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Playable Races.
(The Jungle Races can only begin (Currently) within the jungle due to lore reasons. Feel free to inquire into why.

Descriptors.

Giants= Tall human
Mothkela= Moth human
Goatkin=Saytyr
Bader'kerkhan= THink kitsune but with dog ears and a tail.
Turzien= Turtle human
Toadlin= Toad human
Drumvar= Beetle human.
Bovinute= Tiefling visually.
Kitsune= Typical kitsune visually with one tail.
Slarkreen= Ape human.
Homunculus= Elves/Humans.)

Giants

The giants invested generations into mastering their harsh climate, taming its beast, and gaining resilience to native toxins and disease. They consider the world to be a carcass. And that all life comes from the ashes of the fallen. A system of death and birth forever in a loop, as history and people repeat themselves in various forms. This faith is known as the undying tree. In which the roots reach deep into the underworld. The trunk is the material plane, and the branches perforate through the heavens. They subscribe to the idea that all life courses up and down this tree in an infinite cycle. And that when the world ends, a seedling is left behind to start existence anew.  

They seek to peer into their dead for guidance, believing that organs, bone, and blood are the keys to unlocking their potential. They tattoo their cremated remains onto the skin as symbols of their accomplishments in battle. It's rumored that they can alter the size and parts of their body. Only the most influential walk around showing off their inner power and mastery of their craft. They treat their armaments as if they were an extension of their bodies. 

The giants believe one's weapon is a continuation of their will. They take all carcasses and use them to construct elaborate structures of bone or armaments. And use the skin as they tan it into leather linings to coat their dwellings' interiors. The roofs are shaped like a crab's shell, the walls pure skeletal structures with protruding ribs serving as columns for support. 

They hearken to the Matron of the tribe for wisdom. When their ruler expires, their skeletal remains are utilized to add to their throne as the next leader sits on it. This symbolizes their knowledge and power passing on. Those deemed unworthy are not granted this most sacred right. Instead, their corpse is left outside to be eaten by carrions.

Mothkela

The Mothkela inhabit pyramid-like structures. They believe in meditation to receive mental healing. Their faith is that of ancestral worship, assuming that when one dies, their soul goes on a 3,000-year journey. Their society mainly trades coffee, sugar, and milk from their cattle. It comes from a giant sloth species they herd across the thick growths of their jungle homeland. The moths are famed for their extensive knowledge of using alchemical reagents for healing properties.

Within their culture, a larva hits adulthood at 14 years of age. Their political structure is matriarchal. The men are seen as warriors and toilers of the jungle. In contrast, women run their society's economic, spiritual, and political spheres. 

 

The Mothkela believe that all life originated on the moon and that the evils of this world are due to their kind not being able to perceive the dark side of the celestial body. Whenever the tribe has a severe loss in battle, plague, famine, or drought, they will sacrifice the hearts of willing servants to placate the lunar mother.

Goatkin

The goatkin is an engineering and scholarly society. Their belief is centered on the notion that people are made of tiny pebbles; they see the world as a giant round boulder with a magma turtle sleeping within the hollow center. These spherical earthy shells are floating in nothingness, and the sun is a burning slab their world orbits. 

The goats know of magnetism, deeming it rocks attracted to one another. And gravity is the weight and size of the boulder pushing down on an invisible sheet that's intangible. There is a potent force in which angry rocks ingest and radiate energy and heat while sorrowful rocks repel. On the other side, a brittle force. Where the mass and size of the slab determine its weight and, to an extent, density. The tribe sees magic as non-rock forces interacting with stones that allow the pebbles and boulders to be manipulated. 

Life's genesis is taught to come from a racing pebble that entered our world and crashed. From this collision, the origins of being started from a pure lesser state (cobble), ultimately becoming a more complex state (boulders). The goatkin have a zest for astrology; they see stars as distant glistening crags and gems reflecting the light of their nearby burning boulders like a polished stone, tracking its journeys across the heavens, telling seasons, time, and direction. They believe the twinkling of stars to be the spinning or wobbling of these terrene masses.

They reside within cities carved into the mountain and belly of the earth; they fancy mining, studying the stones, and engineering. Mastering math to count and trade rocks, building a commerce system around bartering the priceless gems they uncover. 

Bader'kerkhan

The necrotic people of the realm are noted for having two distinct species within their fold. The first is the jackal-eared and tailed kin known as the Burseti'khlani. And the second is more feline, known as the Peur'skar. They currently dwell within the Hearth of the Earth and the Boneyard. Their race deems itself to be the pinnacle of evolution, often sneering down on the other groups with resentment. They're often known for exercising necromancy, believing that the dead should serve the living. As a result, they have specialized in various embalming methods. Raising their fallen to join their undead guard force. They think the soulless husk needs to be maintained so their loved ones can look at their offspring gleefully.

