Races of Wyl

Humans / Ahmen

A town bustles with activity running to and fro, lumberers hauling in the material on card needed to frame repairs to the home of the nobles, hunters with deer draped over their shoulders, a man on the corner strumming his lute for some passers by for some spare coin. You come to a tavern and make your way in for a drink and some food after a day. The tables are minding themselves, the man at the counter greets you with the question of what you’ll be having and whether you’d also like a bed for the night, or if you finally managed to find a place to live in town.

Men and women with kingdoms and villages with a vastly surface based culture. Humans did not travel underground with the Nomads, and for this reason there are no human Nomads except for honorary exceptions. Focusing more on the acquisition of land and the ruling of their people, human kind have employed methods of government which range between empire, monarch, and tribe in order to keep a lawful and structured society. These communities vary in culture and human subrace variance based on location and bloodlines, for this reason even the diversity of human culture has a wide spectrum.

The maximum known ages of humans ranges from 80-120, though most die earlier in their sixties due to their lifestyle or job. The tribal or Nomad form of human society only goes to the point of village life and lower level metalworking where in their lives are simply kept very simple. Humans do not travel underground or often if at all as Nomads. 

Vulakai / Vulakaian

Not far from the village gates, the tree line is beginning to thicken and turn to forest brush. Small shavings of wood fall to the ground in the breeze from the knife gliding across a small wooden totem and digging out the details. The tall Vulakai twitches his idly hanging ears before darting his gaze to you. Blowing the remaining dust from the totem and placing it and the knife back into his satchel, he turns to you. Asking that you are ready to go, they toss you your backpack in preparation for the journey. 

Physiology

Fox-like people standing relatively taller than humans at an average of about 6'5" with long ears, bushy tails, and snouts. Split rather evenly between being among civilized people and Nomads, the Vulakai are nearly as common as humans and half Elves. With their physiology, the Vulakai have heightened senses and agility, rivaling even Elves in agility and surpassing them in strength as well. Most Vulakai are very family oriented, a small hint of a pack mentality.   

Society

Tribal and Nomad

Tribal and Nomad forms of Vulakaian society are rather basic as they live a life of peace and seclusion, often using mountains or dark forests away from most other kingdoms to avoid conflict. They are a peaceful and well structured kin. Upon reaching an age of maturity, the young will be send out on a pilgrimage with nothing more than basic clothed and a ceremonial knife. For more information on Nomad life, see Nomads

Village Society

Unlike the Tribal and Nomadic Vulakaians, Village society is much less magically attuned and more farmland and stationary. With roughly drawn out natural fields for harvest and easy access to rivers for fishing, the Vulakaian villages are a humble and remote lifestyle of little consequence. They do not leave except to very occasionally hunt what they do not already farm and breed themselves. The hiearchy of these villages are relatively simple and often consist of a Leader and a small council.

Traits

Vulakaian have strong animalistic senses, but due to their societal evolutions have toned down from desensitization and exposure. None the less, these senses are far more worthy of note than most other races.

  1. Hearing: With huge ears, Vulakai are able to catch a great deal of ambient audio and their ability to aim their ears allows them to focus on more acute or quiet noises.
  2. Dark vision: Vulakai, being so fox like, have a strong nocturnal presence, allowing them to see in the dark via light accumulative reflection.
  3. Agility: With slender builds and long limbs, Vulakaian have an edge on agility.

Dwarves

Far under the shadow of a mountain, deep within the rocky abode. The echoing sounds of picks and hammers can be heard resonating from the earth itself. You look around, seeing the surface of the planes as if clay was used to craft an environment with flowing water and rivers enriching the ground that moss and greenery grows abundant and lush! You find a door. A small door with no seemingly remarkable traits outside of it being carved into the stone itself. You look closer and begin to realize the perfection in the detail of the ornate carvings. The golden and gem speckled outlines, the frame itself a pure and beautiful precious metal. The longer you stare, the more you realize that despite believing it was merely a stone carving at first, it was a perfectly implemented design. One with nature itself despite its design and function. Once inside, should you manage to be invited, you would find incredibly massive cavernous wonders. Dwarves scattered in a utopia like city cascaded by rock and stone overhead. The light from a few hidden openings high in the reaches of the mountain being cast about by metallic mirrors strewn around the higher platforms. Either you are a friend welcomed and well fed and hosted like a king, or you are not a friend, where in the stubbornness and easily broken or hardened nature of a Dwarf’s heart shall show you just how angry a people can be. 

