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==Major Races of Alathra==
==Major Races of Alathra==
===Human===
===Human===
Hardy, versatile, and ambitious, Humans sit between Dwarves and Elves in both stature and adaptability. Found primarily in temperate climates, their determination allows them to survive nearly anywhere.
'''Humans''', also referred to as simply Men, are a hardy, industrious race, typically taller than dwarves and shorter than elves. They’re typically found on the surface, and are best suited to temperate climates. Though, they’re a rather adaptable race, and with enough work can typically weather even the harshest of environments.
 
Humans are one of the less magically adept species, lacking any innate or biological affinity for magic. To make up for this, they rely on advanced tool-making and powered machinery powered by either manpower or carbon fuels to develop their societies, rather than magic.
 
Some humans, despite their lack of innate magical affinity, still seek to pursue magic in one way or another, though this usually requires the assistance of past knowledge or a non-human entity, and usually comes at great cost to a human’s mind or body.


Though lacking an innate affinity for magic, Humans excel at innovation—crafting complex tools and machines powered by manpower or fossil fuels. Some seek arcane knowledge, often through ancient texts or pacts, though this usually comes at great cost.


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===Dwarves===
===Dwarves===
Short, stocky, and resolute, Dwarves dwell in subterranean cities carved from stone. Their societies are known for masterful engineering and tenacity.
'''Dwarves''' are a short, stout and usually bearded race. They typically weigh the same or more than most humans. They are typically accustomed to underground environments.
 
Dwarves, more often than not, are both psychically deaf and lack any affinity for magic. Like humans, they’re more reliant on advanced tool-making and large contraptions powered by either manpower or carbon fuels to develop their societies, rather than magic.


Lacking magical affinity—many being psychically deaf—they rely on immense mechanical contraptions and carbon-fueled industry.


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====Subraces====
====Subraces====
=====Gnomes=====
=====Gnomes=====
Smaller and more whimsical than their Dwarven kin, '''Gnomes''' prefer surface forests to mines and mountains. Though physically weaker than most races, they are crafty, secretive, and often inhabit burrows beneath dense woodland canopies.
'''Gnomes''' are a subrace of dwarves, known for their more mischievous personalities, and their much closer affinity to overground nature, compared to their standard dwarven counterparts. Gnomes are typically much weaker than standard dwarves, and oftentimes weaker than most other races. As such, they’re known to make burrows and small settlements within thick, dense forests. This has led to a common stereotype amongst other races of gnomes making their homes almost exclusively within large forest mushrooms.
 
They are frequently stereotyped as forest dwellers who build mushroom homes—sometimes more truth than tale.




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===Elves===
===Elves===
Tall, long-lived, and steeped in arcane knowledge, Elves are the most magically adept race. Residing in forest cities or ancient groves, they value elegance in all things—even at the cost of efficiency.
'''Elves''' are a tall, proud, and often authoritative race. They’re notable for being the longest-living and most magically adept race. Like humans, they’re found on the surface and are most at home in dense, temperate forests. Elves are skilled architects, but are typically prone to sacrificing function for form and beauty.
 
Due to their significantly higher than average lifespan, many elves view themselves as the rightful “leaders” of the world, seeing other races as in need of guidance, often against their own desires. Though this authority is often not realised, as their longer lifespans typically lead to elves being more apathetic towards societal development. It’s common to see elvish construction projects take several times longer than those of humans or dwarves.


With centuries at their disposal, Elves often view themselves as stewards of the world. Their longevity, however, can lead to apathy and slow progress, especially in construction and governance.


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====Subraces====
====Subraces====
=====Wood Elves=====
=====Wood Elves=====
'''Wood Elves''' are shorter and darker-skinned than their High Elf cousins. Their lifestyle is more rustic—closer to that of Humans—and they favor canopy homes over marble cities.
'''Wood Elves''' are a shorter, typically darker-skinned designation of elves. They’re typically more aligned with human physiology than their High Elf counterparts. They much prefer living in and amongst forested areas than constructing grand cities like other elves. Due to this, their histories are often less well documented than other designations of elves.
 
