Elves: There are four prominent species of elves in the world: high elves, wood elves, snow elves, and dark elves. All elves are slightly stronger and faster than humans, and are immortal. Most elves naturally have a higher propensity for magic than most other races.

High elves: Aloof and graceful, high elves have a higher propensity for magic, especially enchanting, than most other races, including other elves, which is apparent in their architecture; they build grand cities of quarried stone that seem to defy basic human understanding. Rather than hiding their cities as the wood elves do, they prefer to deter visitors using enchantments and wards. High elves are typically tall and pale, with straight hair, and adorn themselves in fine fabrics, silver, and gemstones.

Wood elves: Stealthy and reclusive, wood elves live in cities grown out of the trees of their beloved forests, creating sprawling, connected networks of treehouses or hidden dens in the ground. They have an aptitude for nature-based magics due to their close bond with the natural world and are skilled trappers and archers, preferring hunting and gathering to farming. They are generally short and wiry, less fair-skinned than high elves, and wear natural colors and face paints to blend into the woods.

Snow elves: Snow elves live only in mountains high enough to keep snow year-round and build their buildings from stone and wood into the sides of the mountains, with higher-ranking elves living higher up on the mountain. They subsist primarily on herding and minimally on agriculture. Their environment tends to deter unwanted guests, but any humans desperate enough to attempt to climb to the top would meet an unfortunate demise. Snow elves are proficient in elemental magics, particularly air and water magics, and spend their time meditating and listening to the winds howl. They are similar in height but broader in build to wood elves, with pale skin and hair ranging from white to silver to icy blue and dress in fine garments made of thick hides and furs.

Dark elves: The dark elves, who live in labyrinthine tunnels of stunning magnitude, are a very hateful and violent race. All of them can see in the dark, to better navigate the massive caverns they live in, which are carved out either naturally or by magic, with buildings usually molded from the cave walls. They prefer to gather resources by raiding nearby settlements on the surface, and are proficient slavers. Dark elves have skin that varies in shade from bluish gray to purple-black, with hair either white or black, and are built similarly to humans. They favor dark colors, leather, and thick hides, and can often be seen wearing armor in peacetime to ward off an assassin's blade.

Dwarves: Legendary smiths and brewers, the dwarves live deep inside mountains with the exception of the necessary farms aboveground. Most dwarves don’t have any supernatural abilities aside from their prodigious skill with smithing and their longevity, but some have gone beyond these skills and mastered a form of runic enchanting. Dwarves are short and hardy, with ruddy complexions and thick head and facial hair, often in red or brown. They are very conservative and skeptical of change, including meeting new people, but they are frequently open to trade deals.

Angels and demons: Angels and demons are beings from other planes, usually planes associated with a deity. They vary wildly in appearance, manner, and powers, which usually reflect on the associated deity. The term angel or demon is assigned by humans to categorize them as either "good" or "evil." Their powers may be divine/unholy in nature. When they are severely injured, their physical form is destroyed and they are forced to spend an extended period of time rebuilding that form, then recovering their strength.

Vampires: Stronger and faster than humans, vampires are immortal, but must sustain themselves on blood. Some develop additional powers and most gain at least a basic level of psionic ability to aid in their hunting. They are extremely difficult to injure or kill, especially as they grow older. If they do not drink blood, they grow progressively weaker until they can't move.

Dhampirs: Born of the unnatural union of a vampire and a mortal, their powers exist somewhere between that of vampires and mortals, including strength, speed, and regeneration. They are able to survive in sunlight and need blood less often than vampires. They can pass easily for human, whereas true vampires have lengthened canines and extremely pale skin.

Undead – various: There are nearly infinite amounts of undead. False Dawn will review all undead on a case by case basis. Feel free to get creative, but note that zombies, skeletons, etc. are essentially mindless puppets, and therefore unplayable.

Shapeshifter – various: Shapeshifters come in many varieties. Dusk will review all shapeshifters on a case by case basis.

Humans (including magic users): Humans are an adaptable race that has learned to populate all areas of the planet by improving their technology and farming ability. Some humans have learned to tap into the magical energies around them, but these fledgling mages are misunderstood and persecuted at this point in time.

Blessed humans: Some devout followers of certain religions may be granted powers by their deity.

Giants: As the name implies, they’re massive, though their exact size and abilities depend on their type. Giants tend to live in nomadic clans of about five or six members in the wilderness or in mountain ranges.

Forest giant: These towering creatures appear to be living trees of approximately 20 feet tall. They tend to live alone caring for the forests around them with their minor druidic magic. They are extremely vulnerable to fire.

Storm giants: Averaging around ten feet tall, these lighting wielders have a tendency to follow storms of all sorts. They can channel and manipulate electricity. The strongest can generate electricity or channel it from the sky at will.

Aquasrian: A race born of the powers of the sea, the Aquasrians hold power over all water on Earth, but cannot use magic. Aquasrians begin their life cycle as droplets of water, searching for a host. The second stage of their life cycle happens while inhabiting this host, or avatar, and growing in power. When an Aquasrian has gained enough power, he or she can willingly re-enter the teardrop stage to find a new host. With each life cycle, Aquasrians gain power and become able to inhabit more complex hosts. Killing an Aquasrian's avatar will force it back to its teardrop stage. Aquasrians only truly die when entirely dried out.


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