| Species Category | Description & Origin | Unique Feature & Role in Lore |.
|---|---|---|
| Aelvarin (Main Race) | Elegant, long-lived beings attuned to the natural and elemental flows of the world. They were ancient before the Sundering, their sub-races representing different "domains" of creation. They often seek to restore the cosmic balance lost when the Weave shattered. | Innate Elemental Attunement: They instinctively sense and influence the flow of elemental energy, making them natural practitioners of the Mandala or Dao Walker Paths (balance/elements). |
| Stoneborn (Sub-race) | Tall, granite-skinned Aelvar with glowing rune-scars. They embody endurance, mountain spirits, and ancient earth memory. Calm and slow to anger, but unshakable once roused. | Unshakable Endurance: Their granite skin grants resistance to physical and magical shock. They are the keepers of the eldest secrets, often acting as lore-wardens for the Forsaken Giants. |
| Riverborn (Sub-race) | Fluid, graceful Aelvar with water-sheened skin and hair that moves like currents. Tied to lakes and rivers. | Water Sense: Can detect and sense water patterns over vast distances, making them expert navigators and spies. Their temper is reflective of a river—calm but capable of immense power. |
| Groveborn (Sub-race) | Bark-patterned skin and leaf-crown hair. They live symbiotically with forests. | Root-Song Communion: They hear the "root-song" beneath the soil, allowing them to communicate with and subtly influence flora and fauna, key to maintaining the world's natural balance. |
| Skyborn (Sub-race) | Light-boned, airy Aelvar whose eyes shift like storms. | Wind Channeling: They channel currents of wind and lightning, acting as oracles or heralds. Their chaotic nature sometimes links them to the volatile power of the Abyssal Thread despite their Aelvarin nature. |
| Minikin (Main Race) | Small, hardy folk known for adaptability, cleverness, and surprising bravery. They thrived after the Sundering due to their ability to quickly repurpose technology and knowledge. | Innate Inventiveness: They blend magic and machinery, making them the primary source of advanced, unpredictable Relic Combat weapons and technologies in the modern age. |
| Stone Dwerin (Sub-race) | Stocky, broad Minikin blessed with iron endurance. Masters of tunnels, stonework, and metalcraft. Their hair holds natural mineral dust. | Earth-Forged Resilience: Known for their patience and stubbornness. They are the primary crafters of the powerful, ancient runes used in the Runeblood Path, forging weapons in deep mountain veins. |
| Tinker Gnomel (Sub-race) | Quick-minded, spark-eyed inventors who mix magic and machinery. | Chaotic Experiments: Their inventions are brilliant but often explode or backfire. They are the world's foremost experts on manipulating the Unstable Magic left by the Sundering. |
| Wild Faelet (Sub-race) | Small, whimsical Minikin with faint glow-dust on their skin. They commune with nature. | Spirit Whispering: They interact closely with insects and unseen spirits, often acting as natural Totemic practitioners or harmless tricksters who manipulate small details of reality. |
| Ember Kobari (Sub-race) | Scaled, sharp-eyed tunnel dwellers who revere heat and pressure. | Vein Sense: They see the world as a network of "hidden veins" of magic and metal, making them unparalleled at locating hidden caches, lost relics, and powerful Qi Core energy points. |
| Human (Main Race) | Short-lived but fiercely diverse, shaped by the extreme regions of the world. Their strength is their versatility and capacity for rapid emotional and intellectual growth. | Unwritten Fate: Their short lives and intense adaptability make them the most powerful proponents of the Unshackled movement—their unpredictable choices are the core engine of the Age of Mortals. |
| Snowborn Tribes (Sub-culture) | Wool-clad wanderers of frozen plains, living by herds and memory-chants. | Memory Chants: Their oral traditions carry immense, detailed knowledge of history and survival, making them champions of endurance and community spirit. |
| Shield Hosts (Sub-culture) | A disciplined warrior culture raised in fortified coastal cities, known for phalanx formations and bronze masks. | Oathbound Service: Their strict adherence to military law and loyalty makes them ideal champions for the Sanctified Thread, focused on order and absolute faith in a cause. |
| Wind Riders (Sub-culture) | Horse-archers and sky-worshippers who treat the wind as sacred guidance. | Sky Sense: They are masters of mobility and precision, able to read subtle environmental changes. They are often sought as messengers or scouts due to their unmatched travel speed. |
| Highlanders (Sub-culture) | Humans of exceptional height and power, prioritizing strength paired with calm leadership. | Heightened Resilience: Their raw physical strength and imposing presence make them natural warlords and military commanders, often defining the balance of power in regional conflicts. |
| Orkun (Main Race) | Vital, resilient, and honor-driven beings who channel different survival instincts. They value strength but emphasize self-control and purpose, often acting as spiritual guards or keepers of tradition. | Internalized Honor: Their societal structures revolve around strict, internally enforced honor codes, which prevents them from falling easily to the corrupting influence of the 13 Conceptual Shards. |
| North Ograth (Sub-race) | Large, thick-skinned Orkun adapted to tundra winds. | Bone-Carved History: They are contemplative storytellers who carve their histories into bone totems. They carry immense knowledge of the ancient world's weather patterns and geological history. |
| West Gobbrek (Sub-race) | Quick, wiry scavengers and inventors thriving in chaotic settlements. | Instinctive Passage: They possess sharper instincts and unmatched knowledge of hidden passageways and secret supply lines within any urban environment. |
| East Trolkin (Sub-race) | Long-limbed swamp dwellers gifted with slow regeneration. | Patient Herbalists: They are patient hunters and keepers of ancient swamp-lore, making them invaluable sources for rare medicinal or poisonous herbs and spiritual remedies. |
| South Gorgonir (Sub-race) | Scaled, serpentine Orkun with stone-hued eyes. | Venomous Wisdom: Their gaze doesn't fully petrify, but stuns. Their power lies in their deep, often dark wisdom and rigid adherence to their unforgiving honor laws, making them dangerous judges. |
Prime Realm - Touched Source Entities
These Bloodlines some Prime mortals inherited from Abyssal (Infernal) or Empyrean (Celestial) overlords before the sundering, if ever, physically manifest on the in them, but their power defines the Touched Lineages.