Since their discovery by human societies, there’s been some debate as to whether or not the “wood” in “Wood Elves” refers to their complexion or their forested habitat.


Due to their oral traditions and reclusive nature, Wood Elf histories are often lost or obscured. Debate persists as to whether the “wood” in their name refers to habitat or complexion.




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===Orcs===
===Orcs===
Muscular and rugged, Orcs are known for their physical might and primal wisdom. Though often dismissed as simple, their intelligence is deeply rooted in survival, intuition, and community.
'''Orcs''' are a sturdy, typically nomadic race, and are generally regarded to be the heaviest and physically strongest, but supposedly least mentally adept race. In truth, their intelligence lies in instinct and lived experience. They’re a typically nomadic race, preferring to live their lives migrating with the seasons. In recent years, more and more orcs have taken on sedentary lifestyles.
 
Orcs are highly intelligent beings, but lack the same innate understanding of abstract concepts (ie. currency, philosophy, chivalry) like other races, leading to them being seen as less intelligent overall. Due to this, it’s rare to see orcs in positions of power outside of their own societies, being most commonly found in non-orc societies as foot soldiers and manual labourers.
 
Orcs are typically born with light stripes on the back of their bodies, akin to wild boar, stretching from the back of their heads to their lower backs, but lose these stripes upon maturity.  


Traditionally nomadic, Orc societies follow migratory patterns tied to the land. Light stripes adorn Orc children’s backs—similar to wild boars—but fade as they reach maturity.


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===Merfolk===
===Merfolk===
Aquatic and enigmatic, Merfolk embody the diversity of the sea. Some possess gills and lay eggs like fish, while others breathe air and give live birth like marine mammals.
Merfolk are a gentle, aquatic race of humanoids that resemble fish, amphibians, and other aquatic animals. Unlike Reptilians and Beastkin, their respiratory and reproductive biology can vary, with some merfolk laying eggs and breathing through gills like fish, while others breathe with lungs and give birth, like dolphins and whales.


Merfolk are exceptional swimmers—capable of remaining submerged for days. However, they weaken rapidly on land, limiting their involvement in surface affairs. Despite this, they are often seen as peaceful and curious.
Merfolk are the most adept race at swimming, and can typically stay underwater without surfacing for days at a time. Adversely, they’re significantly weakened on land, and exhaust their energy significantly quicker than in the water. This stark difference in living environment has led to contact between merfolk and non-merfolk races to be significantly hampered, leading to merfolk being less militaristic and more innately amicable than other races.


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===Reptilians===
===Reptilians===
Hardy and territorial, Reptilians never possess human-like skin and retain cold-blooded physiology, including egg-laying reproduction and scaled hides.
Reptilians are, as the name would suggest, a tough, territorial race of humanoids that resemble lizards, snakes and other reptiles. Unlike Beastkin, they always lack human-like skin and maintain reptilian respiratory and reproductive systems, laying eggs as opposed to giving birth.


Fiercely protective of their belongings, they are often stereotyped as greedy or obsessively drawn to “shinies” like rare metals and relics—fueling both awe and mistrust among other races.
They’re notably territorial and protective of their belongings, often being harder to negotiate with than other races. This has led to a stereotype amongst other races of reptilians being superficially obsessed with trinkets made of rare metals, referred to as “shinies”.


Reproductive complications due to their humanoid form result in higher maternal mortality rates, leading to lower population numbers compared to mammalian races.
Their humanoid physique often creates complications with laying eggs, more so than their mammalian counterparts. This has led to a higher rate of mortality in mothers compared to their mammalian counterparts. As such, reptilian populations are typically lower than other races.