Physiology

Dwarves are short, averaging roughly 4' with very little difference. Most Dwarves meet eye to eye. Long beards and hair are the mark of a true Dwarf! Hardy little fellows, Dwarves are a force to be reckon with. Their skin is tough and rugged, they have a milk dark vision and a high resiliance to pain due to the thickness of their skin. Dwarves can live to about 150-200 years with a good, long life provided to them.       

A Master Craftsman Dwarf's creations are so intricately detailed that even when destroyed, the cracks and crumbling of the stone will only serve to create a new design in the ruins themselves.

Society

Village/Traveler

Some Dwarves are scattered and travel to craft and trade. They live as villagers in other lands as they go or settle, some retiring to become toy makers, tinkerers, and craftsmen. 

Kingdom

Dwarves dig and mine into the mountains and rock. The deeper Dwarves dig, the more they carve into the rock and stone, turning raw rock into finely crafted halls and shafts. The King is not only a king, but also a quarry master and trade master.

Traits

Due to their underground lives, Dwarves have grown to be weathered and blessed in ways which grant them a few racial traits.

  1. Dark vision: Due to the underground nature of Dwarven lives, darkness is less affecting to Dwarves. Not as strong as the beastkin, but definitely far more than most humans.
  2. Stone skin: Not actual skin made of stone, but Dwarves are very hard skinned and solid boned, making them quite resiliant to most blunt trauma. Though some might claim the lack of evidense of Dwarves receiving concussions as often is more attributed to their apparent lack of whit.
  3. Constitution: Dwarves are hardy folk of celebration and drinking, making them incredibly difficult to intoxicate, and poisons require higher, more concentrated doses.

Hynadal

Amidst the rock scattered planes and grassy hills, you come across a humble tribe with their clusters of huts and tents. Dug in against the larger boulders for shelter, using the digouts to create makeshift furnaces for the cold nights and a few scattered carpets to line their otherwise dirt roads. A tall, hyena beastkin steps forward and tilts his head. "What brings you to our home, traveler?" He asks politely in common tongue, yet with a thick accent. Standing with decent enough clothes, a metal spiked spear on his back, and a mace on his hip, you both walk and speak together about his tribe. To your surprize, he finds many opportunity opportunities to discuss things with a relatively profound and insightful mindset.

Physiology

Hyena like people standing at average 6'8" with short, rounded ears, short tails, large clawed hands and paws. Their fur colors range from natural greys, white, black, and shades of brown. Due to their physiology, Hynadal have bulky, brutish builds and are rather strong.  

Specific Social States

Tribal and Nomad

The Hynadal are not dissimilar to Vulakai / Vulakaian in both Tribal and Nomad like life, however they are far more common in surface and flatland biomes. Their shammans are usually the only ones strongly versed in herbal sciences and magic, and only their "chosen" usually come to learn magic of any kind beyond the Shamman and Chieftain. Magic is guarded carefully and viewed as too dangerous to wield too commonly.

Village Society

Hynadal village society is relatively decent. Black smithing, common clothing, metal weapons, and armor are levels of development reached. Hynadal are more integrated in other societies at a Village or above level of lifestyle, and there are almost no all Hynadal village or above societies. 

Traits

Larger, stronger, with particular physiology, Hynadal are contributed traits due to their biology as a beast kin. Because their societies are more commonly underdeveloped and traditional/tribal, Hynadal retain among the strongest beastkin traits at their level of societal progression as a race.

  1. Dark vision: Partially nocturnal, Hynadal can see incredibly well in the dark.
  2. Strength: With bodies like logs and taller statures, Hynadal are far stronger than most kin, but this comes at a cost of agility.
  3. Sense of smell: With larger noses than most beastkin, Hynadal are able to smell and track as acutely as Vulakai / Vulakaian can hear.

Elves

You find yourself walking along a rarely walked path deep in the woods. A line of mysteriously robed figures walk in the distance. Bows on their backs and elegant thin golden jewelry adorning long hair and pointed ears. The Elves pay you no notice as they migrate through the forest on a pilgrimage between the hidden Elven kingdoms. The air seems to fill with a slight haze as you notice some swinging incense pendulums held by some of the figures. Long ears, four to five times the lifespan of humans, and a more mysterious culture. Elves once spanned the continents and had little fear of rivalry except among themselves and even then it was scarce due to their peaceful nature. Over time, they dwindled and retreated as more and more of their neighboring Wyleans became larger and larger cultures. Careful structure and selection for livelihoods, meticulous bloodline tracking, and high natural attunement to the nature of the surface worlds and forests, Elves have adapted to living in and among the trees and mountainsides among elegant ancient structures creating beautiful cities. Often in places of natural magical influence of the Wylstream, some Elves have a strong sense of the presence of magic. It is said that a weapon, such as a bow carved of skilled Elven hands will never break or grow weak under the strain of its uses. Despite their human-like frames, Elves are incredibly agile and light. Where they may seem to lack physical strength, they make up for in their acrobatics and climbing skills. A few Elves have abilities extending to even foresight. While they do not have heightened senses, they are capable of perceiving incredible distances, however they do not actually see or hear these things at such distances, they are given a kind of vague imagery they can use to describe what they can perceive. There are almost no Tribal forms of Elf. There are a few Nomads here and there, but not many as they hold their heritage in high regard. 

