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Welcome -- to Xohlia!
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About the Setting
About Xohlia:The Planet
The Galaxy and Dimensions
Xohlian Theology
The Nairevi:
Nairevin
Magic, Theology, and History
Racial Characteristics
About the Beings
The Sentient Races:The physical traits and lifespan given for each race are averages, not hard-and-fast rules.
Avians | Centaur | Dark Elves | Dragons | Elves | Faeries | Greater Elementals | Gryphons | Humans | M:rran | Vampires | Other Races
About the Setting
The Planet
The World: XohliaXohlia itself is a fantasy world a touch smaller than Earth. It is a much younger world, though, only having existed for about 50 millennia. Created not so long ago, its core magic has barely had time to calm from the original, chaotic rush of creation; and only on the largest continent, Azeria, has the raw magic evened out enough for the rise of life and sentient races, which began about 10 millennia ago. The explosive growth of lifeforms on Azeria has been breathtaking, covering the continent in a thousand different vibrant forms of life. The other four, smaller Xohlian continents are thought to still be overrun with too much wild, uncontrollable magic to allow anything to survive for long without mutating -- often with dire results. But it seems that the nearest continent to the east of Azeria, Altherya, may be beginning to stabilize as well.
Maps
Click here to see a map of Azeria, the continent on which we roleplay.
Celestial Bodies
Each Xohlian month has 36 days, based on the revolutions of the two moons (and so, the Xohlian year is 432 days). The greater moon, the white moon, is sacred to the Goddess; he is known as Kelach, and he has a cycle of 36 days. The lesser moon, the silver and gray moon, is Lalach; and she has a cycle of 12 days, which means she completes three revolutions in one revolution of Kelach (or one month).
Unlike with our world, Xohlia's sun, Aelior, orbits the planet (which remains stationary). The sun is only about the size of Kelach, and is also much cooler (as are all stars in the Xohlian galaxy). Despite this, it's about the same size and brightness when viewed from the planet, thanks to its close proximity. Since the sun's orbiting a stationary planet, the seasons on Xohlia are actually created because the sun has an unusual orbit that varies over the course of each year.
Timekeeping
As befits a world under the guidance of a lunar Goddess, timekeeping on Xohlia is based on the moons. More specifically, they work off of the revolutions of Kelach -- the Goddess' moon. As in our world, there are twelve months in a year and four weeks in a month. However, since Kelach cycles once every 36 days, the Xohlian year is 432 days long.
Time on Xohlia is most often counted in halfmoons, periods of eighteen days, which are made up of two quartermoons lasting nine days each (the quartermoon is a rough equivalent of our week). The smallest grouping of days, uncommonly used, is known as the twelfthmoon - three days each. This shouldn't be confused with twelvemoon, the official term for a year; each year is marked by the four equinoxes, which fall roughly in the middle of each season and are each celebrated with a festival.
The Magic
Xohlia itself, as a world, has an inherent and unique form of magic. This planetary magic, core magic, is what helped form and shape the world at its creation, and has been a integral part of Xohlia through the present day. Xohlia is physically held together by the core magic; and, in fact, the core magic could been seen much as the Xohlian equivalent of our sun. The sun of Earth shaped the formation of our solar system, and powers all life on Earth. But as millennia pass, it will eventually burn itself out and then Earth will become unable to support life. In the same way, Xohlia's magic, though nearly limitless at the moment, will weaken over time -- and Xohlia will, eventually (uncountable years into the future) break apart, then fade into nothingness.
The core magic, which serves as a practically limitless reservoir of natural power, is expressed on the surface of Xohlia in the form of hundreds of different elemental magics. These expressed elements are the ones tapped by the beings of Xohlia, who can't access the primal core power of the planet itself.
The most common are the primary quintet (fire, earth, air, water, and ice). These four stand out because they are tied directly to parts of Azeria; fire is associated with the desert, earth with the Forest Wilds, air with the plains, water with the oceans and rivers, and, of course, ice with the Frostfang mountains.
Nature is an element that affects growing things - mostly plants. Thanks to its connection with living things, it's also commonly used for minor healing spells. In a sense, it can be thought of as the wild magic of life.
There are also dozens of secondary elements, though: lightning, dark, light, metal, nature, and so on. The secondary elements are somewhat less common, and they can be loosely grouped based on their relation to and affinity for the primary elements; but they are entirely separate (a fire wielder can't control lightning, and vice versa).
Primary elements and secondary elements are of equal magical power; despite the terms used to classify them, neither set of magics is superior in any way.
There also exists a third set of magics, which are not expressed directly from Xohlia's own power, but still play a vital role on Xohlia. These non-elemental magics include death, healing, time, lunar magic (obviously, this comes from the Goddess and the moons), aether, and the arcane.
While arcane is occasionally used as a general term for battle magic, Xohlian arcane magic is an entirely separate power... not necessarily used only for battling, but also for scrying/divination, portals, enchanted objects, and the like. It's pretty much the quintessential magic used by wizards - a nonliving, separate, raw magic. Arcane is also renowned for requiring much more precision than the elemental magics; it's much more ritual- and formula-oriented, rather more like math than most of the magics. Arcane is favored by the elves. This doesn't mean that either type of magic is exclusive, though; elves are perfectly capable of using the elements, and some other races are able to wield arcane. The elven-folk just have a higher affinity for this type, as a whole; and they therefore have more arcane-sensitive individuals who can become arcane mages.
Healing and death are unusual magics which cancel each other out. Healing magic (entirely separate from the healing which can be created by some nature mages) is the pure magic of healing, channeled from Anarait, the healing plane of the Goddess' realm. Healers who use this magic must guide the magic for it to have the right effect, which means they must have a good working knowledge of both anatomy and cures. In fact, many of them choose to combine traditional remedies with their magic, since otherwise it would be too exhausting to heal much of anything. Mages specializing in death focus on creating plagues, illnesses, temporarily sapping strength, or perhaps, if they are strong enough, aging their targets. (Aging is a tricky thing indeed, requiring a very well-trained and powerful mind, and it's also heavily dependent on complexity. It's much simpler to age something simple, like an apple, than it is to age anything as complex as a sentient being. Since death mages have no actual power over time, aging is really a physical change {applying death magic to steal health and youth}, not true aging. This means it won't change the lifespan of the being aged.) As with healing, creating diseases requires an excellent knowledge of anatomy and pathology, and it's usually easier to combine death magic with physical attacks. It's worth noting that healers, no matter how powerful, cannot resurrect beings or cure mortal wounds; and mages of death cannot kill using their magic alone.
Time is an interesting element that has no mortal wielders; the only mage able to control the raw power of time on Xohlia is the Guardian of Time.
The Galaxy and Dimensions
The area of the universe Xohlia's located in is scattered with stars - rather sparsely compared to our own galaxy; but there are still enough to keep astronomers in business or provide a fine evening of stargazing. While those stars don't seem to support life, or even other planets, Xohlia has plenty of company in the form of other worlds, found in several overlapping dimensions.There are currently thought to be five dimensions, and in those are other life-bearing worlds known to exist in similar space- and time-frames. There's Ova, the dragon dimension; lush and verdant, its distinguishing feature is the large, magic wielding dragons, distant kin to the smaller dragons on Xohlia today. Ova is home to humans and elves as well, but no other sentient beings. The second dimension is the home of Xohlia itself; Xohlia is by far the youngest world, hence its strong abundance of every kind of wild magic. The third and fifth dimensions are thought to be unoccupied, though this fact hasn't been proven. And in the fourth dimension lies the demon world, Nairevin.
Interdimensional Travel
Interdimensional travel by any means is extremely rare. Usually it's just an individual or two that gets moved between the worlds, a freak accident often caused by strong magic wielded carelessly. The chances of getting transported are almost nonexistent -- although the closer the dimensions are, the more likely it is. An extremely strong arcane mage may be able to slip between the worlds at will, but it's a risky proposition. On occasion, a rip can connect two of the dimensions, allowing free transit for all beings; but this causes even more problems for the connected worlds as unfamiliar magic and new beings run rampant, mingling and changing the very essence of both worlds.