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====Subraces====
====Subraces====
=====Lizardfolk=====
=====Lizardfolk=====
'''Lizardfolk''' are the most humanoid of Reptilian subraces, typically resembling terrestrial lizards. They do not directly mirror specific species like Beastfolk but instead reflect general lizard-like traits. Considered the most approachable of their kind, Lizardfolk are more likely to integrate into non-Reptilian societies.
'''Lizardfolk''' are generally regarded to be the most “humanoid” of the Reptilian race, maintaining a physique and build similar to a standard human. They typically resemble common terrestrial lizard species, though unlike Beastfolk, do not directly mirror such species.
 
They’re viewed as the most agreeable and negotiable of the Reptilian race by outsiders, and are typically the easiest to integrate into non-Reptilian societies.


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=====Dragonfolk=====
=====Dragonfolk=====
'''Dragonfolk''' are towering, muscular, and fiercely dominant. Naturally inclined to leadership and control, they are often mistrusted in non-Reptilian communities due to their aggressive ambition and reluctance to relinquish authority once gained.
'''Dragonfolk''' are, in most cases, the first thing that comes to mind when one thinks of a Reptilian. Tall, bulky, possessive, and all around not the most model of citizens in most societies. Dragonfolk, more often than not, have an innate desire to lead, rule, and generally have power and authority over things, no matter how adept they are at handling such positions. Additionally, once in such a position, they will fight tooth and nail to keep it.
 
As such, much like Orcs, they’re generally not trusted in positions of authority in non-Reptilian societies, not entirely without a little resentment.


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=====Lamia=====
=====Lamia=====
Lamia are unique among Reptilians for their serpentine lower halves in place of legs. Typically wild-haired and lacking human features, they are often cast in the role of tricksters or villains in folklore. Their intimidating appearance has earned them a place in myth as bogeymen in several cultures.
'''Lamia''' are an anomaly amongst the sapient races, as they’re the only subrace to lack legs, instead having a Snake-like tail that they can slither with. Unlike other reptilian subraces, Lamia more often than not have hair on their head, typically wild and unkempt.
 
Lamia have historically been seen as tricksters, liars, or generally just untrustworthy compared to other subraces, due to their less human appearance. In some cultures, they’re used as quasi-mythological “boogeymen” to frighten children into obedience.


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===Beastfolk===
===Beastfolk===
Beastfolk (or Beastkin) are humanoid races marked by prominent mammalian traits inspired by creatures such as felines, canines, rabbits, deer, and rodents. Their appearances vary—some bearing subtle ears and tails, while others resemble bipedal animals.
'''Beastfolk''' also occasionally referred to as Beastkin, is a catch-all term to describe any humanoid race with notable physically animalistic attributes. Beastkin differentiate themselves from Merfolk and Reptilians by their overwhelming biological preference towards mammalian attributes, typically feline (cats), canine (dogs), lupine (wolves), leporid (rabbits), cervine (deer) and rodentine (rats) in nature.


Though social integration varies, Beastfolk cultures are deeply rooted in instinct, loyalty, and tradition.
Beastfolk typically vary in their resemblance to their resemblant species, varying from simply having resembling appendages such as ears and tails, to being tantamount to humanoid, sapient variants of their resemblant creature.


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====Subraces====
====Subraces====
=====High Beastfolk=====
=====High Beastfolk=====
'''High Beastfolk''' possess minimal fur and often resemble humans with minor animalistic traits. Because of this similarity, they are more readily accepted in multi-racial societies—though subtle biases still persist.
'''High Beastfolk''' are Beastkin whose faces lack fur. In most cases, they very closely resemble standard humans, though with slight variations on parts of their body. Due to the similarity, they’re generally regarded quite similarly to humans, though face some discrimination in more stringent societies.


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=====Ferals=====
=====Ferals=====
'''Ferals''' exhibit fully fur-covered faces and bodies, strongly echoing their animal counterparts. These traits often lead to stereotyping and mistrust, contributing to a divide between Ferals and their more human-like relatives. Some Ferals consider themselves the “true” Beastkin.
'''Ferals''' are Beastkin whose faces are covered in fur. Most ferals simply look like a humanoid counterpart to the creature they resemble. Due to this resemblance, they’re often regarded in a similar way to said animal. This leads to common stereotyping where they’re regarded as less sapient than their humanesque counterparts. This has led to resentment amongst certain feral societies, with many coming to consider themselves the “true” beastkin.