Pure Elves

Tall at an average of 6'8" and slender with pale, seemingly deformed skin, white hair and grey, silver, or golden eyes, and are only estimated to live a thousand years, but their actual life spans are unknown. Pure Elves are relatively secretive and speak very little if at all. Elves Their focus is entirely on dwelling within nature in the deepest and most difficult locations to reach. So scarce and illusive, only Nomads and traditional tribals are said to see them enough to learn to commune with them naturally. The true living age of an Elf is unknown.

Half Elves

Only humans were ever able to make children with Pure elves, creating the Half Elves. They stand at an average of 6'3" and have either white, blond, or redish hair, and live to about 600 or some odd years depending on their lineage. Their eyes can vary most common or Elvish colors. In a societal sense, they are regarded as arrogant and incredibly conceited, especially by Dwarves! Half Elves are said to live up to 6 hundred years, but their maturity seems to be relative to their aging scale.

Traits

Half-Elves are blessed with many traits due to their ancestral bonds. Elf souls are eternal on their own, but in the body of a mortal it has to manifest in particular and peculiar traits. Because these traits sometimes go beyond what simply exists in the physical body, some must be learned through traditional teachings and can not simply be picked up.

  1. Animal connection: Even the most ferocious of animals such as lions, tigers, and bears can find a peaceful mind amidst the company of an elf. This does not guarantee the animal will remain calm, but it does make being in the forest very easy for a Half-Elf.
  2. Whispers of trees (Requires full traditional training): Half-Elves can hear slight messages from the forest at times, allowing them to be made aware of things further away in a very vague manner.
  3. Sight and Sound (Requires some traditional training): Half-Elves can sacrifice their immediate awareness for distant sight and sound. By focusing on a specific direction, they can see and sometimes hear for miles through the traces of the scenery.
  4. Feather weight: Elves are incredibly light and have the ability to craft things as such, making them highly agile and limber.

Avanilah

Cliff faces force your peripheral vision to adjust to the lateral terrain. Winds howl and whistle between the towering spires. You hear a sudden rush of the wind from above, a swift shadow passing over before you can see what it was. After some travel, you finally find a plateau to rest and make a small campfire on, guarded by a few boulders from the wind and chill. You sit and rest believing you’d be alone, after some time however you hear the sound of cloaks and rustling of other climbers. You sit up to prepare for the intrusion, but you are not greeted by any malice. A small group of travelers approach and turn down their hoods asking to sit by the fire with you. You agree, seeing no harm in sharing the warmth nor point in denying them. Upon their hoods being turned down and the fire close enough to light them, you see a crow-like face as well as an owl-like face, the third of their party seems to be like a hawk. Avanilah, also known as bird kin are a grouping of three bird-like races, Hawk being the rarest, Owl, and the most common being Crow. They are mountainous and high treetop terrain dwelling groups who are varying in their lifestyles. Crows are the most tribal/Nomadic whereas Hawks are more like hunters or rangers and Owls are usually gentle natured and noble, owning libraries and traveling for the sake of exploration to bring back to their hollows for record and writing.

Crow kind

The most common of the Birdkin, Crowkind are a very straight forward people. They are fantastic at scavenging and long term travel survival in most environments due to having a very forgiving metabolism and can travel one and a half times, if not twice the distance of a human on the same amount of supplies. They normally live in small tribal groups with a simplistic hierarchy. The crowkind do not often build much beyond huts and if they are found in more developed villages, it would most likely been a previously abandoned village the tribe came across in their travels. Crowkind speak in incredibly broken common. "Name is T'vashah!" "Give, that, here." "What that, there?" Pointing 

Physique

Crowkind stand short with an average height of about 4.5 feet tall. They have forward leaning heads with raven/crow like beaks and black eyes. Their hands are feather covered talons and their feet are similar to that of a raven or a crow.