Theology
The GoddessXohlia is overseen by one major divine being, known simply to most as the Goddess. Across Azeria, she is worshiped in an enormous range of forms (for example, the dragon-shaped Moon Goddess favored by the moon dragons), encompassing deities whose functions seem entirely different; but they are truly all just Aspects of the Goddess, the one and only. Death and the afterlife are widely known to be the provenance of a harsher and more judgmental deity; but most theologians would agree that even this is only another Aspect of the one Goddess, the necessary counterbalance for the new life she brings into the world. Though the Goddess wields nearly unthinkable power, she has never been known to interfere directly on Xohlia -- no one knows whether this is from her own choice, or because she is unable to directly influence the physical world. Instead, she works through vision, dreams, and her Guardians.
Even though she's worshiped over all of Xohlia in the form of strikingly different Aspects, the Goddess is associated with the moons in nearly all cases. While the moons are both considered sacred to the Goddess, she's linked a bit more strongly to Kelach, the greater moon, which many beings see as her "home" on Xohlia; while, of course, they know she does not truly live there, the moon serves as the physical focal point for her Realms, and as a reminder that the Goddess is always watching over her children.
The Goddess has watched over Xohlia from the very beginning: from the lost ages when the world seemed lifeless, covered in so much pure, wild magic that life was impossible and all that existed was the living land itself; through the gradual weakening of that first, burning rush of magic, until the land calmed enough to support life; from the first plants and animals, to the creation of living beasts and finally, the appearance of the sentient races. But most agree that she neither created Xohlia nor was created with it; instead, she came and adopted the infant world as her own, caring for it and subtly shaping it to become the bright, beautiful, and thriving world it is today.
A common legend, told in a thousand varying forms across the breadth of Azeria, states that there was only one moon -- the greater -- when Xohlia was made. While the worlds was still young, the Goddess set the lesser moon, Lalach, in the sky in honor of her Guardians: her most faithful and loyal servants; and it remains dedicated to them to this very day. This is the only known story where the Goddess has ever been seen to affect Xohlia physically... but there is no mortal alive now who could tell you whether it is truth.
The Goddess' Realm
The Goddess is said to rule from the Lunar Realms, the Suilbandia (shool-baan-jhea; means 'eye of the Goddess'). The Suilbandia are a misty, undefined series of realms, areas that aren't quite a sixth dimension, yet also aren't really part of Xohlia proper.
The Suilbandia themselves are rumored to be shapeless and directionless, made up purely of the Goddess' magic; but they are responsive to strong-willed beings (like the Goddess and some of her Guardians), who can shape the formless power into whatever they wish. Suilbandia is roughly divided into six planes, though.
The first plane is Kelach, the white moon, and relates directly to the physical world. Kelach provides access to all the other planes, for those who have the knowledge and power to access them.
The second plane is also physical: it encompasses Lalach, the lesser moon, and provides access only to the Luxamirum.
The Luxamirum, the third plane, is the Guardians' plane -- where the Guardians return to rest, their 'home' off of Xohlia itself.
Anarait (ah-NAR-ay), the fourth plane, is known as the healing plane - the source of raw healing magic.
The fifth plane, Caelistis, is said to symbolize the afterlife... much like a general concept of heaven. The specific afterlife any being encounters is dependent on their own beliefs, and is not found in Caelistis. Caelistis serves as something of a waypoint; a place where the dead are sent, from where they can then continue to their true afterlife.
The nameless final plane, the sixth, is simply known as the Goddess's plane.
The first two planes of Suilbandia have their physical focal points based on the moons, and could thus be entered by mortals; but no mortal has ever succeeded in traveling to either of the moons, much less seeking entry. The third and fourth planes are open to all Guardians; the fifth plane is open only to the Goddess and Guardian of Death; and the Goddess' plane is Hers alone, never entered by any other.
The Guardians
For a few specifics on roleplaying Guardians check out the section devoted to Guardians (the last entry of the "other races")
The Guardians serve as the Goddess' physical influence on Xohlia. Guardians are unique in that they are the only beings who can both walk freely on Xohlia in physical form, and access the Lunar Realms at will. In some ways, they occupy the theological niche that angels take in our world -- they are autonomous, immortal beings who serve as messengers for the Goddess, acting as the mediators between mortal Xohlians and the Goddess Herself. They seek always to do her will and serve her purposes, while also maintaining balance in the world.
Unlike angels, though, they aren't divine beings. Their origins are rather more mundane -- they were chosen and created by the Goddess, from the first animals that roamed Xohlia. Nor do they always agree with each other; even though they have the same major goals, the Guardians are a diverse group whose favored tactics and methods vary widely. They certainly aren't mystical beings of magical harmony, and they argue and fall out like any set of strong-willed mortals. And most importantly, Guardians do not channel the Goddess' moon power directly, the way that angels usually channel the power of their deity. Instead, they each represent one of Xohlia's myriad magics; they are, quite simply, the most powerful wielders of their respective magic on all Xohlia. Their magical affiliations were granted to them by the Goddess; and thus, they serve as the vital link between the land and the moon, servants of the Goddess who shape and control the magic that the Goddess Herself is unable to direct.
In times of peace, Guardians usually content themselves with walking the world, focusing on the subtle changes and interactions of their element. They may occasionally help the mortal races, but they usually choose simply to give advice, hardly ever directly interfering with the mortals' affairs. Nonetheless, they aren't actually rare; it's not unusual for even short-lived beings to catch a glimpse of one, at least once, before they die. Though they do not worship them, mortals view the Guardians with reverence and deep respect, as the hands of the Goddess. Even a Guardian's merest suggestion will often be treated as a direct order.
Guardians as a rule are single wanderers; after all, immortality last for a long, long time, and views and personalities change. In a group like this, hurt feelings and bruised egos are something no Guardian wants to risk. In any case, their duties don't overlap under normal circumstances, since each cares for a separate element. In a pinch, they can and do work well together, each Guardian's powers enhancing those of the others'; but they usually prefer not to form close bonds. Of course, any Guardian would trust another Guardian with their lives, even if they personally disliked each other... but it's rare indeed for them to reach beyond the camaraderie of friendship.
Known Guardians:
All of these are Guardians who have been roleplayed or are currently being roleplayed in Xohlia. Their elements are, of course, taken c=.
listed as: name - magical affiliation; gender; primary (original) form/secondary form.
Airmid - Guardian of Death; female; arctic fox/human.
Celestia - Guardian of Ice; female; snow leopard/elf.
Kyn'aleth Averian - Guardian of the Aether; male; werewolf/wolf.
Leandro Sole - Guardian of Fire; male; human/lion.
Ineur - Guardian of Darkness; male; human/crow.
Rhaevyn - Guardian of Arcane; female; sunhawk/avian.
Sophina Windrider - Guardian of Air; female; arctic wolf/elf.
The Nairevi
The Demon Dimension: Nairevin
Old and bleak, the demon dimension has nearly run out of the magic that powers and sustains life; it will simply fall apart in a few centuries, as the very last of the magic fades. As the fading elements of Nairevin lost their defining characteristics, the world slowly lost the rich colors it must have once possessed; now, the overwhelmingly predominant colors are dark purple, deep blue, and black -- a world defined almost entirely by its shadows, bled of color.
The folk of Nairevin, the Nairevi, have been forced to change with their world. The loss of elements and colors has altered them, too; they've been changed to match their fading world, with skin tones ranging from dusky violet through pale blue-grey. Their changed appearances, along with the characteristics that have always defined Nairevi -- tails, horns and hooves -- have led to their colloquial name of "demons" on Xohlia, and their world is often referred to simply as the demon dimension.
Life here is hard and dark, and the fate of their world looms over the Nairevi. Even so, Nairevin is astonishingly similar to Xohlia, the dark and ancient counterpart to Xohlia's life and beauty, and the two dimensions are especially tightly overlaid.
Magic, Theology, and History
The MagicAncient as it is, the little elemental magic that remains on Nairevin (NAIR-ev-in) is no longer the vibrant magic that surrounds worlds like Xohlia; it's no longer separated into individual elements, but melded into an amorphous, nondescript power that can be sluggish and hard to wield.