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=====Lycanthropes=====
=====Lycanthropes=====
'''Lycanthropes''' (or Werefolk) are Beastfolk whose transformation is temporary and often triggered by specific circumstances—such as moon phases, emotions, or curses. Feared and mythologized, they are frequently mistaken for creatures of legend.
'''Lycanthropes''' or Werefolk, are those whose beastfolk status is temporary, and often conditional. They’re typically members of other races that have the capacity to transform into beings that resemble Ferals under specific circumstances. They’re one of many subraces that have, throughout history, been seen as quasi-mythological “boogeymen” to frighten children into obedience.


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===Florans===
===Florans===
Florans—also known as Plantfolk or Plantkin—are sentient beings whose bodies are composed of plant or fungal material. Their appearances range from vine-wrapped and flowery humanoids to bark-skinned or mushroom-bodied entities, depending on origin.
also occasionally referred to as Plantfolk or Plantkin, is a catch-all term to describe any humanoid and/or sapient race that shares more biology with Plants or fungi than animals. The typical stereotype of a Floran is that of an androgynous humanoid made mostly of vine and flower matter, though Florans made of tree bark, mushroom matter, and other plant-based substances are also common in certain regions.


While highly attuned to natural magic, Florans are weakened in industrial or urban environments. Romanticized as protectors of nature, they are frequently mischaracterized by surface-level perceptions. Myceloids, in particular, resist being labeled under the “Plantfolk” umbrella.
As one would expect, they’re thoroughly in tune with nature, being adept in natural magic more so than any other race, but their plant-based bodies are weaker than their meat-based counterparts. They’re especially weakened in cities, where plants are much less common.
 
In the contemporary era, use of the term “Plantfolk” as a catch-all is frowned upon by taxonomists, being seen as reductionist towards Myceloids


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====Subraces====
====Subraces====
=====Phytoids=====
=====Phytoids=====
'''Phytoids''' are plant-based Florans composed of vines, bark, or leaf matter. Most common among their kind, Phytoids are viewed by outsiders as “noble savages” untouched by civilization—an image that is both idealized and misunderstood.
'''Phytoids''' or Plantfolk, are Florans that take on a genetic makeup resembling that of plants. They’re the most common kind of Floran, and are the most palatable to meat-based societies. The stereotypes surrounding their kind and their preference towards natural habitats has created a sort of “noble savage” stereotype within some meat-based societies, seeing them as innocent beings, free from the corruptive influence of contemporary society.


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=====Myceloids=====
=====Myceloids=====
'''Myceloids''' (or Shroomfolk) resemble mushrooms and are biologically fungal. Their spore-based reproduction is dangerous to other species in large quantities, which has led to their marginalization in densely populated settlements.
'''Myceloids''' or Shroomfolk, are Florans that take on a genetic makeup resembling that of fungi, typically mushrooms. While only a little less common than their Phytoid counterparts, they’re seen significantly less in cities, as their methods of reproduction require spores that are often fatal to meat-based races in high enough quantities.


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=====Parasitians=====
=====Parasitians=====
'''Parasitians''' are Myceloids lacking their own humanoid form. Instead, they invade and inhabit corpses or living hosts as vessels—often visibly decaying and marked by fungal growths. Feared as unnatural, Parasitians hide their identity to avoid execution in most cities.
'''Parasitians''' are a designation of Myceloids that are sapient, yet lack a humanoid form of their own. As such, a humanoid form is usually stolen from another race to use as a “shell” for the Parasitian to inhabit. They resemble their shell, but typically look more weathered, with fungal markings and appendages often visible. Parasitians are typically viewed with abhorrence by all other races except Myceloids, and are almost always killed on sight in cities. As such, many Parasitians go to great lengths to hide their origins, and masquerade as their shell’s race.
 
