal Courts of Spring, Summer, Autumn and Winter, or the three Solar Courts of Dawn, Day and Night. While a Fairy's Court often influences their appearance, magic and outlook on life, Fairies are generally less concerned with Court politics than many other fey. Instead, they focus on their own interests, collections, curiosities and amusements, often pursuing whatever captures their attention at the time.
Most Fairies are born into a Court that naturally aligns with their magical affinity, causing their wings and other features to reflect the colours commonly associated with that Court. Occasionally, however, a Fairy is born with magic more strongly connected to a different Court than the one they belong to. In such cases, it is customary for the Fairy to choose whether they will embrace the colours of their birth Court or those that better reflect their magical nature. Neither choice is considered unusual, and both are widely accepted among Fairy communities.
Despite this independent nature, Fairies maintain strong ties to their Court and are quick to gather alongside fellow members when needed. Whether Seelie or Unseelie, Fairies share a love of mischief, secrets and clever games, often taking advantage of the fact that others underestimate them. While rivalries between Courts certainly exist, most Fairies are far more interested in exploring the world, collecting stories and causing a little harmless trouble than involving themselves in the disputes of their elders.
Spring Court
The Spring Court values tradition, beauty, growth, and protection. Its people are devoted to preserving what they cherish and nurturing future generations. However, they can be overly cautious and resistant to change.
Their colours are green, gold and bright pinks.
Summer Court
The Summer Court values freedom, vitality, trade, and joy. Known for their hospitality, they often host grand festivals and welcome people from all walks of life.
Their colours are blue, gold and aquas.
Autumn Court
The Autumn Court values passion, lineage, rebellion, and independence. Its people are strong-willed and determined, often challenging traditions they believe no longer serve a purpose.
Their colours are orange, Deep reds and copper browns.
Winter Court
The Winter Court values resilience, preparedness, adaptation, and defence. Its people prize endurance, practicality, and strong community bonds above luxury or excess.
Their colours are icy blues, whites and frosty silvers.
Dawn Court
The Dawn Court values knowledge, healing, and new beginnings. Its people are often scholars, diplomats, healers, and teachers, dedicated to helping others find their path forward.
Their colours are Reds, soft pinks and Rosegold.
Day Court
The Day Court values enlightenment, truth, intellectual curiosity, and scientific discovery. They are renowned for uncovering lost knowledge, breaking curses, and solving ancient mysteries.
Their colours are sky blue, bright yellows and gold.
Night Court
Often misunderstood by outsiders, the Night Court values individuality, equity, shadows and dreams. Its people are fiercely loyal and protective of personal freedom, often working from the shadows to safeguard the vulnerable.
Their colours are deep purples, midnight blues and black.
​
Seelie Vs Unseelie Fey
Fairies are divided between Seelie and Unseelie philosophies, which define how they interpret obligation and identity rather than good or evil. Seelie Fairies are shaped by bargains and the weight of promises, while Unseelie Fairies are defined by personal codes and unyielding internal rules.
Fairies are among the most extreme expressions of both paths, often centering their entire identity around a single oath or principle. Many actively seek structured interactions such as bargains, contests, or exchanges, treating them as essential to their nature.
Seelie Fey | Deal-Bound
Seelie fey believe that agreements are sacred. Their morality is built upon promises, bargains and exchanges. They view the keeping of one's word as the highest virtue.
To a Seelie fey, a bargain willingly entered must be honoured regardless of the outcome. Whether the result is joyful or tragic, fair or cruel. It matters far less than whether the agreed terms were fulfilled. Breaking a promise is considered one of the gravest wrongs imaginable, even when done for noble reasons or to prevent suffering.
As a result, Seelie fey place great importance on consent, wording, obligation and debt. They often view the world as a web of agreements, where every promise carries weight and every favour incurs a responsibility.
Unseelie Fey | Code-Bound
Unseelie fey believe that existence is defined by adherence to a code. Rather than bargains, they are guided by laws, duties, principles or instincts that they consider inseparable from their identity.
These codes vary greatly between individuals. An Unseelie fey may be bound to a sacred oath, a court doctrine, a personal vow, a sworn duty or even an instinctive law woven into their nature. Whatever form it takes, the code is not a preference but a fundamental truth they are compelled to follow.
If their code demands protection, punishment, restraint, loyalty, vengeance or sacrifice. They will obey regardless of the personal cost. To break their code is to betray themselves, and many Unseelie consider such a failure far worse than any harm their actions might cause.
​
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Limited Race
Fairies
Height: 215-225
Lifespan: 150
Starting Languages: Common, Sylvan
Likely Religion: The Silver Stag, Neriah
Appearance: Bull horns, often with a bull head, bull tail and hooves.
Often Large and muscular frames with fur on their legs.