As their world lost its original elemental powers, the Nairevi have mostly lost their ability to wield such magics. Left with only the remains of their original magic, the demons turned to the only magical source they could generate themselves: blood magic, a derivative form of the once-abundant life-magic that faded away. This blood magic has become central to their lives; as the sole magical source remaining to them, they use it for everything from healing to battle magic. It have even become tied up in their worship. Of course, the greatest Nairevi mages can't be expected to rely on the paltry amount of magic they can generate from their own bodies... so they are mostly directly associated with the government. In return for serving their rulers' wills, government spellcasters -- known as warlocks -- are given custody of those Nairevi who break the law, to sacrifice or bleed for power as they please. The other option for the powerfully gifted is to enter service as an acolyte of one of the Seven, taking up residence at their patron's temple in return for power given directly from their god.
The Gods
The gods of Nairevin, the Seven, are a set of siblings whose physical forms resemble classic humanoid Nairevi -- they have the usual dusky blue-black skin, and bear both horns (of varying sizes and shapes) and tails. Unusually, though, the Seven also manifest with large, leathery wings and brilliant green eyes -- a color no longer seen on Nairevin except in the eyes of the deities.
Each of the Seven represents an aspect of behavior, and they have their own well-defined rites, rituals, and holy symbols. The eldest is the god Shal'anthurus, who symbolizes pride; and his other siblings are Lissan'drathia (goddess of Sloth), Avar'iarax (goddess of Greed), Ran'uxurias (god of Lust), Cyn'vilanea (goddess of Gluttony), Jaer'eldradd (god of Wrath), and the youngest, Xo'atheryn (god of Envy). Though the Seven each choose to manifest physically as either male or female, and are worshiped as such, they are technically genderless - after all, none of these behaviors are limited to one gender.
They receive their power from the process known as relicruen, blood worship; worshipers tie themselves to one of the Seven by ritually offering a tithe of their blood every two weeks. The more pious Nairevin visit the temples more often, of course; and those who ask for major blessings are required to make an extra tithe by cutting a vital artery - usually in the wrist or throat. If one of the Seven agrees to grant their wish, they will be cured ... and if not, the worshiper dies. Every five years -- known as a blood year -- all Nairevi are required to make a pilgrimage to all of the Seven's temples at the winter's solstice to sacrifice to all, no matter which of the Seven they normally serve. Relicruen is a compulsory religion, and any who refuse to perform their twice-monthly tithes will be cursed.
History
Eons ago, they say that the Seven weren't the warped beings they are today. When they first came to the young world of Nairevin they were more neutral, and each represented the positive aspects of their behaviors as well as their current negative faces. They were never exactly known as kind or loving to their subjects; but they were noble and just, guiding and serving their world well. They each had two physical forms back then: one positive and one negative, two aspects of the same coin. The twin Faces of each god, as they were known, were worshiped together in the same temple: light and dark in perfect balance to make something entirely other; a mix every being echoes, but united in a balance no mortal can achieve.
As the centuries passed, though, Nairevin's aging magic began to fail. The Seven tried ever-more desperate things to save their beloved world from its fate ... but they couldn't quite manage it. As they made one compromise after another, they begin to lose their own, personal balance and the positive sides began to fade, even as their darker forms grew stronger. Soon enough, all that remained was their darker form, their onetime balance only hinted at by the last remaining positive trait: their green eyes. Even as they changed, falling further and further into despair and darkness, the Seven reached an inevitable conclusion: they just didn't have enough power to save their world. And there was no way to find more power. Unless...
The Seven decided that they needed a direct link to Nairevin's magic - though fading, it was still an immensely powerful source of magic. Gods aren't truly of their worlds, though, and can't directly tap the magic of their planets; and so, they turned to the Nairevin -- the children of Nairevi, the beings who could access that power. They began the practice of relicruen, worship through blood sacrifices. This generated blood magic: a unique form of power that both mortals and gods can use, and one that was linked, though indirectly, to the power of Nairevin itself. The blood tithe started as a donation to show devotion... but the gods always needed just a bit more power, and so, eventually, they become compulsory. This provided a link for them to work directly with the world, fed them extra power, and gave them more control than ever before over the Nairevi. The sacrifices created an unheardof link between the gods and the land, though, with the demons as the living connections between the two: so the Nairevi picked up influences from both -- they lost their original skin colors, fading into the dark purple and black scheme of the dying world; and they were mentally affected by the growing depravity of their gods. (Hence why most demons lean towards the evil side.) At the moment, though, though the Nairevi themselves have no idea of this link.
The Seven still couldn't stop the world fading, though; no matter how much blood magic they had, they couldn't use it to replace the vital elemental magic that was bleeding out of Nairevin. So eventually, they came up with their most desperate plan of all: they will invade Xohlia, a much younger world, and take the Nairevi to live there. All that remains now is to see if their risky gamble could possibly succeed.... can they truly take this new world by force?
Racial Characteristics
The Nairevi (singular: Nairevan), the demons, come in a wide variety of forms. Since their world is so closely bound to Xohlia, it is actually remarkably similar; there exists a demon counterpart for each race of Xohlia. Therefore, there are demon dragons, demon vampires, and demon forms of all the races (save for the pegasai, whose demonic equivalents are an entirely different race: the thestrals). The Nairevin counterparts may seem similar, but they are visibly different; Nairevi can (and most do) have any combination of horns, tails, and hooves, a trait that has always marked those from the fourth dimension. Since the fading of their world, they have also had darker skin, hair, and eye colors, ranging from grey through dark purple or blue.Demons normally use only blood magic, since that is the only magic remaining in their dimension. While the Nairevi may still possess some talent for other types of magic, remnants of their world's former magical diversity, there is no way to tell unless they are in a dimension where that type of magic exists. However, all demons also possess an interesting talent, the ability to speak in any language they choose, excluding animal ones.
The demons are widely regarded by Xohlians as evil beings, due to their unusual appearances and use of blood magic; and since they have become tied to the Seven and their twisted insanity, this stereotype has only gotten stronger. Most of the Nairevi are tricky to deal with, thanks to that tie; they have become a harsh, often violent or bloodthirsty people, many of them already borderline insane to begin with. They are also easily influenced at a subconscious level by the moods of their Gods... and the Seven, crazed as they have become, are rarely in good moods. However, as with all races, stereotypes aren't everything; and there are a few Nairevi, especially the ones less sensitive to blood magic, who fight the influences of their culture and seek another life.
The Sentient Races
Avians
LIFESPAN: 80-90 years.MEASUREMENTS: Height ranges from 5.5 feet to 7; wingspan approximately 10-14 feet. Average weight about 100 pounds; avians have fast metabolisms and are unlikely to become overweight, but any severely overweight avians will be unable to fly.
MAGICAL AFFILIATION: Non-elemental - healing and arcane. Avians are primarily magicless, much like the humans who may be their distant ancestors. Still, the occasional avian healer can be found; and it's not uncommon to find avians with the arcane-based ability to weave enchantments with song or story, in carving or cloth.
OTHER: Hybrids with elves, humans and elementals are possible, but relatively uncommon (other humanoids are terrible at avian courting, because they are unable to sky-dance). Any hybrid offspring tend to inherit the avians' height and a relatively slender build, along with a fully-functional pair of wings; however, they will have solid bones and therefore be unable to fly unless mitigating circumstances can be brought into play.
The avians are a race of humanoids who look much like true humans; their distinguishing features are the large wings that sprout just below their shoulderblades. Much like with true birds, their feathered wings can come in any color, leading to great variety: wings can be a single solid color throughout, or sport the bright, gaudy colors of a parrot's wings. Avians aren't nearly as thickset the humans they resemble; to allow for flight, they have thin, hollow bones (much like those of any bird) and frail, slender bodies. Even the bulkiest of avians can hardly compare to an average human, and they rely on agility rather than brawn. Their hair and skin come in any of the colors usual for humans, which has led some to speculate that their ancestors were once human-animal hybrids.
Unusually, the avians have a very high rate of regressive mutation: about one in every hundred avians is a genetic throwback. These avians have feathered arms, instead of independent wings; they can still fly, but it's much harder for them to use their hands while in flight. Depending on the degree of regression, their bodies may be partly or completely feathered, and they may have any combination of beaks, talons, or tails. Still, even the most extreme throwbacks are humanoid in form. Thanks to the large number of throwbacks, there isn't much stigma against them; they are treated as normal members of avian society, though members of other races may view them as odd.