Once a host shell is picked, they’re unable to de-root themselves from the shell, and are bound to it until death.


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Revision as of 18:44, 5 July 2025

Each race in Alathra brings a distinct culture, history, and biology to the realm. These are the officially recognized Major Races—foundational peoples supported by lore and integrated into the shared world.

Major Races of Alathra

Human

Humans, also referred to as simply Men, are a hardy, industrious race, typically taller than dwarves and shorter than elves. They’re typically found on the surface, and are best suited to temperate climates. Though, they’re a rather adaptable race, and with enough work can typically weather even the harshest of environments.

Humans are one of the less magically adept species, lacking any innate or biological affinity for magic. To make up for this, they rely on advanced tool-making and powered machinery powered by either manpower or carbon fuels to develop their societies, rather than magic.

Some humans, despite their lack of innate magical affinity, still seek to pursue magic in one way or another, though this usually requires the assistance of past knowledge or a non-human entity, and usually comes at great cost to a human’s mind or body.


Biology
  • Average lifespan: 70 years
  • Maturity age: 20 years
  • Height range: 1.5 – 2.0 meters



Dwarves

Dwarves are a short, stout and usually bearded race. They typically weigh the same or more than most humans. They are typically accustomed to underground environments.

Dwarves, more often than not, are both psychically deaf and lack any affinity for magic. Like humans, they’re more reliant on advanced tool-making and large contraptions powered by either manpower or carbon fuels to develop their societies, rather than magic.


Biology
  • Average lifespan: 160 years
  • Maturity age: 40 years
  • Height range: 1.2 – 1.53 meters

Subraces

Gnomes

Gnomes are a subrace of dwarves, known for their more mischievous personalities, and their much closer affinity to overground nature, compared to their standard dwarven counterparts. Gnomes are typically much weaker than standard dwarves, and oftentimes weaker than most other races. As such, they’re known to make burrows and small settlements within thick, dense forests. This has led to a common stereotype amongst other races of gnomes making their homes almost exclusively within large forest mushrooms.



Elves

Elves are a tall, proud, and often authoritative race. They’re notable for being the longest-living and most magically adept race. Like humans, they’re found on the surface and are most at home in dense, temperate forests. Elves are skilled architects, but are typically prone to sacrificing function for form and beauty.

Due to their significantly higher than average lifespan, many elves view themselves as the rightful “leaders” of the world, seeing other races as in need of guidance, often against their own desires. Though this authority is often not realised, as their longer lifespans typically lead to elves being more apathetic towards societal development. It’s common to see elvish construction projects take several times longer than those of humans or dwarves.


Biology
  • Average lifespan: 400 years
  • Maturity age: 80 years
  • Height range: 1.67 – 2.10 meters

Subraces

Wood Elves

Wood Elves are a shorter, typically darker-skinned designation of elves. They’re typically more aligned with human physiology than their High Elf counterparts. They much prefer living in and amongst forested areas than constructing grand cities like other elves. Due to this, their histories are often less well documented than other designations of elves.

Since their discovery by human societies, there’s been some debate as to whether or not the “wood” in “Wood Elves” refers to their complexion or their forested habitat.



Orcs

Orcs are a sturdy, typically nomadic race, and are generally regarded to be the heaviest and physically strongest, but supposedly least mentally adept race. In truth, their intelligence lies in instinct and lived experience. They’re a typically nomadic race, preferring to live their lives migrating with the seasons. In recent years, more and more orcs have taken on sedentary lifestyles.

Orcs are highly intelligent beings, but lack the same innate understanding of abstract concepts (ie. currency, philosophy, chivalry) like other races, leading to them being seen as less intelligent overall. Due to this, it’s rare to see orcs in positions of power outside of their own societies, being most commonly found in non-orc societies as foot soldiers and manual labourers.

Orcs are typically born with light stripes on the back of their bodies, akin to wild boar, stretching from the back of their heads to their lower backs, but lose these stripes upon maturity.