Infernal Touched (Abyssal Manifestations)
| Bloodline Category | Description & Origin | Unique Feature & Role in Lore |
|---|---|---|
| Nyr'Kari (The Passion Weavers) | Entities born from concentrated Etheris flowing from deep, amplified mortal emotions, particularly desire and distress. They exist primarily in the mental and dream layers of reality. | Mental Symbiosis: They specialize in entering vulnerable minds via reflections or resonant sensory input (music/memory) to amplify feelings, using the resulting Etheris surge for sustenance and reproduction. They are the Architects of Obsession. |
| Azhuraath (The War-Forged) | True Infernal warriors whose very existence is a byproduct of sustained, disciplined conflict and structured violence. They originate in planes defined by endless, organized battle. | Perfect Conflict Form: Possess four, perfectly coordinated limbs and natural obsidian plating that resists almost all forms of physical and Etheric damage. Their Role is to enforce the Strictures of the Abyssal War-Code. |
| Hornclad (The Resonant Harbingers) | Massive, heavily armored Abyssal entities where physical strength is augmented by highly refined sonic Etheris control. Their crystalline horns are grown, not forged. | Sonic Authority: They manipulate sound frequencies to shatter defenses, incapacitate foes, and broadcast battle commands across vast distances, making them the Vanguards of the Infernal Front. |
| Pyraxl (The Subjugators) | Volcanic entities linked to planes of immense tectonic pressure and molten chaos. Their internal gravity is vastly distorted, pulling matter toward them. | Gravitational Command: They generate intense, localized gravitational fields that physically crush resistance, forcing all life near them to kneel or collapse. They function as Field Commanders of Absolute Will. |
| Ossamorphs (The Scribes of Duty) | Sentient, shifting skeletal structures that are the embodiment of cold, relentless duty and record-keeping within the Abyssal bureaucracy. | Morphological Enforcement: They can instantaneously reshape their limbs into any tool, weapon, or restraint required for a specific task or disciplinary action. Their role is to act as the Abyssal Enforcers and Unfailing Archivists. |
Celestial Touched (Empyrean Manifestations)
| Bloodline Category | Description & Origin | Unique Feature & Role in Lore |
|---|---|---|
| Ghaelorin (The Wandering Lights) | Benevolent entities born from the sustained belief in justice and the Etheric light of hope. They choose self-imposed exile to patrol the edges of the cosmic order. | Form of Justice: Can instantly shift between a subtly humanoid form and a terrifying, blindingly luminous battle state. Their sole role is the Active Eradication of Cosmic Corruption. |
| Planathryn (The Starlit Strategists) | Vast, serene beings originating from the harmonious convergence of natural life cycles and strategic cosmic planning. They embody ordered growth. | Ecosystemic Resolve: Their sheer presence and will can restore failing systems—whether it be the morale of a broken army or a dying, poisoned ecosystem. They serve as the Celestial Organizers and Restorers. |
| Solyanthe (The Sun-Forged) | The highest order of martial Celestial entities, born from acts of pure, self-sacrificial valor and unwavering belief in the Empyrean ideal. | Aura of Absolute Will: They manifest weapons and shields directly from concentrated Etheris and pure, focused intent. Their blazing wings and halo are projections of their power. They are the Guardians of the Cosmic Pinnacle. |
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* The True Beings: The Nyr'Kari, Azhuraath, Solyanthe, etc., are the True Infernal/Celestial Touched who reside on the higher planes (Abyssal or Empyrean).
* The Origin: Long ago, these True Beings intermingled or interacted powerfully with Prime Mortal races (Humans, Aelvarin, Minikin, etc.).
* The Lineage: This interaction imbued the Prime Mortals' descendants with a fraction of the True Being's power and distinct characteristics.
A Prime Mortal character would therefore be defined by their primary race (e.g., Aelvarin) plus their Touched Lineage (e.g., Azhuraath-Touched).
Lineage Summary
| Touched Source | Implication for Prime Mortal Descendant | Example Character |
|---|---|---|
| Infernal Touched | Prone to passion, physical resilience, dark impulses, and unique sensory abilities. | A Human soldier with Azhuraath-Touched blood who is unnaturally strong and obsessed with combat honor. |
| Celestial Touched | Driven by ideals, mental clarity, restorative power, and a natural affinity for Light Etheris. | An Aelvarin healer with Solyanthe-Touched blood who can manifest small shields of light by pure force of will. |