The avians live scattered throughout Silvermoon forest, in treetop colonies. They make their houses out of tightly-woven tree branches, and may link their colonies together with woven walkways and bridges. Their skill with wood is great, and their buildings and paths are sturdily built, designed to flex with the motions of the trees they perch in. They do have their own language, a melodic, tone-based one that can be spoken by all (including the throwbacks); but most avians also speak human or elven, as common trade-tongues. Avian culture emphasizes art quite strongly, with weaving, carving, and singing receiving the most attention. Oral storytelling is an important tradition, though (best done in the avian tongue); and all avians are expected to have at least a basic knowledge of the traditional sky-dances once they come of age (around twelve, when their wings are fully grown). Colony-wide courtship dances, organized one or twice a year, are the most important occasions of a young-adult's life, and can start, make, or break a courtship.
Centaur
LIFESPAN: 60-80 years.MEASUREMENTS: Height at the withers (where their horse body joins their human torso) ranges from about 4 feet to 5, depending on the horse breed they resemble, with an additional 2 feet or so created by their human torso.
MAGICAL AFFILIATION: Elemental. Though Centaur are unable to directly channel magic themselves, they have developed a unique form of elemental magic they refer to as shamanism.
The centaur are a proud, nomadic race; these beings have the body of a horse, and the torso and head of a human. They can vary quite widely in size -- from centaur who pair the slender body of a thoroughbred horse with an equally willowy torso, to those who sport the heavy body of a draft horse linked with a burly upper torso. Their colorings vary widely as well, encompassing both all known horse colorings and all human ones. The human and horse parts usually have similar coloring, though.
Many centaur don't really wear clothes, especially if they're male - they may carry a belt or several pouches for convenience's sake, but clothing as a whole isn't required. Traditionally, centaur of both gender have long hair (although this has started to change in recent years, under the influence of other races). When courting, they exchange bird feathers as tokens; each family line has their own feather type, and these feathers are braided into the hair of their partner. If the courtship is accepted, the feathers will be worn until their relationship ends; whether through death, or simply because they mutually agree to dissolve their relationship.
Centaur, like the avians, are rumored to be some of the first human-animal DNA hybrids, so ancient they they have become a race in their own right. They have a largely nomadic society; most centaur live in clans out on the Windfire Plains, although they may make short trips to the forests to gather herbs and plants. They live and travel in family groups, with the grandmother being the most important, followed by the eldest daughter and so on. In recent years, a few centaur have moved into the major eastern cities, where they can be found selling exotic goods from across the mountains; however, they're often looked down upon as barbarians by the humans and elves, thanks to their customs.
Shamanism
A specialized use of magic developed and used only by the centaur, which uses rituals to call and bind lesser elementals to do the shaman's will. Therefore, shamanism is more of an indirect magic; the shaman himself is unable to wield magic, instead using the magical powers of his elemental servants. This allows shaman to use many different types of elemental magic at once, something mages can't aspire to (having the talent to work even two kinds of elemental magic is unusual); on the other hand, shaman can only work with the elemental magics, since there are no lesser elementals for the non-elemental magics.
To acquire an elemental servant, a shaman must physically find the wild lesser elemental they wish to bind, then complete a binding ceremony. Shaman may choose to befriend elementals who they wish to bind (this is tricky, and may take some time and effort, especially since lesser elementals aren't capable of complex thought - to make friends with one, you'll need to prove to its satisfaction that you care for and respect its element. A water elemental, for instance, may choose to ask the shaman to perform tasks such as cleaning a fouled lake), or they may bind elementals against their will (this can be faster, but it takes much more willpower on the part of the shaman.) In either case, the power of a shaman depends on the strength of the elementals they've bound. After they are bound, elementals do not usually travel with their shaman; but they can be summoned, no matter the distance, with the use of a quick ceremony. Bindings can be broken by other shaman, or by the elementals themselves, if their shaman is not strong enough to control them. Nearly all shaman will travel extensively at least once in their lives, moving out of their home ranges to meet and bind the lesser elementals they want.
Thanks to their deep connections to the elements, shaman tend to be especially respectful of nature. Since most shaman have traveled widely and seen much of Azeria, shaman who have completed their training are also ranked as elders (no matter their age) and often called upon to give advice to their clans.
Dark Elves
LIFESPAN: 100-600 years.MEASUREMENTS: Like their kindred the elves, dark elves usually stand anywhere between 5 and 6.5 feet. They have all of the anatomical quirks which distinguish elves from humans, as well; but are distinguished as a subspecies by their dark skin and changed eyesight.
MAGICAL AFFILIATION: Dark elves use a twisted, unique form of magic that combines Xohlian elemental dark magic with a hint of the blood magic used by the Nairevi.
OTHER: Hybrids with humans, avians, elementals, or even pure elves are all possible; but such hybrids are fairly rare, due to the stigma cast upon dark elves by other races. In fact, most hybrids are actually slaves (present or former) of the dark elves: children forcibly begotten on their enslaved parents by dark elf overseers, back when the dark elves sought to build an army and conquer Silvermoon.
Dark elves are more of a subspecies than a truly separate race, for they are still very closely related indeed to the pure elves. However, their skin tends to be in shades of blue, ranging from a light silvery-blue tint to almost black. Their eyes and hair follow suit, with almost all dark elves distinguished by features in shades of blue, silver and white. Also known as the shadow elves, this race lives up to its name.
In all aspects, they are very similar to their lighter-skinned counterparts, with a mix of civilized and wild people among them. They can be frivolous and lively as anyone else; but not all can see past the centuries of neglect and hatred directed towards their race. For many of the dark elves, their history is something they couldn't forget even if they tried... something branded into their very appearance, something that marks them out no matter what.
Their ranks in society are of a highly flexible cast, with magic as the focal point. Even one who is born in the lowermost caste has the opportunity to rise up in rank. This is why dark elves tend to send away their children to schools while they are young, to be trained in magic, lore, and battle. In fact, by the age of ten, most children have seen at least one fight... usually that of a civil dispute, but a fight all the same.
Dark elves age slightly differently as well, thanks to their somewhat unstable magical alterations; they will age like humans until their twentieth year, and then, depending on their level of magic, continue to age slowly until their death, anywhere between a hundred to six hundred years.
History:
According to legend, they started out as simple elves, with pale skin and light-hearted ways of magic. But more than half a millennium ago, a new wanderer came to a small village of the elven-folk: a wanderer with the angled features and keen senses of the elf-kind, but also with dusky blue-black skin and a pointed tail. He was one of the Nairevi, in fact; a demon-elf transported to Xohlia by a freak magical accident. The Nairevan was a powerful mage -- and his powers, unlike any ever seen on Xohlia, impressed some of the elves greatly. He told them that his powers come directly from the Seven, his gods, who he claimed were just as powerful, if not more so, than the Goddess; and these gods were to be worshiped by blood sacrifice and battle.
But the Elven High King of that age had no patience for such dark arts, and he banished those who took up the new magic. The Nairevan, Xz'then, led his banished followers into the Silverdusk Marshes, where they established a new home. Xz'then crowned himself their king, to unanimous support, and they began to eke out a living in the dreary land.
Other people scorned them and their ways, soon making it impossible for those in the new kingdom to travel outside their settlements except during the dead of night. So, they began to become night dwellers, and over generations their bodies changed to adapt to their ways. Their skin (once magically dyed as a mark of respect for their king, and to make night travel easier) was now naturally shaded blue. Their eyesight was now perfectly adapted for traveling at night.... They had changed drastically. And at the same time, the world outside seemed to have forgotten about them; they had faded seamlessly into the mists of time, a ugly stain that the other races would rather forget than confront.
And for a time, they were silent. But they were not beaten. They raised a great city, and their numbers grew. Soon, their dark magics were the only form of magic they knew; and torture, the main form of punishment. Children were taught the ways of battle as soon as they started school, and their education included swordsmanship, bow and arrow, and magic. But they went to the extreme, preparing their children to fight to the death. They were still elves, of course, with eyes slanted just so, pointed ears, angled faces, and a magic-based caste system. But soon, they wanted to be able to walk during the day, and let the world know that they existed still. They adopted a new name, the Dark Elves, to distinguish themselves from the onetime kin that they now loathed; and set out to remind the rest of the world of the people they had foolishly ignored.
