In their own right, humans have no distinguishing features. However, from the use of the Myst some humans have mutated genes that are passed on to their offspring. Humans can be born taller, stronger, with pointed ears similar to their elven counterparts, with bodies covered in fur, cat-like ears and tails, strange skin colors and more. There are virtually no limitations to the mutations caused by the use of the Myst over generations.
Not all mage lines have visible mutations. In the Empire, noble lines often breed deliberately for more natural appearances. Instead, they often breed for other mutations such as longer life spans, better vision (including night vision) and more. Longer life and, to a rare extent, immortality, are perhaps the most praised of these genetic traits.
Outside of their tall, lithe frames, silk-like hair and pointed ears elves have numerous differences from their human counterparts. One of their most notable differences is their lifespan. While humans breed for longer if not immortal lives, elves exact lifespans are unknown as once they get around two hundred they start to lose their minds from old age. Most that lose their minds end up inadvertently ending their lives sooner than later.
Elves at one point had not been believed to be capable of being mutated by the Myst, and this was mostly true. But, when the Great Surge came, it was revealed that mutations could occur. Elves located across the world slowly changed and adapted to their environment, taking on characteristics of the environment around them. Snow Elves could be found in the great reaches of the North, with Ashen Elves being found in the wastelands of Cathwa, and most surprising of all, the original elves returned to Lantheri.
Though they lack the ability for specific Myst mutations, such as immorality or a number of other boons humans strive for, they make up for this with their innate magical abilities. Most elves can rival even the strongest human magi bloodlines in the Empire, though despite this, they are still seen as outsiders in the Empire. Breeding with them is frowned upon in the human world, mostly due to their lifespans but there is numerous other social pressures and backings that's force the two races apart.
The elves were originally from the great and dense jungle of Lantheri, it was believed to many that they were forced away from their home during ancient battle, but it seems that was not the case. In fact, the elves that moved to Meikyo were actually the losers of a great elven struggle, and slowly with the surge of the Myst would be corrupted into Ashen Elves. With the new found magic in the world, the mighty elven cities have been revealed to the world--and the original elves, a group of purple skinned and bright eyed elves have been revealed to all.
Dwarves were once a race of Elves originating from the Lantheri Wilds. Either because of the harshness of the forests or the competition for space to live the Dwarves broke themselves away from the Lantheri Elves and moved deep into the mountain chain that cuts between Lantheri and Cathwa.
For many long years the Dwarves were forgotten. Until a lost Lantheri Elf discovered an entrance to one of the Dwarf settlements. Dwarves were discovered once again.
Dwarves are known for their interest in magic, and many of them make some of the most magic enfused jewelry known across the world. Many Dwarves practice a form of metal magic, which allows them to place magical properties on metal, creating new alloys with special gifts.
Myst Born is a blanket term for all sentient creatures born within the Myst itself or created by mages. These beings—or creatures as many call them—vary greatly in appearance, size, skills, magical abilities and intelligence. They're not to be mistaken for regular creatures from the Myst that have little to no self awareness and intelligence, though some misuse the term on them.
Most Myst Born are completely unique as they were created by the Myst itself and not born to a family line. However, there are some clans of sentient Myst creatures; the same or similar creatures that seem to be created over and over again by the Myst.
One such creature is known as the goblin. A short, lanky being that often has light or dark green skin, pointy ears and noses and jagged teeth. They're known for their total lack of respect whenever they cross over from the Myst realm into Avsolom. Often they're caught breaking laws, stealing, spreading lies to cause chaos and eating crops of food over night. Not all goblins are troublemakers, but with their bad reputation people often assume all of them are.
Beast Races are classified as any sentient race of animal of Avsolom. They're humanoid in nature while still holding true to their baser instincts and patterns of the animal species they came from. Some choose to stay in packs, others can be integrated into society in a limited way. Occasionally a beast may decide to live with a human, but essentially as a pet in most cases.
They're not Myst Born creatures. They evolved on Avsolom, naturally through time from their pure animal form into a humanoid one. Because of this, the same rules of magical bloodlines apply to beasts as it does to humans.
The most common types of beasts evolved from felines, large canines (including canis lupus familiaris, canis lupus, canis rufus and canis latrans) and the smaller canines such as foxes. Like humans and other sentient races, often beast races walk on their hind legs. They also often have claws on all their paws, have tails protruding from their lower backs, and pointed ears atop their heads. But there are also reptilian and avian beast races. Only time will tell how many different races will come into existence and what their affect on the world will be.