As a society, they rarely get involved or attack other races unless provoked. This species is very reserved, dispatching dark acolytes into the jungle to dig through countless ruins, as archaeology and forgotten arts are their strengths. However, they are not against snatching wildlife to add some fleshy bits to their thralls.

Turzien

The turzien is often depicted as dim-witted beings who viciously defend their ever-dwindling borders. These shelled monstrosities are renowned for their physical brawn and valor on the battlefield. These reptiles dwell within the necrotic swamplands. They're often seen defending ruins and bridges, demanding resources as a toll for safe passage. They are loyal to Florentina Jorgenskull, referring to her as the "Wise woman of the shell." Using the giant leeches originating from her body as both a weapon and a detection system. This recent union has facilitated harmony with the toads, as they now fight under the same banner. 

Their speech regarding the common tongue could be better, coming off as both broken and slow. As a hatchling, they are taken and sorted into three primary "vocations." Warriors, spiritual leaders (Politicians), or gatherers (Alchemist.) These turtles see the world as one large shell supported by a giant log. The moon is a big rock they long ago flung into the heavens. The turzien's believe the world will end when the sun is blown out, leading to a perpetual hibernation. When one of their kind dies, they seal them within their shells and let them float down the river into the sea. 

Due to their poor hearing, these reptilians hate fast talkers. They consider their quick tongues as some attempt to spread confusion to exploit them. Whenever not hunting or warring, they can be found sitting on rocks, eating hallucinogenic truffles as they venture to commune with the bog. Whenever a stranger roams into their domain, if unshelled, they often will refer to them as "soft backs." When it comes to romance, they usually try to bang their lover's shells with a stick. If she likes the echo, she will lay her eggs on the wet earth as the men fertilize them and safeguard them till they hatch. The males raise the young, while the women are appreciated for depositing the hatchlings.

Toadlin

There are a few positive things the other races have to say about the toads. Throughout the jungle's history, they gorged themselves on the other races. They take full advantage of their long tongue and muscles to overpower travelers. Their hideous appearance has done little to diminish these perceptions. They favor living within the swamplands, nesting inside homes of mud and roots. Their croaks are a warning, informing the lesser species that they have wandered into their domain. They use corpse flies and leeches as pets to overrun their foes, donning their victims' skin and the muck surrounding their encampments as garbs. This reclusive bunch carries their young on their back, sprouting from the flesh, leaping free to begin their natural development. 

The toadlins see the world as a pointless struggle against decay that all things are destined to decompose into oblivion. This dismal outlook has led their society to see dominance as the only currency of the land. 

Drumvar

The drumvar prefer to stick to their meditations. Living within their dung homes built into the cliffs. The beetles relish a minimalistic approach, given that they value humility. As a species, bragging is frowned upon, as it is a display of incivility. They use their fecal homes to grow mushrooms, which they consume as their primary diet. As a people, they hold to an unusual philosophy that reality is a dream and that through constant internal scrutiny, one can awake from the cycle of slumbers.

The concept of good and evil are weighed via scales, holding judgment until they can witness an action's ramifications. The drumvar are colorblind and see the spectrum of morality through a similar lens. These insectoids love to grow cannabis. They usually smoke the priceless herb to relax and clear the strains of their existence, crushing the leaves into a paste and applying them as a solvent to assist with injuries.

When one of their kind passes, their corpse is used as fertilizer to grow more of their spiritual herb. These meek creatures are renowned for their alchemical and enchanting talents. They provided the dynasty with much-needed services, as the other races seemed to pursue a far more destructive path. 

Slarkreen

The slarkreen is a warrior race of ape humanoids; that live on top of towering trees. As a people, they value brawn above all else. These hunters only descend from their treetop community to hunt and gather manure, which they use to make methane. Imbuing the excrement with their spiritual energy to generate gas bombs. They set them ablaze to ward off predators and foes alike. Tey value acrobatic arts, often walking across thin ropes connecting the various treetops. Their extremities are used for scaling the trees, and their toes can coil branches.

When a slarkreen dies, its body will be placed within hollow openings within the trees they call home. They consider the world as intangible roots connecting all life forms into one. The universe is based on balance, and reverence needs to be afforded to all victims, be they man or beast. The slarkeen holds that the only thing one can trust is their senses. As such, things like drugs, open fornication, and even theft are permitted. If caught committing a crime, they are thrown off the branches to their death. For lack of subterfuge has deemed them unfit of the title of slarkreen.

Bovinites

Bovinites are a magically proficient race that clings to a Darwinian meritocracy.  Only those that ascend the ladder of chaos are bequeathed the term son or daughter, flaunted around as an accolade of achievement. Many bovinites aspire to hold this coveted title, but the path to reclamation is quite arduous.

Through wars, conquest, and ordeals, weakness can be shed, allowing their kind to brave the iniquity of despondency alone.While grisly, this antagonistic drive has facilitated the cream of the crop to lord over their lesser brethren. Marriage is based on the notion of dominance, where the most potent mate charges any lover to yield under their yoke. Once offspring are conceived, they pledge a solemn vow. Upon expiration, their remains are buried in the earth.