Almost four centuries after their first banishment, they returned with great force. Their people had grown dramatically from the once-tiny cult they had been, much of it thanks to their enslavement of other races. To them, it didn't matter if you were a slave, a half-breed, or a pure blood; you were part of the war. Commoner and nobles alike joined in this assault, causing much havoc. They waged war upon the kingdom they had once been part of, wanting to see it burn. Fortunately for the elves, their numbers were far greater than those of the dark elves, so they were quickly contained yet again. An order was made for any remaining dark elves to leave, and go beyond the reaches of civilized society.
For the next century, the dark elves would wage war with every race they encountered: humans, other elves, even avians. They might have even succeeded, but something happened, and they were once again pushed back into their kingdom within the forest of forever night. Yet, their place in society had changed; they were allowed to go where they please, and they were no longer scorned for their skin or their practices. But the effects of those centuries linger. Most races still bear a hatred of dark elves, even dark elves born outside of their kingdom and ignorant of their heritage. These people are still spat on and insulted, refused rooms in inns and shunned by many. This once powerful and battle-hungry people has become much less so. Most of the people keep hidden in the sanctuary of their kingdom (now named Xzthen [Zith-N], after their first leader); the few who dare to live outside the borders of that kingdom find themselves in lands vastly different from those they were born to live in.
A few rumors still seem to circulate around the dark elves and their kingdom. They continue to worship the Seven, the demon gods; but in truth, they have never received anything substantial in return -- and so, by the present day, most of the dark elves no longer truly believe. But the common folk whisper gruesome tales of their barbaric rituals, rumors which have seem to only have grown over time: the dark elves are said to make humanoid sacrifices to the Seven, and drink blood, and feast upon the flesh of their victims.
Dragons
LIFESPAN: 50-60 years.MEASUREMENTS: 5 to 6 feet from nose to tailtip, with perhaps 1.5 to 2 feet of that length taken up by their head and long neck, and another foot being tail. Wingspan varies widely depending on wing shape, but can be anywhere in the range of 8-12 feet.
MAGICAL AFFILIATION: Elemental. All dragons have the talent to cast either fire, ice, or moon magic.
Native Xohlian dragons are about the size of a very large dog, with leathery, articulated wings that span at least the length of their body (not including neck and tail). They are covered in scales of any color, often bright and jewel-like, and have large talons and teeth. They are fast fliers, but most dragons are not especially strong. On the whole, they are elegant and streamlined, and as intelligent as any human.
Dragons usually live in groups, referred to as tribes; dragons who are directly related, or those who know each other extremely well (often as life-partners), can communicate through telepathy. They are capable of learning elven and human tongues, and several of the tribes who deal with humans have begun to use such tongues as their common speech. Most of the more isolated dragon-tribes see no reason to do so, though; instead, they continue to communicate through a mix of draconic (a hissing language that involves several guttural noises unpronounceable by any other race) and telepathy. All three types of dragons prefer to live in caves, usually near volcanoes or other heat sources; though at times, ice dragons can be found live in the far north, near the polar icecaps.
Fire dragons, as their name suggests, can breathe fire at will, and cast several types of fire spells. Thanks to their elemental affiliation, fire dragons are completely resistant to all normal sources of heat or fire, and can only be burned by other dragons' flames. The most "traditional" type of dragons, it's thought that they are also the most ancient type present on Xohlia, from which the others eventually evolved.
Ice dragons were a subset of fire dragons who lived in the Frostfang mountains; the wild, powerful ambient magic in the mountains transformed them, warping their magical abilities into the ice-based ones they possess today. They cast ice spells, and now breathe ice instead of the traditional flame. Though now utterly resistant to ice and freezing, they still maintain a slight edge of fire resistance when compared to most creatures.
Moon dragons are unique in that they use the power of the moon, instead of any Xohlian element. Due to the lunar source of their magic, their spell power waxes and wanes throughout each month, while also weakening somewhat during the day and strengthening night. Most moon dragons also follow the path of the moon; every night, a path made from moonlight appears across the land, a manifestation of their Moon Goddess' (an Aspect of the Goddess) power. It's said to change as the moon travels. Only moon dragons can see the Path of Moonlight, and many choose to follow it, trusting the Goddess to guide them. All moon dragons have a gem embedded in their forehead, through which they channel their power. Under extreme stress, they may breathe fire -- a trait hearkening back to their original roots; but this ability isn't under conscious control.
Several other species of dragonkin are native to Xohlia, as well: the faerie dragons (also known as sprites), the larger wyrms, the sea serpents, and the leviathans.
Large, sentient dragons (transported from Ova, the dragon dimension) can be seen in Azeria on occasion; but like any other interdimensional traveler, they're rare.
Elves
LIFESPAN: 500-600 years.MEASUREMENTS: Height ranges from 5 feet to 6.5. Though slender and wiry, elves are still remarkably strong for their size.
MAGICAL AFFILIATION: All. Elves have an unusual affinity for the arcane, and the majority of arcane mages are elven; but they are capable of possessing talent for any of the elements or non-elemental magics. Some elves also have the ability to shapeshift, a skill usually limited to their race alone.
OTHER: Hybrids with avians, humans, elementals, and even dark elves are fairly common. The elvenkind are long-lived but not particularly fertile, and they have become unusually accepting of liasons and experimentation with other races.
At first glance, Xohlian elves appear similar to humans, save for the obvious difference of pointed ears; but upon closer inspection, they are revealed to be strikingly inhuman. The elvenkind have entirely separately evolutionary origins from humans, and they are anatomically different in a thousand subtle ways: from different musculature to somewhat slanted eyes, from extra-long fingers to the lack of a second joint in their toes, the elves appear as much alien as human up close. The elongated, swept-back tips of those famous pointed ears make their ears at least a inch longer than those of humans; and their ears have some limited mobility, quivering and even turning slightly when their owners strain to pick up noises. The elves are taller, slenderer, and paler than humans as well, and are renowned for their agility and grace. Though widely regarded as beautiful or glamorous, a better description might simply be... different. The elvenkind aren't really more stunning than your average human, but their alien features and grace can make them seem unusually beautiful even when they aren't.
They often have enhanced eyesight and hearing, but reflexes and strength only slightly above that of humans. They may have any hair color - including magically-enhanced colors such as blue, pink, or green - but their skin is limited to light, pale colors. One of the longer-lived races -- with a lifespan spanning maybe five or six centuries -- elves show no signs of age until the last few decades of their lives, when their hair color may begin to fade and fine wrinkles will begin to appear.
Elves as a race famously favor arcane-based magic, and they have a remarkably high number of arcane-attuned mages when compared to other races. They are also known for their fascination with politics and skill with words.
Elven city-states are mostly found in the northeast part of Azeria; each city-state is mostly autonomous, ruled over by their own royal family, though they all answer to the elven High King and Queen in times of crisis. Most elves have at least some magical power, and as a general rule they prefer to solve their problems with magic. This is evident in their cities, which are filled with everything from magical streetlights to spell-controlled plumbing. Elven society is highly caste based, and rank is often decided by magical power; but exceptional politicians, writers, or artists are often elevated into castes far beyond their original rank.
Shapeshifting
A few rare elves are born with the natural ability to shapeshift; shapeshifters can direct magic through unique channels to change their physical shape. While any being could theoretically shift, shapeshifting is an intuitive power and can't be taught. Shapeshifters can choose any animal form they'd like, although they keep their long, elven ear shape at all times. Shapeshifters can get trapped permanently and irrevocably in animal shape if they stick to any one shape for too long (more than a day or so). Such shapeshifters keep their original intelligence and lifespan, but can't speak with humanoids. They can be understood by other animals (though those aren't too bright), or anyone who has the power to speak to animals.
Faeries
LIFESPAN: 90-110 years.MEASUREMENTS: Height ranges from 9 to 11 inches.
MAGICAL AFFILIATION: Elemental - nature. The fae are limited to only one type of magic; but the talent for nature magic is found, to some extent, in nearly every faerie.