Biology
  • Average lifespan: 55 years
  • Maturity age: 14 years
  • Height range: 1.47 – 1.8 meters



Merfolk

Merfolk are a gentle, aquatic race of humanoids that resemble fish, amphibians, and other aquatic animals. Unlike Reptilians and Beastkin, their respiratory and reproductive biology can vary, with some merfolk laying eggs and breathing through gills like fish, while others breathe with lungs and give birth, like dolphins and whales.

Merfolk are the most adept race at swimming, and can typically stay underwater without surfacing for days at a time. Adversely, they’re significantly weakened on land, and exhaust their energy significantly quicker than in the water. This stark difference in living environment has led to contact between merfolk and non-merfolk races to be significantly hampered, leading to merfolk being less militaristic and more innately amicable than other races.

Biology
  • Average lifespan: 60 years
  • Maturity age: 15 years
  • Height range: 1.1 – 1.75 meters



Reptilians

Reptilians are, as the name would suggest, a tough, territorial race of humanoids that resemble lizards, snakes and other reptiles. Unlike Beastkin, they always lack human-like skin and maintain reptilian respiratory and reproductive systems, laying eggs as opposed to giving birth.

They’re notably territorial and protective of their belongings, often being harder to negotiate with than other races. This has led to a stereotype amongst other races of reptilians being superficially obsessed with trinkets made of rare metals, referred to as “shinies”.

Their humanoid physique often creates complications with laying eggs, more so than their mammalian counterparts. This has led to a higher rate of mortality in mothers compared to their mammalian counterparts. As such, reptilian populations are typically lower than other races.

Biology
  • Average lifespan: 70–250 years
  • Maturity age: 20–60 years
  • Height range: 1.6 – 2.45 meters

Subraces

Lizardfolk

Lizardfolk are generally regarded to be the most “humanoid” of the Reptilian race, maintaining a physique and build similar to a standard human. They typically resemble common terrestrial lizard species, though unlike Beastfolk, do not directly mirror such species.

They’re viewed as the most agreeable and negotiable of the Reptilian race by outsiders, and are typically the easiest to integrate into non-Reptilian societies.

Biology
  • Average lifespan: 70 years
  • Maturity age: 20 years
  • Height range: 1.6 – 2.45 meters
Dragonfolk

Dragonfolk are, in most cases, the first thing that comes to mind when one thinks of a Reptilian. Tall, bulky, possessive, and all around not the most model of citizens in most societies. Dragonfolk, more often than not, have an innate desire to lead, rule, and generally have power and authority over things, no matter how adept they are at handling such positions. Additionally, once in such a position, they will fight tooth and nail to keep it.

As such, much like Orcs, they’re generally not trusted in positions of authority in non-Reptilian societies, not entirely without a little resentment.

Biology
  • Average lifespan: 250 years
  • Maturity age: 60 years
  • Height range: 3 – 7 meters
Lamia

Lamia are an anomaly amongst the sapient races, as they’re the only subrace to lack legs, instead having a Snake-like tail that they can slither with. Unlike other reptilian subraces, Lamia more often than not have hair on their head, typically wild and unkempt.

Lamia have historically been seen as tricksters, liars, or generally just untrustworthy compared to other subraces, due to their less human appearance. In some cultures, they’re used as quasi-mythological “boogeymen” to frighten children into obedience.

Biology
  • Average lifespan: 70 years
  • Maturity age: 20 years
  • Height range: 2 – 5 meters



Beastfolk

Beastfolk also occasionally referred to as Beastkin, is a catch-all term to describe any humanoid race with notable physically animalistic attributes. Beastkin differentiate themselves from Merfolk and Reptilians by their overwhelming biological preference towards mammalian attributes, typically feline (cats), canine (dogs), lupine (wolves), leporid (rabbits), cervine (deer) and rodentine (rats) in nature.

Beastfolk typically vary in their resemblance to their resemblant species, varying from simply having resembling appendages such as ears and tails, to being tantamount to humanoid, sapient variants of their resemblant creature.