One example of a beast race is the Kitsune. These fox-like species are capable of integration into human society. Kitsune are identical in many ways. They have sharp teeth for eating meat and hunting. Likewise, they have sharp claws on their paws and powerful legs to give chase. They are capable of smelling threats and other beings up to three miles away and are extremely skittish by nature. Their ears also give them sharp hearing to sense what is going on around them. Learn more about the Kitsune »
Dragons come in several sizes, shapes and colors. A great many have hides lined with scales so strong that hardly any weapons can penetrate them. Most are so intelligent that they outwit humans, elves and dwarves alike. Dragons often see magic as beneath them as they've rarely felt the need to use it. Their connection to the Myst and magical abilities are underdeveloped compared to humanoids as a result, something many of them take pride in. They were once creatures that people feared to come across, but, despite their nearly impenetrable bodies and shared intelligence, over time they have become increasingly rare
There are four types of dragons.
Mountain Drakes: One of the two types of dragons people think of when they are told the word dragon. These are the biggest of the dragons that inhabit the land. As their name implies they are only found in the mountain chains that dot the lands. They build an elaborate cave as their lair or nest site. Sometimes building multiple caverns so that people have a harder time finding the nest. They have four legs and one pair of wings. Their nest sizes are two to six eggs. The eggs are pearly with a bluish tinge to the eggs. These dragons mostly breath fire, though there are some that breath lightning.
Wyvern: Considerably smaller than Mountain Drakes, Wyverns are still considerably big compared to a person. They are found in all sorts of habitats from the tropics to the tundra. They have two legs and one pair of wings. They tend to be more aggressive than Mountain Drakes. Their nest sizes are smaller with only two to three eggs in a nest. The eggs are a pearly with a green tinge to them. These dragons inherit a variety of abilities depending on where they come from. Wyverns from the mountains will most likely unleash fire or lightning. Those in the desert and tropical areas spit venom. Those in the tundra ice or very cold water. It is said that those that are found in the plains have no abilities but that has not been proven. This species is the most aggressive out of the four.
Lizard: These dragons have no wings and are very lizard like in appearance. They are found only in the desert regions. They hide during the day and venture out at night to hunt. They are the smallest of the four dragon types. They are also the least aggressive and the least likely to attack unprovoked. But they will fight back with the full aggression of any dragon when attacked or cornered. These dragons breath fire. Their nest is typically two eggs that are pearly white.
Serpent: This class of dragons are serpent like in appearance with long bodies and a dragon like head. They are found in all sorts of water systems including rivers and lakes (The ones that inhabit the rivers and lakes have an appearance similar to Mountain Drakes). The biggest of these dragons are only found in the ocean, though encountering one of these is extremely rare. These are the dragons that spark tales of sea monsters from sailors. They do not breath fire or anything but they can sink vessels with ease and when big enough cause monstrous waves. Like the Lizard Dragons, they are more on the docile side. Only becoming hostile when provoked. While not proven to be true. Serpent eggs are said to be pearly like other dragon eggs but have a gold tinge to the eggs. Read More About Dragons »
All humanoids can be transformed into vampire's through two different methods. The foremost method is through a ritual that is a highly protected secret. Ritual vampires, also known as original vampires, are the strongest of the two kinds. They are the only vampires capable of transforming others into vampires without the ritual, and such creations are considered the second sort of vampire. Though ritual vampires are always the strongest of the two kinds, vampires strengths, weaknesses and abilities greatly vary between one another. When a humanoid is transformed into a vampire, things do not always go perfectly, though sometimes they go even better than usual; it all depends on the persons genetics. One thing that is consistent is their magic is not as strong as regular humanoids, but the benefits to turning usually outweigh the cons.
Ritual Vampires: In general, ritual vampires, also known as original vampires, have increased strength and speed, incredible vision and hyper fast healing on top of being immortal. When a ritual vampire bites a humanoid, the bitten become infected with the Vampiris Virus. If the victim of this infection dies within 24 hours, they're transformed into a regular vampire.
Regular Vampires: After a bite from an original vampire and dying, a person will be reborn as a normal vampire. They're slightly weaker than a ritual vampire, incapable of transforming others into vampires and often carry a desire to serve the vampire that created them.
The Sun: Oftentimes, exposure to the sun or fire for long periods of time kills them, but there are ancient—and highly sought after—pieces of jewelry that are able to protect vampires from the sun. Though they're not always needed as some vampires simply do not inherit the weaknesses.
Protective Jewelry: No one knows the original origin of these pieces of jewelry, but these items, when worn by the vampire, are able to protect them from the sun and the heat of fire. Once fire makes actual contact, the magical barrier is broken and the vampiric wearer will feel the full wrath of the flames. Some extremely talented mages—predominantly from the Old Empire's nobility—have been able to recreate these pieces of jewelry. While vampirism is not against the law in the capital, such creatures are often feared or reviled by wider society, and thus finding one able to create such artifacts is no small feat.