Faeries, or the fae, are small humanoid wood sprites that choose to live in deep woods, far away from civilization. Barely larger than the squirrels they share their forests with, the fae have slightly pointed ears and translucent wings similar to butterfly wings. They tend to have green or blue hair and skin in shades of darker brown.
Faeries are very sensitive to the environment, and are notable as a race since they all have the ability to cast nature magic. A few have a specialized shapeshifting ability, which allows them to transform only into squirrels, sparrows, or crows; but shapeshifted faeries are always recognizable: faerie squirrels will still have their wings, and the sparrows and crows have a different color, based on the color of the faerie's skin. Faeries keep mostly to themselves, but hate all who hurt nature, and will attack or trick them; they can also be very vain. Faeries can both talk to and understand all animals.
Since faeries don't like to hurt nature's creatures, they don't eat meat. Plants are a huge part of the fae's lifestyle, providing everything from food to shelter to clothing: they usually wear clothes woven out of a tough, waterproof plant-cloth. These can be made as intricate and delicate as any normal clothes, though. The faeries are very careful to harvest their plants renewably, tending not just their crops, but much of the forest where they live; as a result, their herb-lore is amazingly detailed. Many of the best healers will go to train with them, but the fae share their secrets sparingly.
A few faeries do wear leather, but faeries don't make leather unless it comes from an animal who dies naturally, and has a usable pelt; therefore, the amount of leather they can make is very small. They refuse to buy leather from humans or elves (assuming they meet one), since they don't know how the animal died. Leather is a very prestigious sign of rank, and is worth at least its weight in silver at all times.
Greater Elementals
LIFESPAN: Immortal.MEASUREMENTS: Varies greatly; though usually found in human or elven form, elementals can occasionally also be found in animal forms.
MAGICAL AFFILIATION: Elemental. Greater elementals exists for all elemental magics found on Xohlia, both primary and secondary.
OTHER: Hybrids with avians, humans, and both types of elves are possible, though not all elementals look kindly on such affairs; some view the mortal races as a lesser type of life, since they lack any spark of wild magic. Half-elemental children are almost certain to display a powerful talent for the magic of their elemental parent, but they will have physical appearance and approximate lifespan of their other parent. The powers of full-blooded mixed elementals are incredibly hard to predict - they may display the power of either parent, a weakened version of both powers, or they may be completely and utterly magicless - a risk that prevents most elementals from ever attempting to bear mixed-elemental children.
Greater elementals can be seen in many animal forms, but they mostly take on the form of a human or elf; whichever form they have, it is permanent and they can't have another physical shape. Most greater elementals are actually born to mortal parents, created by concentrations of elemental magic meeting at the right place, in the right time. A faint hint of their element will show (they might have burning eyes, or gills, or hollow bones built for flight), but usually it is almost impossible to make them out as elementals.
Elementals can shift between their elemental form (where they are composed purely of their element, and become more powerful casters; but they are extremely vulnerable to physical attacks) and their regular form by will. However, they may also shift involuntarily when put under too much stress and pressure, so they have to be careful. It's important to remember that elementals are, ultimately, unpredictable by nature. After all, they are mostly mortal... but also, at the same time, an embodiment of pure, wild magic. Some elementals can communicate directly with nature, especially if it relates to their element; but most only know either human or elven languages. However powerful they may be, there are no elementals that possess power even close to the power that the Guardians wield. There may be similarities, but very faint ones, if any.
Elementals can be found all throughout Azeria. Many of the elementals affiliated with a primary element choose to stay in territories where their element is prevalent (i.e, fire elementals are usually seen near, or in, the desert), and they often shy away from civilization.
Gryphons
LIFESPAN: 55-70 years.MEASUREMENTS: 5.5 to 7 feet from beak to tailtip, about a foot taken up by their leonine tail. Wingspan is usually between 10 and 12 feet.
MAGICAL AFFILIATION: Elemental - air. Present-day gryphons are unable to cast magic, but most of them have a touch of air magic in them -- a last remnant from some distant ancestor.
Gryphons are large animals, about the size of a horse; they have the head and front legs of a hawk or eagle, and the tail and back legs of an large cat. Their feathers can be any shade of white, black, or brown; their back half can have the coloring of any type of large cat, or any of the colors seen in domestic cats. As with birds of prey, female gryphons are often larger than male ones. Gryphons are very fast runners on land, and good fliers as well, but they can't use magic. They are also very intelligent, and can learn to speak human and elven languages.
Gryphons live in family groups; they live in a den for part of the year, during the winter, or if there are pups. However, they leave the den as soon as the pups are grown enough to keep up with the group; they spend most of the year traveling over their large plains territories, patrolling and hunting. Gryphon packs are very strictly hierarchical; they are led by both a male and a female leader, the alphas. Ranks in the pack is determined by wisdom as well as fighting skill. Gryphons live by a strict code of honor, which requires them to be compassionate to the needy, but remain loyal to the pack.
Humans
LIFESPAN: 60-80 years.MEASUREMENTS: 5 to 6.5 feet in height, with a wide range of skin colors and appearances.
MAGICAL AFFILIATION: None. Humans are inherently unmagical, a strange trait which distinguishes them from Xohlia's other beings.
OTHER: Hybrids with avians, elementals, elves, and dark elves are all possible. Thanks to the large numbers of humans, though, these hybrids can seem rarer than they really are. Half-breeds aren't uncommon in some of the larger cities, but they're often looked upon with prejudice by country folk.
Humans live in several sections of Azeria; they have all hair colors, and skin colors ranging from dark blue-black to pale white. Humans have built several large cities in the north-west of Azeria; they also share one, Tenebris, a large port city, with the elves. Humans are the only Azerian race which can't control any forms of magic, and they've come to rely strongly on magical engineering (the nonmagical use of magical Artifacts) to solve problems. Thus, while a human couldn't enchant a sword, they can certainly wield enchanted blades and control the powers of such Artifacts. They've managed to compensate fairly well for thier inherent lack of magical Talent with the abundance of magical Artifacts available on Xohlia; almost every human will carry an enchanted item of some sort, be it as simple as a cloak enchanted for warmth or a dagger enhanced with arcane power.
Human DNA technology (powered by Artifacts), in particular, has improved to the point that many humans choose to become alter their appearances, often by merging their traits with those of some animal. Hybrids take on some of the characteristics of the animal they have chosen, and tend to have a few animal traits: ears, tails, paws, or even wings.
M:rran
LIFESPAN: 60-70 years.MEASUREMENTS: About 2.5 feet at the shoulder; about 9 feet nose to tailtip, with over half that length being tail. Male and female M:rran are approximately the same size.
MAGICAL AFFILIATION: Elemental - Earth and Metal.
OTHER: The M:rran are the only race currently known to come from the neighboring continent of Altherya, instead of Azeria itself.
M:rran are a species of beings who live on Usilia, one of the Islands of Altherya. They are cat-like beings, about the size of a puma, with silvery-gray fur often overlaid with a blue, purple, or green tint. Their large, reflective eyes, which come in jewel-like hues that match their fur tint, are set in blunt, long-whiskered faces. The M:rran are notable for their long, forked tails, tails which are usually longer than the rest of their body combined. These forked tails, which split about one-third of the way from tailtip to body, are flexible, prehensile and very sensitive; and the M:rran have excellent control over their tails, which they can use to grasp just about anything that could be picked up by a humanoid's hand. The M:raan's oversized three-toed paws are also flexible enough to grasp larger objects (though their tail allows for much more precision). Their final notable feature are their ears: all M:rran have four ears. Their pointed ears are actually set in the same place as those of any cat, but M:rran ears are set in pairs; the outside ear of each pair is a bit larger, and ends in a feathery ear-tip of longer fur. Each pair of ears moves and reacts together.