Relations:
- NPCs tend to be cautious of this race
- Mid-low likely to get more from the banker
- Relentlessly Protective of all fey, Fey should feel safe with you
- The Elven Kingdom will kill this race on site within their lands
Considerations:
Code-Bound to Protecting all fey. Due to this code you can not be a seelie fey. Its Unseelie or both.
Must pick a court
All we seem to know:
Minotaurs are powerful humanoids bearing the heads of bulls, renowned for their immense strength, endurance and unwavering resolve. Often clad in hardened leathers and carrying heavy weapons, they have long been associated with the protection of fey communities, travelling roads and sacred places. Though their intimidating appearance causes many outsiders to mistake them for warriors or mercenaries, Minotaurs are more often encountered standing watch than seeking battle, acting as steadfast guardians wherever danger threatens.
However, since the event known only as the Big Bang, Minotaurs have become increasingly rare. Entire warbands and guardian orders vanished in its aftermath, leaving many former fey settlements without their traditional protectors. Countless stories speak of Minotaurs abandoning their posts to answer some distant call heard by no one else, yet none ever returned. Whether they were lost alongside the many wonders consumed by the catastrophe, or drawn toward a fate known only to them, remains one of the enduring mysteries surrounding their kind.
The 7 Courts
Minotaurs are often spoken of as belonging to a court, yet they are consistently found bound to the presence of all fey peoples across the world. Rather than organising themselves into Courts or cultural divisions in the way many fey do, Minotaurs appear to exist in a singular, unified purpose: the protection of the fey in all their forms.
Despite differences in appearance, region or affiliation, Minotaurs share an unmistakable common drive, an instinctive compulsion to stand between the fey and harm. This unwavering nature has led many to believe they are shaped by a force older than most recorded history, one that binds them together more strongly than any language, tradition or homeland. While individual Minotaurs may form bonds, travel widely or even integrate into various societies, they remain united by this singular and unbreakable calling. Though scholars debate their origin and purpose, Minotaurs themselves rarely speak on such matters. Instead, they remain focused on their duty, standing watch wherever fey are found and ensuring that, whatever else may shift in the world, their protection does not waver.
Spring Court
The Spring Court values tradition, beauty, growth and protection. Its people are devoted to preserving what they cherish and nurturing future generations. However, they can be overly cautious and resistant to change.
Their colours are green, gold and bright pinks.
Summer Court
The Summer Court values freedom, vitality, trade and joy. Known for their hospitality, they often host grand festivals and welcome people from all walks of life.
Their colours are blue, gold and aquas.
Autumn Court
The Autumn Court values passion, lineage, rebellion and independence. Its people are strong-willed and determined, often challenging traditions they believe no longer serve a purpose.
Their colours are orange, Deep reds and copper browns.
Winter Court
The Winter Court values resilience, preparedness, adaptation and defence. Its people prize endurance, practicality, and strong community bonds above luxury or excess.
Their colours are icy blues, whites and frosty silvers.
Dawn Court
The Dawn Court values knowledge, healing and new beginnings. Its people are often scholars, diplomats, healers, and teachers, dedicated to helping others find their path forward.
Their colours are Reds, soft pinks and Rosegold.
Day Court
The Day Court values enlightenment, truth, intellectual curiosity and scientific discovery. They are renowned for uncovering lost knowledge, breaking curses, and solving ancient mysteries.
Their colours are sky blue, bright yellows and gold.
Night Court
Often misunderstood by outsiders, the Night Court values individuality, equity, shadows and dreams. Its people are fiercely loyal and protective of personal freedom, often working from the shadows to safeguard the vulnerable.
Their colours are deep purples, midnight blues and black.
​
Seelie Vs Unseelie Fey
Unlike other fey, Minotaurs appear to exist entirely within an Unseelie framework, though not by choice or doctrine. Their defining “code” is singular and absolute: the protection of all fey. It is not debated, taught or interpreted differently among their kind, but instead manifests as an instinctive and unwavering compulsion that shapes every aspect of their being. As with other Unseelie fey, Minotaurs are driven not by outcome, but by adherence to this internal law. To them, failure is not measured in consequence, but in the breaking of their purpose. This unyielding devotion places them apart from most other fey interpretations of Seelie and Unseelie, marking them as something both familiar and profoundly singular within fey society.
While rare accounts suggest that some Minotaurs exhibit traits associated with both Seelie and Unseelie philosophies, this does not appear to alter their core nature. Regardless of alignment, their purpose remains constant, and they are all still code-bound. The instinct to protect fey endures unchanged, overriding all other considerations. Among other fey races, such duality is virtually unheard of, as most are bound strictly to a single philosophy. In Minotaurs, however, there are a few recorded individuals who appear to slip between both Seelie and Unseelie traits, existing in the space between these definitions without ever breaking their inherent purpose or the code they are bound to uphold.
Seelie Fey | Deal-Bound
Seelie fey believe that agreements are sacred. Their morality is built upon promises, bargains and exchanges. They view the keeping of one's word as the highest virtue.
