Ultimate Guide to Races
Long, long ago, in centuries past, there existed a group of four races that roamed the land. As time progressed, these four races blended together in unique ways, even mixing with other, more extravagant peoples from far-off and as-of-yet unknown lands. Now, Verdict- and Rhyst- wield an interesting cast of characters composed of many varied shades, each with their own story and their own traits. This guide will primarily address the (presently) most populous player races, though it’ll also touch on the rarer and less well-known races as well.
You know them and you probably love them too. Over time, the constant merging and mixing of races has produced a very consistent strand of humanity that most have, for obvious reasons, decided to call “humans”. While some believe humans to lack many of the specialized traits that the other races bear- and while they’d be correct- humans make up for this significant negative with their uniquely versatile skillset. No human is born with a set-in-stone destiny, and it’s often said that an average human can adapt to nigh any environment. Given the proper tools, humans learn quicker than any other.
Sometimes believed to be derived from the aloof Faerla, Aurien are infamous for their deep ties to magic. Unlike Faerla, they do not oft consider magic to be their equal or their “ingredient”, so to speak, despite how intrinsic it is to their lives. As such, some Aurien are led down a winding path of gluttony, ever striving for more mana and more energy. Even so, though, they are the minority, and the majority of Aurien instead choose to live life as any human would- peacefully, without thought of such wild and unrestrained hungers.
Commonly compared to the wind for its free-flowing breezes, Wildkin are as aloof as any race could hope to be. Historically, they compose a remarkably large portion of the total population of Rhyst, though they tend to come up short as far as city ownership goes. Instead, Wildkin often organize into modernized tribes, collecting their folk of certain varieties and living together somewhere beyond urban bounds. Many believe that a Wildkin of any animal type could exist, though as of the current moment, this spectrum is largely restricted to a handful of terrestrial mammals. As far as we know!
Many are unaware of the existence of Faerla, and even those who are fail to know where they came from. They are dangerously aloof, looking at life in an intrinsically detached manner. With bright-colored skin and eyes, they’re among the most varied race in Rhyst, and claim their origins to lie with “the Fae”. Whether that’s true or not isn’t easily said, as when Felsen Skarn first encountered them on his journeys, even they did not know for certain. They are as secretive as they are curious, ever thirsting for knowledge of their homeland.
The Hedera are similarly unique. While they are indeed born, it is not to another humanoid- instead, they are grown from tree-pods over several precious decades. While Empyrean are expensive, Hedera are time-consuming. Even so, their role is not the same. Felsen Skarn insisted that they be treated as any other, and most have stuck to this mantra… though their intrinsic connection to nature and the Spirits cannot be denied. As such, they often take on the role of shamans or guardians, protecting Arlandrian groves with their lives.
Draconians are just a hair less diverse in nature than Wildkin, but with more constitution in spades. Originally, these lizards were born to the unbearable heat of the Dessica desert. As Balin Sketch moved north, however, he absently collected many of their kin, who then intermingled with Esche and Aiphe to form what we now know as the Draconians. They are specialized to, as one might expect, extreme temperatures and weather conditions, and they alone prove capable of handling both the lower and upper ends of the spectrum.
The Empyrean are an incredibly unique race indeed. They, unlike all others upon Rhyst, are not born naturally, nor are they “born” at all. Instead, each Empyrean is hand-carved by Isegrádian hands. Initially intended as personal warriors for Emperor Balin Sketch, these walking statues’ role has evolved into that of a royal guard. Similarly, given Isegrád’s dire connection to and worship of magic, these beings- which are entirely forged of magic- are often viewed as religious figures. Many are treated as oracles, while others hesitate to involve in such mortal affairs.