M:rran are very agile, good at climbing and leaping, good swimmers (thanks to those giant paws), and decent runners. However, the method of travel where they really excel is, surprisingly, tunneling. M:rran are skilled workers of earth and metal magic, and as they developed sentience, they began to used their magic to dig tunnels. Tunneling provided them with a form of shelter, as well as some insulation from the patches of still-potent magic that were still common on Altherya's surface at this time. By now, tunneling is a well-established skill amongst the M:rran. They live in deep tunnel networks buried under Usilia's surface, networks much more elaborate than surface-dwellers might guess; all but the most minor of their tunnels are easily tall and wide enough for a group of M:raan to travel through, with smooth-packed walls, carefully maintained floors, and glowing spores gathered from the giant 'shrooms to provide some light. Home tunnels and caves are individually dug and maintained by each M:rran. The surface entrances to all tunnels are protected, a few hundred yards in, by cunning traps and earth-falls which only a skilled earth mage could detect and disarm. Thanks to the semi-darkness in which they live, M:rran on Azeria prefer to live nocturnal lifestyles, with excellent night vision, smelling, and hearing to match; their daytime vision, on the other hand, is mediocre at best, thanks to limited perspective and distance perception.
As a race, M:rran tend to enjoy glitter and shine, which has led them to develop and refine methods for magically purifying and shaping metals. Their grasp of metal magic is superior to that of any Azerian race save, perhaps, the elusive winged unicorns; while their knowledge of metals and metal lore is unsurpassed (since the winged unicorns have never devoted themselves to detailed study of the properties of metal, instead preferring a more unstructured approach to their magic). In the same way, they're excellent jewelworkers, having learned to craft amazingly intricate baubles out of the abundant jewels they find while mining and tunneling. The master M:rran jewelcrafters are famous for carving detailed miniature scenes out of the largest and most precious gems.
M:rran are a young race, and not a warlike one; their race stabilized only recently, as the rampant magic on Altherya began to settle, and sentience came near the end of their evolution (perhaps a hundred years ago). Even after they developed intelligence, war and fighting weren't major concerns, not compared to the mutant beasts created from the last patches of wild core magic. That doesn't mean there aren't M:rran eager to learn the arts of war, though; and their skills at hunting make them excellent scouts.
In the few months since they've met the first adventurous Azerians, this unusual race has already begun to develop a reputation for having the best metalworkers and jewelsmiths on Xohlia, though the elven smiths are still said to make the best weapons and armor... for now.
Vampires
LIFESPAN: Immortal.MEASUREMENTS: 5 to 6.5 feet in height, like the humans they once were.
MAGICAL AFFILIATION: Vampires use their own, unique Xohlian version of blood magic. Unlike that used by the Nairevi, it is entirely self-contained and now
OTHER: Because they are temporally frozen (read the detailed description for more), vampires are unable to bear offspring. Vampirism is only possible in species with some trace of human blood in them (humans, avians, centaur, avians, and sometimes, werewolves), since the venom only affects humans and part-humans.
Vampires are usually slender, ephemeral beings, almost fragile in appearance, with very pale skin and any shade of hair, often dark. Their teeth are pointed, and they have two long, grooved 'fangs' - hollow teeth that are actually used for drinking blood or injecting venom (see next paragraph). They have eyes that glow faintly in the dark, and very good night vision, as well as an excellent sense of smell. Despite their frail appearance, vampires are inhumanly strong and agile. While most vampires can stand at least partial sunlight, they much prefer shadows and darkness.
Xohlian vampires can't be born -- only created. When a vampire bites a mortal, they may inject venom, voluntarily or accidentally. (Simply being bitten by a vampire would not automatically Turn a person; it would simply kill them, if they lost enough blood.) Vampire venom changes the recipient's physical attributes, converting them into another vampire. But it also places them outside of time... they will never age or change, and can 'live' forever. Though it's still possible for a vampire to magically change their body (at great effort and expense), they are frozen exactly as they were when transformed; natural time no longer affects them in any way. Once transformed, a vampire exists not as undead, but in a kind of half-life -- though still technically alive, they are outside the purvey of time.
This obviously stops aging, diseases, and other such processes, but it also halts some of the most fundamental ones: vampires can no longer heal naturally at all, even from the most minor of wounds. Vampires can only be killed -- or healed -- through magical means; but they can be wounded like any other being, whether through magic or not. So should they become wounded, they only have a limited amount of time... since they are frozen, they can't even regenerate their own blood. As a vampire runs low on blood, they get progressively weaker. They gradually lose the traits that make them inhuman - speed, strength, and night vision; and they burn more easily in the sun. They will also begin to hallucinate, and lose control of their instincts. In essence, they they become more mortal and less vampire; though, of course, they remain temporally frozen. If they actually run out of blood, a vampire will become truly frozen in time -- unable to move, think, or communicate. While they don't die, they are left in this stasis state until someone happens to give them more blood, whether by accident or design.
Any and all magical abilities a vampire might have had before their transformation are removed, unless they were inherent abilities such as shapeshifting or lycanthropy. Vampires aren't magicless, though -- all vampires have magical abilities, which usually include minor manipulations of darkness and perhaps morphing into a bat (an ability shared by about half of all vampires). All vampires also have the ability to make crystals out of their own blood, which can be used to call on the vampire at any time; if they choose, they may give these away to other beings. Their magical control no longer comes from an outside source, though. Instead, the vampire must power all uses of magic themselves, by using their own blood -- a unique form of blood magic specific to vampires only. Since they are frozen in time and incapable of regenerating their own blood, any vampire who uses their magic often will soon need to replenish that blood by taking it from another.
Vampires tend to be solitary wanderers who do as they please. The children of the night, vampires are feared by other races, since you can never tell what a vampire will choose to do: while some delight in causing pain, others simply choose to ignore other beings. Vampires do not have a well-defined culture, as they are shunned by most mortals, and do not associate well with each other.
Other Races
Quite a few other types of roleplayable characters can also be found on Azeria.
Werewolves
Werewolves are humans or elves who have been infected by a bite from another werewolf, or (more rarely) born into a family of werewolves. Werewolf appearances range from a completely normal, humanoid appearance, to hairy and savage looking, with pointed teeth. Elven werewolves keep their long ears, even in wolf form. All werewolves have their wolf forms genetically encoded, whether they were bitten or born. Therefore, werewolf shifting is based on their own physical abilities and draws on their strength.
The degree to which a werewolf can shapeshift varies greatly. Many werewolves are bound to human form at most times, and are forced to shift into a being half-man, half wolf at the full moon. However, there are also werewolves bound to their half-man, half-wolf forms at all times. When these are in wolf form, they tend to lose all reasoning and become extremely dangerous. There is also a rare, third type: these can shift between true wolf and human forms at will, except during the full moon, when they are bound to wolf shape. These werewolves keep their intelligence at all times, no matter what form they are in. Like vampires, werewolves are often maligned and shunned by society.
Merfolk
Merfolk live in schools, and are usually found in the waters around Azeria. Their bottom halves are scaled, while the rest of them looks quite human, but for the gills behind their ears and the occasional scale along their body. Their skin color is typically a shade of tan, and their scales can range from vibrant blues and purples to dull greys, and even some deep greens. Many of the merpeople are practiced in water spells, and can easily defend themselves against many weapons; but they are weak to fire and ice spells. Merpeople can breath air, but only for about a hour at a time.
Merfolk live either in small villages constructed underwater, or in natural sea caverns. Mermen, being the dominant of the two, are often seen hunting fish. Merwomen, on the other hand, are usually given the tasks of taking care of their young, and occasionally gathering seaweed in the depths of the sea. Because of this, they are rarely seen outside their homes. Merpeople speak their own, special language, which can be understood underwater. They can learn human or elf languages if they choose; each village often has one such merman, who trades goods with human and elf traders. Merpeople can be extremely elusive if they choose, becoming almost impossible to find by land-based organisms.
Phoenix
Phoenix are extremely rare beings: there are only one or two currently living on Azeria. Phoenix are about the size of an large eagle, and are bear feathers of flame; about once every 200 years, they burst into flame, and are reborn from the ashes. They are rumored to live in the very heart of the Solaris desert, where it is too hot for even a fire dragon to live.
Rarely seen by any of the other races (save, perhaps, their lesser fire-elemental kin), phoenix have become something of a legend. They are usually seen as marks of good luck, and phoenix feathers are rare, expensive treasures - fire that can never be extinguished. Phoenix are the only elementals on Xohlia who have the potential to rival the Guardians in power. However, they tend to keep to themselves, and rarely interfere (unlike the Guardians themselves, whose main purpose is to protect and guide). The phoenix are renowned for fighting against evil, though, and they may be roused if any great harm threatens Azeria.