Cheating, lying, and stealing are all seen as tolerable when applied to the evolution of their station. For a master to be replaced by their apprentice is seen as one of the few honors their kind can achieve. Culturally, despite seeming selfish, their studious and magical pursuits are fixated on a single path, strengthening their family. Currently, they reside in Nirvana, sheltering from the mist within the formerly great metropolis.

Kitsune

A hero to some and meddling spirits to others. And even con artists that seize hard-earned coins from the gullible. Those with nine tails are not a symbol of strength but a weakness. Outsiders often mistook more as an inherent indication of being of higher merit or importance.

Fox society is honor-based, mastering their career before venturing into another field. If one is a stablehand, one should aspire to be the best stablehand in the realm to bring honor and pay respect to their ancestors. From a young age, every member of their society is trained in combat (From 5 years old). Asides from martial professions, they are also trained in alchemy, magic, and the history of their craft. Knowledge, like any tool, has its place. However, only those who survive and endure the harshest regiments can become monster hunters. 

Marriage within kitsune society is unique; there isn't a big ceremony; instead, the two mates return to their tent and dwell together. The mere act of fornicating in one's home symbolizes the two houses melding their flesh into one.

When it comes to funeral rites, their species believe in endocannibalism, that ingesting the dead grants them the fallen one's powers. This practice is not done by eating flesh but by grinding cremated remains into a fine powder and adding it to their tea or stews. When a hero of the people passes on, the entire community will gather to drink a few glasses of tea as a group, venerating their attainments by receiving their essence into the whole of the society's body. 

Homunculus

They're a wayward people, life begotten by the ego of others. Their bodies were formerly cancerous, remains considered undeserving of rights as they were experimented on by the state. The notion of identity is something they tussle with daily. Being conceived not by a womb but through magical explorations, their early memories are filled with melancholy. While others reveled in the warm embrace of parents, they knew only the coldness of cages. What is a life? This question sits at the center of their collective.

 

They were liberated by Mazana, gifted Memoria as a home, and new vessels. They now grapple with their internal anguish.  They feel disdain at the sands for their maltreatment. Some harbor anger, while others seek to be liberated from its despondency. As a people, the drive for identity and the discovery of the immaterial fuels them. Outwardly, they resemble their natural kin, but this mockery only reminds them of their unnatural creation.

 

They're perfect replicas, even housing the innate traits of the skin they wear. The only things deviating them from the other species is their genesis and the fact that they don't die; they only cease to move. This terminal fate can occur at any time, anywhere. One might be working the field, cooking supper, walking with their family, or reading a book. When suddenly, the light fades, and their containers freeze in place.

This unusual passing has affirmed the dreary notion that they have no soul and that anything exceeding this world is, by nature, beyond their reach. This introduced the philosophy that this world is all that matters, and everything else is unsubstantial at best. While they might be cast adrift, they've taken solace in their community. And thusly, they're zealots when it comes to safeguarding their home tucked away from prying eyes.

Jinn (Mod Approval needed)

Throughout the history of the world, these mystic entities were portrayed as sources of omens. This paranoia fostered the belief that they must remain hidden given the intense bigotry of this rancours world. Djinns masquerade visually as other races as a means of camouflage. Upon molding their bodily lamp, they are unable to shift its appearance. Like any sentient life, these entities are capable of being good or evil. The totality of the moral spectrum and philosophy is available to them. The accepted dogma of their nefarious nature are myths propagated by people around campfires frightful of the unknown.

 

Initially, they enter the physical domain as wholly vulnerable beings tethered to a physical object where they lurk and develop like a fetus, awarding wishes to mortals as a mechanism for passing the time. The breadth of their capacity is limited by what they know and what they can achieve. If the request surpasses this, the Djinn will place the individual in a coma and slowly watch as they wilt away for their avarice. The terms of the contract are entirely under their control and can fluctuate wildly depending on the person. After time passes, they will transcend to an ifrit. This metamorphosis will sanction them the ability to tether to a space (This inspired many hauntings.) or an object where they are unable to deviate far from their "roots."

 

During these two stages, if the objects are destroyed, they will dissipate into nothingness, or if their bodies are ravaged like any other race. The Djinn will then reach an impasse and a fork. Here they may diverge under two paths.

 

Firstly, a charmer. They rejected their otherworldly origins and imitated earthly life—trading off their powers for a simple existence. While considerably more laborious, the opposite path will ascend them to a Grand Djinn where the body itself becomes the anchor incarnate. The fact that they are living batteries has led many mages and scholars to seek after them for insidious ambitions. Condensing their very being into a jewel akin to a philosopher's stone to amplify their magical abilities.

 

This has facilitated paranoia within their ranks, promoting subterfuge to repel the sentiment that they are anything but ordinary. Primarily they've found asylum within Memoria and the roving Gypsies. Memoria because of its isolation and acceptance of such unearthly constructs. 

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