To a Seelie fey, a bargain willingly entered must be honoured regardless of the outcome. Whether the result is joyful or tragic, fair or cruel. It matters far less than whether the agreed terms were fulfilled. Breaking a promise is considered one of the gravest wrongs imaginable, even when done for noble reasons or to prevent suffering.
As a result, Seelie fey place great importance on consent, wording, obligation and debt. They often view the world as a web of agreements, where every promise carries weight and every favour incurs a responsibility.
Unseelie Fey | Code-Bound
Unseelie fey believe that existence is defined by adherence to a code. Rather than bargains, they are guided by laws, duties, principles or instincts that they consider inseparable from their identity.
These codes vary greatly between individuals. An Unseelie fey may be bound to a sacred oath, a court doctrine, a personal vow, a sworn duty or even an instinctive law woven into their nature. Whatever form it takes, the code is not a preference but a fundamental truth they are compelled to follow.
If their code demands protection, punishment, restraint, loyalty, vengeance or sacrifice. They will obey regardless of the personal cost. To break their code is to betray themselves, and many Unseelie consider such a failure far worse than any harm their actions might cause.
​
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Limited/Cursed Race
Minotaurs
Height: 150-180
Lifespan: 200
Starting Languages: Common, Dwarvish
Likely Religion: The Stoneroot Bear, Karnis
Appearance: Must clearly resemble mechanical or clock work creation.
No AI or futuristic type constructs.
Relations:
-NPCs tend to be cautious of this race
-Mid-low likely to get more from the banker
- The Elven Kingdom will kill this race on site within their lands
- Dwarven people are their kin
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Limited/Cursed Race
Constructs
Considerations:
Commonly suffer from memory loss and lingering mental fragmentation
Once becoming a construct, this race can no longer reproduce.
At this moment in time a construct must of been a dwarf before they were made a construct. They could of been made at birth so they do not have to remember anything about their dwarf life.
If you do remember your life as a dwarf the older your body gets the more your memories will begin to fade.
Current day:
Today, the creation of a Construct is one of the most closely regulated rites in the world. The ritual can only be performed under the direct supervision of the Veilwatchers, whose artisans and scholars have safeguarded the surviving knowledge for generations.
Every Construct is a marvel of clockwork craftsmanship, its body built from enchanted mechanisms, finely crafted metals, intricate gears, and runic engineering, all designed to house the soul of a dying dwarf. Though their bodies are artificial, Constructs are recognized as living people, carrying the same memories, personality, and spirit they possessed in life.
Time, however, is not without its cost. While a Construct's soul endures, its vessel slowly wears with age, and the memories carried within begin to fade. Faces become difficult to recall, names are forgotten, and moments from a previous life slowly slip away despite every effort to preserve them. No repair has ever been able to halt this gradual decay, only slow it.
For this reason, every Construct is carefully documented, routinely inspected and provided ongoing maintenance throughout its life. When a vessel begins to show signs of wear or mechanical failure, the Construct returns to the Lower Sanctum of the Veilwatchers, where master artisans restore failing mechanisms, re-etch worn runes, and preserve the delicate bond between soul and vessel for as long as possible.
History:
Two hundred and fifty years ago, a dwarven expedition returned to the buried ruins of Dur’Khall in search of relics from their fallen kingdom. Near one of the city’s great exits, they uncovered what is believed to have been the first Construct ever created.
Though its body had long since fallen silent, one hand remained tightly wrapped around a bundle of ancient writings of uncertain origin. The texts had suffered more than the passage of time alone. Entire pages had been deliberately torn away, sections had been cut from the parchment, and crucial passages ended abruptly, as though portions of the ritual had been removed or lost before it was ever sealed beneath the mountain.
Believing both the Construct and the writings to be relics of their ancestors though scholars still debate this assumption the dwarves spent the next fifty years painstakingly deciphering what remained. Though much of the ritual could never be recovered, they adapted its surviving principles into a system that served their needs.
Two hundred years ago, the first modern Construct was created.
When a dwarf stands upon the brink of death due to the The hollow, their soul does not always depart immediately as cleanly as once believed. For a brief time, it lingers between life and the beyond in a deathlike slumber. Through the use of a Soul Resonator engraved with master-crafted runes, and a meticulously prepared construct vessel, skilled artisans can anchor that wandering soul before it is lost forever.
The result is not a machine, but what appears to be a living dwarf granted a second life. Every Construct is an extraordinary feat of craftsmanship. Their bodies are intricate assemblies of enchanted clockwork, reinforced metals, precision-forged joints, and finely carved runes. Every gear, spring, plate, and mechanism is painstakingly designed so that each component works in perfect harmony with the next, creating a body capable of housing a living soul.
Each Construct is treated as a person, not an automaton, carrying the memories, personality, and soul of the dwarf who once inhabited flesh. Who wrote the original ritual, and why parts of it appear to have been removed or lost, remains one of the greatest mysteries buried beneath Dur’Khall.
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