Winged Unicorns
Winged unicorns are elusive creatures that live only in the most isolated wilds in Azeria. They tend to be pure white (though other colors can be found) and resemble an extremely pure-bred elven horse, with long limbs and compact bodies. They bear a long, opalescent, spiral horn on their foreheads, pearly white blended with undertones of any metallic color: gold or bronze, silver or cobalt. Their black hooves bear a metallic sheen that matches their horn color, making them quite unlike hooves from any other equine. Horn color (and thus, metallic affiliation) runs in family lines, and is an important trait for distinguishing winged unicorns, who often are otherwise nearly identical. Winged unicorns also bear large, feathered wings, rather like those of a bird.
Winged unicorns are usually peaceful creatures who will go out of their way to help other creatures and choose not to fight if they can avoid it, but they are certainly not helpless: they are skilled in metal-based elemental magic, and their deadly-sharp horns and hooves are not to be trifled with either. Winged unicorns, like the phoenix, are known to Azerians as a sign of luck.
Pegasai
Pegasai look very much like their cousins, the winged unicorns. They are about the same size and shape, although without the horn. Pegasai come in all natural horse colors, and are rather more common than the winged unicorns; there is even said to be a small herd that roams the Windfire plains. Interestingly, pegasai also come in all types of horse breeds, from heavy draft horses to delicate, swift hotbloods.
A few pegasai can be seen in cities, where they have chosen to live as human or elven mounts; these can learn to speak either human or elven, although usually not both. However, pegasai mounts are not equivalent to the far more common winged horses (sometimes also termed 'pesagai') which are ridden by the rich.
Thestrals
Thestrals are the demonic equivalent of pegasai, and are normally found only in the demon dimension. Like their Xohlian equivalent, they resemble horses with wings. However, thestrals are always tall, thin, gaunt and bony - almost skeletal in appearance. The predominant coat color is black, though they may (very rarely) be seen in shades of deep blue-black. Their wings are leathery and ribbed, similar to bat wings instead of the bird-like wings of pegasai. An omnivorous race, the thestrals have slightly pointed teeth good for ripping as well as grinding. With the demonic gift of tongues, thestrals can speak any language they choose, both animal and humanoid. A few thestrals can wield dark magic.
Much as is the case with pegasai on Xohlia, the winged mounts used in the demon world are usually not true thestrals, and shouldn't be mistaken for their sentient kin.
Guardian Spirits
Guardians are only open for roleplay by council members, though exceptions may be made for trusted Xohlians.
For most of the important Guardian lore, plus info on their role on Xohlia, check out the theology section ^^.
These beings were chosen from the first animals of Xohlia, to serve the Goddess; blessed by the Goddess, they have been granted immortality and agelessness. Thus, while there is some variation in their ages, they are as a rule older than anything else in Xohlia. Guardians were also granted the power of flight, if their original form lacked it, to allow them to travel over Azeria much more quickly - a Guardian in full flight easily outstrips everything except a diving hawk. Along with their original animal forms (with or without the addition of physical wings, based on the Guardian's preference), the Goddess granted them a secondary, humanoid form as well (avian, elven, or human). Each Guardian was allowed to choose the details of this new form, though all secondary forms must follow the rules of their "host" race. Also, secondary forms must bear something that links them to their original form. It may be something as subtle as differently-shaped pupils, or as flamboyant as blunt talons or lightly scaled skin; but there is always something that links the two.
There is a Guardian responsible for each one of Xohlia's elements, along with a further set who are partially responsible for guiding the non-elemental magics. As the living personifications of their magic, all Guardians are completely immune to their type of magic. Furthermore, Guardians are incredibly skilled in commanding their respective magics, whether for war or simply to maintain balance.
Guardians may occasionally enter a state known as Guardian's Fury. Guardian's Fury is the last and most powerful of their blessings from the Goddess: an completely involuntary state, which may be triggered when a Guardian is in extreme danger, or truly desperate, or incredibly angry. Their control over their element becomes incredibly strong - a Guardian might reshape a mountain or singlehandedly destroy an army in moments - and much harder to harm (it's difficult to attack a Guardian surrounded by a halo of deadly lightning, or armored by earth suddenly harder than diamond; and they've got the power to shield themselves from nearly any attack). They also don't feel pain in this state, which gives them the ability to ignore crippling wounds. A Guardian in Fury is very much the stuff of legend: a raging storm of elemental power, an avenging servant of the Goddess. In Fury, though, a Guardian also loses most of their capacity for rational thought, returning to nature of the primal beasts that they were raised from; and this can make them dangerous to friend as well as foe, if only because they may not be careful about protecting their allies. Fury can only last a few minutes, at most, and Guardians are incredibly weak after it ends (often scarcely able even to walk), because the blessing is powered by their own physical strength. Guardian's Fury is rare indeed, and is usually seen at most one or twice a century. It does tend to be more common in times of crisis, though.
If a Guardian is very, very severely wounded, they will be automatically returned to the lunar realms, even against their will. There, they'll need to rest and recover for a long time -- perhaps fifty years -- before they are strong enough to walk the surface of Xohlia again.
Other creatures?
If you would like to create another being, a unique one who won't fit into any of the categories above, feel free to send Mist or Val a neomail about it.
Lesser Races
These are the lesser sentient races of Azeria; fewer in number than the main races, they tend to be more feral and savage. Some are capable of a culture of sorts, while some simply survive as best they can. They can be surprisingly dangerous to the unprepared traveler, so beware.The lesser races are OPEN for roleplaying, if you like; just neomail Mist first to discuss details.
Gorgons
Gorgons are vicious creatures with the bodies of large dragons and hair made of snakes, with female faces. They are dangerous and should not be confronted, as if they are angered they have the power to turn you to stone. Their exceptional powers can only be temporarily disrupted by wetting them with holy water, but this wears off after an hour or so. Doing this should not be attempted as after this, they will hunt you down and turn you to stone.
Harpies
Harpies are terrible beasts that look like a bird with an ugly woman's head. They are superficially similar to their distant cousins: avians. However, they aren't truly intelligent, unlike avians, and they are savage and feral. The name harpie literally means "snatcher", and they often will steal things (or even young children) to harass other beings. They can fly at great speeds, and their talons make dangerous weapons. Harpies are fairly weak individually, but they usually patrol and attack in groups.
Trolls
Trolls resemble crude giants made out of rock, with lumpy bodies and thick legs. They can be made out of different types of stone, depending on where they live, and are differentiated into clans this way. Many even have coatings of moss or lichen growing on their bodies. Trolls live all throughout the Frostfang mountains, along the foothills to each side, and along the rocky northern coast. Whenever hit by daylight, they will freeze up, transforming into nothing more than rock, until nightfall comes again and the light fades. Slow and extremely stupid, trolls aren't much of a threat to the quick-minded; but if angered, the wrath of a ton of stone can be powerful indeed.
Lesser Elementals
Much like their greater cousins, the lesser elementals are beings of pure, wild magic; they can represent any of the magic forms found on Xohlia. However, they don't have a true, physical form, instead appearing as simple, nearly formless magical swirls - the best way to identify them is by their glowing, jewel-like eyes, the only obvious signal that they're not simply concentrated patches of wild magic. Lesser elementals are only partially sentient, possess only the simplest of language skills, and have no interest in anything but the affairs of their elements, which they are attracted to and can strengthen. You might see fire elementals dancing in the flashing flames of a wildfire, or wind elementals whirling through the plains. It's possible to befriend them with gifts of their element, but they're capricious, easily distracted, and not easy to control. About the only beings they are sure to obey are their greater kindred (those of the same element, at least), or Guardians.
Unlike with greater elementals, lesser elementals for the primary elements are much more common; those for the secondary elements are extremely rare, perhaps because most of the secondary elements are not concentrated in any area.
Credit
Coding and graphics made by Mist.Greater Elemental description by Avalon; Greek-based lesser races by Xandie; elf and vampire info redone with the help of Val; dark elves mostly created by Catsitta. All other information created by Mist.
Everything on this page is property of Xohlia and its members, so don't steal. Or you'll have a lovely spot on the Wall of Shame.