Blood: Vampires often require blood for their bodies to function. While they are undead and thus cannot starve to death, they can degenerate to the point of being immobile or even unable to think if they go for too long without blood.
The Vampiris Ritual: The ritual cannot be performed by humanoids infected by either the Vampiris Virus or lycanthropy. The ritual requires two sacrifices of either human or elf. Sitting within the blood painted symbol, one of the casters must chant the spell (found in the Tome of Vampiris) and at the end they both must be slain. The chanter (caster) will be revived for three minutes and within those minutes he or she must drink blood of the recently dead, thus the second person. Werewolves
Werewolves are humanoids with lycanthropy, a Myst curse passed on from the scratch of a werewolf. However, the werewolves themselves hardly consider it one. They call it the 'Angel Disease' or, more causally, 'the gift', and they are not the first to refer to it that way. There are numerous ancient writings across multiple cultures referring to the werewolf curse as the Angel Disease. Some scholars believe this is due to the natural rivalry between werewolves and the reviled vampires, compounded with the general belief that werewolves do not enjoy the taste of human flesh. Regardless, the attitude towards werewolves vary greatly across cultures and personal beliefs; some see them as pest control, some see them as nothing but a force of nature and some see them as a threat.
Werewolves Transformed: When a cursed individual is in their werewolf form, often they are greatly stronger than their humanoid form. Many have enhanced senses such as better eyesight and hearing. Some werewolves are able smell those with the Vampiris Virus from huge distances away. And, for reasons yet not understood, werewolves often find the taste of vampires to be intoxicating. Like their vampire counterparts, every werewolf has different strengths, weaknesses and quarks; it all depends on the persons genetics. One thing that is consistent is their magic is not as strong as regular humanoids, inside and outside their werewolf form.
Werewolf coats can range from white to any number of colors and the way their form looks varies. Some cursed transform into what looks like a normal wolf or a slightly larger than normal wolf, while others look closer to their regular form and stand on their hind legs.
The Transformation: Some werewolves feel pain when transforming, others not. One thing that seems to be consistent is the rush of adrenaline they get once they transform. This sense of power does not leave them until they return to humanoid form.
Plant Sensitivity: Sometimes werewolves find themselves allergic to a plant called wolvesbane. If they're allergic and how much they're allergic depends on the werewolf. Unfortunately for those that are allergic, wolvesbane has a strong scent unless it's been smothered or mixed into a potion. Because it's strong the smell often triggers a gag reflex in them. Wolvesbane tends to only grow in the thickest woods of the Old Empire and the Lantheri Wilds.
Orcs as they are known in the common tongue of the empire, are a strange beast like race that emerged during The Surge, which was an event that brought mergers of worlds, destruction of civilizations, and the resurgence of powerful Myst magic that seemed to stagnate over the years.
Alien to Avsolom, they found themselves merging with the lands of Cathwa, which caused it to take on a rift in reality which split open the earth and leaving a great scar which ran deep across the lands and broke the lands of Meikyo into a thousand islands.
When the ash and volcanic activity settled the people of Cathwa found sharp teethed, narrowed eyed, and tribal men that rode across great hyena like beasts. Their camps and towns were minimalist and tribal in nature, with orc bands holding little in common with fellow tribes--constant warfare among their groups has left their people scattered, but it is said that in their old world, they had once been united and held marvelous kingdoms and advancements in technology.
Unlike the reanimated ilk of those who call themselves necromancers, Blightmen are, for the most part, still sentient beings, with some vague memories of their pasts before the meteor impact. The trademark features of most sentient Blightmen are their glowing yellow eyes, ashen pallid skin, and somewhat gaunt features; a few are touched with rot and some are missing limbs/eyes/digits from the blast of the meteor, but otherwise seem as close to the living in at least physical togetherness as before. Though primarily human, some of those unfortunates touched by this odd condition have also been residents of other races, such as Elves.
And Blightmen itself is a misnomer; there are those of women and children as well, equally affected, but curiously no animals affected by such an odd event. However, not all these ghoulish people are as docile as some would believe. The further inland to the center of Kriege you go, the more savage its' people, the more twisted its' creatures of the Myst become, and though the Blightmen can use Myst as they had in their lives before as Magi or other users, it is in fact frowned upon, as some users had gone feral and violent with such an overflowing abundance of Myst, snapping their tenuous remainders of humanity and turning to hungering, almost bestial ghouls instead.