Biology
  • Average lifespan: 50–100 years
  • Maturity age: 15–25 years
  • Height range: 1.4 – 1.9 meters

Subraces

High Beastfolk

High Beastfolk are Beastkin whose faces lack fur. In most cases, they very closely resemble standard humans, though with slight variations on parts of their body. Due to the similarity, they’re generally regarded quite similarly to humans, though face some discrimination in more stringent societies.

Biology
  • Average lifespan: 70 years
  • Maturity age: 20 years
  • Height range: 1.4 – 1.9 meters
Ferals

Ferals are Beastkin whose faces are covered in fur. Most ferals simply look like a humanoid counterpart to the creature they resemble. Due to this resemblance, they’re often regarded in a similar way to said animal. This leads to common stereotyping where they’re regarded as less sapient than their humanesque counterparts. This has led to resentment amongst certain feral societies, with many coming to consider themselves the “true” beastkin.

Biology
  • Average lifespan: 50 years
  • Maturity age: 25 years
  • Height range: 1.4 – 1.9 meters
Lycanthropes

Lycanthropes or Werefolk, are those whose beastfolk status is temporary, and often conditional. They’re typically members of other races that have the capacity to transform into beings that resemble Ferals under specific circumstances. They’re one of many subraces that have, throughout history, been seen as quasi-mythological “boogeymen” to frighten children into obedience.

Biology
  • Average lifespan: 50 years
  • Maturity age: 20 years
  • Height range: 1.8 – 3.8 meters



Florans

also occasionally referred to as Plantfolk or Plantkin, is a catch-all term to describe any humanoid and/or sapient race that shares more biology with Plants or fungi than animals. The typical stereotype of a Floran is that of an androgynous humanoid made mostly of vine and flower matter, though Florans made of tree bark, mushroom matter, and other plant-based substances are also common in certain regions.

As one would expect, they’re thoroughly in tune with nature, being adept in natural magic more so than any other race, but their plant-based bodies are weaker than their meat-based counterparts. They’re especially weakened in cities, where plants are much less common.

In the contemporary era, use of the term “Plantfolk” as a catch-all is frowned upon by taxonomists, being seen as reductionist towards Myceloids

Biology
  • Average lifespan: 80–200 years
  • Maturity age: 20–50 years
  • Height range: 1.2 – 2.2 meters

Subraces

Phytoids

Phytoids or Plantfolk, are Florans that take on a genetic makeup resembling that of plants. They’re the most common kind of Floran, and are the most palatable to meat-based societies. The stereotypes surrounding their kind and their preference towards natural habitats has created a sort of “noble savage” stereotype within some meat-based societies, seeing them as innocent beings, free from the corruptive influence of contemporary society.

Biology
  • Average lifespan: 120 years
  • Maturity age: 40 years
  • Height range: 1.3 – 2.2 meters
Myceloids

Myceloids or Shroomfolk, are Florans that take on a genetic makeup resembling that of fungi, typically mushrooms. While only a little less common than their Phytoid counterparts, they’re seen significantly less in cities, as their methods of reproduction require spores that are often fatal to meat-based races in high enough quantities.

Biology
  • Average lifespan: 200 years
  • Maturity age: 100 years
  • Height range: 1.2 – 2 meters
Parasitians

Parasitians are a designation of Myceloids that are sapient, yet lack a humanoid form of their own. As such, a humanoid form is usually stolen from another race to use as a “shell” for the Parasitian to inhabit. They resemble their shell, but typically look more weathered, with fungal markings and appendages often visible. Parasitians are typically viewed with abhorrence by all other races except Myceloids, and are almost always killed on sight in cities. As such, many Parasitians go to great lengths to hide their origins, and masquerade as their shell’s race.

Once a host shell is picked, they’re unable to de-root themselves from the shell, and are bound to it until death.

Biology
  • Average lifespan: Based on host race
  • Maturity age: Based on host race
  • Height range: Based on host race