Owl kind

WIP

Hawk kind

WIP

Falarin

A workshop filled with various tools and equipment. A medium ship hull hangs from the rafters by rope, though it seems to have a desire to keep itself suspended on its own. Whipping a tail around a nearby wooden beam, the Falarin engineer lands on the platform near his desk. Greeting you despite his distraction in his work, he offers to catch up with you once he can complete more calibrations on the heat distribution system, half joking that it’d be a shame if someone turned it on and found themselves among the stars with no way back. Fox-Dragon like creatures, but completely of their own race rather than a descendant of either. In fact, it is theorized that the Vulaki are either derivatives of the Falarin, or perhaps some kind of cousin. Lineage going back into both societal development as well as Nomadic history, Falarin are believed to be among the oldest lineages known to Wyl next to Elves. Mechanically inclined and magically adept, the Falarin are credited for being the inventors of the flying airships which utilize the natural ore and resources which allow the flight mechanic without the less predictable nature of balloon travel. Falarin are also responsible for the creation of gauntlets which allow people to harness Wylstream with less training, however these devices are far less common and do not make it far from their creators. Very few Falarin are Nomadic if at all and only a few live in tribal form often in mixed race societies in small, lesser known communities.

Fawns

Lit by the flickering fire, home adorned by the carved stained wood, furniture decorating the little cottage like home, there sits a chair with leather cushioned armrests holding up the elbow of a goat faced creature who leans his head into his fist as he is completely immersed in a book resting in his lap. Adorned in cloth and leather clothing, the Fawn glances up as you knock on his door. Opening the door to you with a soft smile and a step back inviting you in, the Fawn welcomes you and offers tea, excited to meet a new visitor and exchange tales and thoughts over a warm cup of tea by the fire. As you enter, you notice that despite living alone, there is a spare armchair near the fire with a table always set for a few extra. Goat-like creatures which stand upright with human-like torsos hands in place of forward hooves. Fawns usually keep to themselves living in well decorated and cleaned out hollows and caves with doors built on and remodeled to feel like a small cottage. Fawn are heavily nature and animal attuned. Most speak broken common and a few might read and write, they are hermits and happily so; sticking to their books, stories, gardens, and nature. Despite their lonely nature, the Fawn adore having visitors and will often entertain guests for days on end. They are gentle and consider all life sacred. Their choice to remain in isolation can in fact be seen as a statement to their desire to remain away from the troubles of dispute, war, and overcrowded mentalities. Despite not having tribal culture and not often traveling, the Fawn are often considered by most as Nomads due to common misconceptions and lack of common knowledge about them. Many Fawn are expert herbalists, specializing in making teas. They also have a delightful liking for pastries and baked goods. Fawn spend so much time reading that they have a great deal of lore and folk knowledge, this inspires many of them to take on crafting hobbies.

Kronadai

The ground crumbled beneath you in the cave you’d been sent to help map, a cavern opened under you and it all went dark as you tumbled through endless formations. A rock slamming the back of your head and it all goes dark as the last thing you hear is the gravel piling up around you and you fade into the thought that this may very well be the end of your life. Suddenly you hear a loud ringing, your back slowly dragging across the ground toward a nearby rock and makeshift fire. A few blinks later and you finally wake up fully, sitting up with your back against the rock. A grayish figure with large black eyes stirs a small pot of soup before you. It smells odd, but not in a repulsive way, more so a medicinal. The figure leans forward with a carved wooden spoon filled with some of the substance and holds it at your lips. After accepting that the creature is trying to help, you decide to take the medicine and find it rather good. After letting the creature wrap bandages and some kind of green liquid onto a gash on the back of your head, you are led through a series of caves until you finally see light ahead. You turn back to thank the Kronadai but as you do, he tilts his head and continues on. The strange speechless creature remains at your side until you finally reach a place to get proper treatment for your wounds. But as the first person you see approaches you, they speak exclusively to you and ignore your friend. When you turn to introduce them, you realize they have entirely disappeared. Two dark eyes, pale almost scaly skin with a hardened exterior in most areas almost like an exoskeleton, the Kronadai are a primarily subterranean kin with no spoken language. Deepest and truest of the Nomads, the Kronadai spend most of their time underground foraging and immersing themselves into the purest forms of the Wylstream and natural magic. The least is known of these kin as their lifestyles are quiet, secluded and lonely. Kronadai are the most mysterious and rare of Nomadic or Tribal kin. They have few to no surface life except in some individual cases and Journeyers.

The Kronodai have slender bodies, no visible mouths, pale tan, scaly skin, and large, round eyes. They often wear brightly colored cloaks, robes, and scarfs. While some have hair, the patterns which their mane grows in is usually narrow and long down the back.

