Bestiary


  • Cat Folk: A race of bipedal felines. Their facial structure, eyes, ears, forearms, and lower legs bear a resemblance to their more animalistic counterparts. The pattern and colors of their fur resemble common species of small and big cats. They have an average spread of body types and height.
  • Drac: A race of bipedal reptiles. They are shorter than most sapient races and tend to have thin and wiry frames. Their scales vary in color and pattern, though they are often either one solid color or with a stripe of lighter scales along their stomachs. Drac culture revolves around their worship of Dragons, whom they regard with a divine reverence. They seek to serve Dragons in return for protection against the larger and more physically intimidating races. Often, they are lead by a male and a female who work in tandem in both the support of their community and their draconic protector. The male, called the High Priest, tends to the Dragon personally while his counterpart, The Elder, focuses on the needs of the Drac community. Dracs tend to have obsessive personalities that cause them to fixate on a particular task or subject of study. This makes them both industrious workers and brilliant philosophers and engineers, though it is rare that a given Dragon allows this behavior to flourish.
  • Dragon: A large and immensely powerful reptile. Dragons are a varied species capable of appearing in many different forms, and are often capable of wielding magic to change their shape. There are many different subspecies, divided by the color of their scales, the presence of wings, and the amount of limbs they may have. A universal trait is their tendency to horde wealth and the command of their Drac servants. Gold acts as something of a narcotic to this species, while gemstones are treated as a delicacy, though their primary diet is often meat. Highly intelligent, physically dominant, magically powerful, and long living, Dragons are some of the most powerful creatures across the World of Shadows. Due to their Dracs, they tend to become passive and reclusive as they age. When stirred into action, they are capable of wide destruction.
  • Dragonling: A race of bidepal reptiles. They have a wide variety of scale colors and patterns, though unlike Dragons, this is not a sign of individual subspecies. They have wings that sprout from their backs, however these are vestigial and are not capable of sustaining flight. Their culture is highly variable and influenced by the history and location of that particular group. On the continent of Dorastir, Dragonlings were once the most powerful political force that almost conquered the entire landmass. After the Dragon Plague, they were reduced so small communities, widely enslaved, and often found work as roaming mercenaries.
  • Dwarf: Also known as Pygmies, Dwarves are bipedal mammals who tend to appear short and stocky to most other races. They lack many traits of gender dimorphism, namely that the females grow facial hair as well as the males, which is the cause of much confusion to other races. What they lack in pure height they make up for in strength, as their muscles and sinews are far stronger and more efficient than similar species. They have a dislike of sunlight and often prefer to live in underground complexes. This has also caused them to become competent engineers and craftsman, as they are always in need of advances in mining technology and have an abundance of material to work with. In addition to their physical strength, they are also quite hardy. They can drink alcohol with great efficiency for their size, they rarely fall ill, and they have lengthy lifespans.
  • Elf: A race of bipedal mammals. They are distinguished by their slender frames and pointed ears, as well as their high frequency of magically inclined individuals. They live to roughly around 500 years of age. Their culture is highly variable, depending on the particular location and climate of a given society. They are very adaptive to their surroundings, often developing subspecies to better fit with their surroundings.
  • Erinyes: Also known as Furies, these are a race of bipedal mammals. They are spiritual entities often working in the service of Gods who administer punishment to wicked mortals. Ageless, they are duty bound to their deity and serve with loyalty and passion. They are often prone to anger and attempt to find an outlet deserving of their wrath. They are known to hunt down wicked souls and either kill their quarry, or harass them into changing their ways. They sometimes are granted permission to devise punishments themselves, displaying a sadistic delight in constructing a method of torture reflective of their victim’s misdeeds.
  • Goblin: A race of bidedal mammals. They are of shorter stature and have wiry frames, and are denoted by their green skin. They are exclusively carnivorous and have thin, sharp teeth that are used to rend meat. Due to their lack of physical strength, they tend to operate as groups and have displayed exceptional wit and craftsmanship. Their impulsive nature often aggravates other races, who view them as chaotic and undisciplined, and often segregate them from their societies. This leads Goblins to resort to criminal tendencies for survival and contributes further to their poor reputation.
  • God: A physical manifestation of an aspect of reality, often appearing anthropomorphic. Gods have a symbiotic relationship with mortal creatures, where they feed off the praise and worship, and sometimes fear, of their followers in return for protection or individual boons. Gods tend to appear in three forms, either that of the race who worships them, as an animal associated with their personality, or their “true” form. A lightning God may appear as a raging storm, a God of war appearing as a bloody battlefield, etc. Being creatures of metaphor and symbolism rather than ordinary flesh and blood, Gods can have unusual phenomena occur, both willing and unwilling. They may fundamentally change if their cult followings have a change in perception regarding them, they might merge or separate into new entities, and may spontaneously die or resurrect in many circumstances. Each God has their own domains of rule as well as a physical location along the World Tree where they reside.
  • Human: A race of bidepal mammals. Humans have a wide variety of cultures and minor differences in appearance, though lack any true subspecies. They are often quite clever and capable of adapting to their environments through the use of tools and technology.
  • Jottun: A race of bipedal mammals. They are known for their great height and variety of subspecies. They tend to have very warlike cultures, taking advantage of their strength and stature to dominate and subjugate other races incapable of defending themselves.
  • Mermaid: A race of aquatic creatures. They have a wide variety of subspecies, often associated with different breeds of fish. In their natural state, they have the tail and fins of a fish with the upper body resembling a Human or Elf. They are capable of changing their shape into a bipedal mammalian form or to that of a full fish, and seem to be able to choose individual features on a whim. Renown for their beauty, they are often the source of rumors and speculation by other races, due in part to the separation of land and sea.
  • Tree Folk: A bidedal race of sylvan creatures. They are of average height and have very slender frames. They are remarkably fragile compared to other races, though make up for this with their powerful, if slow, regenerative abilities. They resemble ordinary plants and utilize this similarity to hide themselves from predators. They are often magically inclined, though rarely use these abilities beyond aiding their farming.
  • Werewolf: A bipedal race of mammals. They are shapeshifters, capable of resembling an anthropomorphic wolf, a human or elf, or feral wolf. In their humanoid forms, they often display an excess of facial and body hair for their race. They are renown for their increased strength in comparison to the races they mimic, as well as exceptionally fast healing. Due to their nature of hiding among another species, they tend to stay in closely knit family clusters. Their leaders, often a king or queen, are chosen through a display of dominance.