Tor'Kin

You cross the flat lands, seeing the floating mountains in the great distance where the natural flows of gravitational influence change their very own laws through the minerals and ores embedded in the rocks and stone. The guard standing with his spear in hand and regal helmet adorning his head, matching the plated armor and tabard secured to the rest of his form. The eyes gazing forward with an unwavering stillness save for the slight motion of ht hanging tail as the wind attempts to push it to a tilt, despite the heavy weight. You approach a few paces more and his head darts down to gaze directly into your eyes. 

Physiology

Standing with an average height of 7-8ft (+/- 1ft), Tor'Kin weigh about 325lbs, are usually muscly or lanky in build with broad shoulders. They have tails which reach down sometimes to their ankles and on occasion reaching even further, dragging on the ground. They have five fingered hands and stand on digitigrade legs with large talon claws.

Society

With an Imperial presence on Ishah, the Tor'Kin are a well militarized people who have many kings across the South West of the continent. They commission the nearby wolfkin and hawk-kind to travel and lord over the mountainous regions while the Falarin engineers from neighboring kingdoms and villages work on the ships used to sail the skies. While they do not extend their borders across the lines of their neighboring kingdoms, they are very well involved in trading protection for agriculture.

Achee

"Hello, there!" A small voice comes from a couple seats over at the tabern bar. Seeing the person from whom the voice comes, you realize he is rather small. A badger like creature sits nearby with a charming smile to share with you. He slides over onto the stool next to you, taking the liberty to buy your drink. He begin talking about his ventures and ideas, a vigor in his plots and plans to become successful down the road! Physiology Standing about 3ft tall on average with a variance of only a half a foot, the Achee are a Badger like kin who, because of their smaller size, often live in secluded villages and tribe, keeping to their own. The Achee who do make their way in other kingdoms and larger creature societies often find themselves becoming reliant and are known more for their political, philosophical, and social skills due to their physical limitations. Society Achee are primarily tribal except for a few who live relatively humble lives in the kingdoms of others. Due to their small stature, they do not make much for an attempt of large land claims, and simply cultivate the lands in humble villages.

Vylskin

The sand covered tent blew in the warm winds under the beating sun. The hut was relatively cool compared to the outside as the winds kept the air flowing nicely. Carpets with loose woven material to keep the sand from getting trapped and ruining the texture. A pile of rolled bags and supplies sits around the inner edges of the tent to sit as storage as well as act as supports for the tent beams. The Vylskin widens his arms and motions to a cushion nearby as he beckons you to join him, eager to begin discussing business. 

Physiology

Long winding tails and snake like heads, these kin share the same average height as humans and have long fangs which can, for some sub-species, produce venom and cause severe paralysis or death. 

Society

 Primarily hailing from the Eastlands of the desert plane continents, Vylskin are travelers by nature and expert at building up and tearing down entire tent towns. Scarce in number, the Vylskin are lesser known in the green lands and forested mountains as they do not prefer to travel far from sand. The majority of Vylskin are Nomadic but due to their heavy desert based lifestyles, do not have tribes very deep underground and due to their trade nature heritage, travel too often to find much in the way of ancient caverns anyway.

Halfling

Small, very similar to Humans / Ahmen, you see a couple sitting outside of their tiny home build into the side of a hill and some tree roots as the foundation of the walls. Through the seemingly narrow cobble road leading to a little bridge reaching across a tiny creek. You see more of these homes and even some more little buildings and gardens in the tiny valley between the hills. In the stretch of fields beyond, corn and wheat fields. One of the couple lean forward, puffing some smoke from their lips and pipe, their eyes narrowed in the suspicion of an elderly person casting judgement upon the idea of an irresponsible child, yet to you. "Good morning." You say, trying to break the ice. "Morning." He replies with a suspicious grimace in his eyes. With an awkward sensation of unwelcome from the tiny people, you carry on into the tabern where you find a far more welcomed greeting from the younger crowd. Though your awkward size does make for a very interesting night of dodging the rafters.

Drakun

Children of/people created by Malakai/John Weller while either of them had Azok taken into themselves. These are incredibly few in number and are little known due to their scarcity. Creatures of legend, these people are reclusive and spend most of their time in hiding, living in places which allow them to escape the eyes of others due to their unsightliness. Drakun are an average of 8' tall and have a kind of scaled skin, ranging from a few scales and mostly skin to all scales and full sized wings. Their faces range from slightly elongated to fully dragon round-snouted. Due to the mutations of such a half breed, there only a couple whose wings actually work and permit gliding. More information on these kin is incredibly limited for now. (This is a locked kin and will not be permitted as a playable race)