Race List
Aug 6, 2020 23:53:04 GMT -5
Post by Admin: Soul on Aug 6, 2020 23:53:04 GMT -5
Character Race List
Here on Tales of Charon, we do not restrict what kind of character you can play by limiting your characters race. You may play whatever kind of character you wish, from a Human to a Aviankin, or even a custom race of your own design!
However, there are some guidelines to picking or creating a race.
A custom race not described here must still adhere to our community guidelines and flavoring expectations. Charon is a high medieval fantasy world, so your custom race should fit within this genre. If you are unsure if your custom race fits into the world, please reach out to Staff for guidance.
If your race comes with any extra special features such as the ability to fly or to breath underwater, you may not use those features until you have bought the ability in the store and added it to your inventory. For example, if your race has wings, you may not use them to fly until you bought a graft, spell, or ability that grants flight.
Every race is considered equal in what it may do starting out and can only achieve special abilities through features in the shop. Races are more to define the appearance of a character and their place in the world.
However, there are some guidelines to picking or creating a race.
A custom race not described here must still adhere to our community guidelines and flavoring expectations. Charon is a high medieval fantasy world, so your custom race should fit within this genre. If you are unsure if your custom race fits into the world, please reach out to Staff for guidance.
If your race comes with any extra special features such as the ability to fly or to breath underwater, you may not use those features until you have bought the ability in the store and added it to your inventory. For example, if your race has wings, you may not use them to fly until you bought a graft, spell, or ability that grants flight.
Every race is considered equal in what it may do starting out and can only achieve special abilities through features in the shop. Races are more to define the appearance of a character and their place in the world.
Below is a list of common races in Charon.
This is not an all encompassing list and it will be updated over time.
This is not an all encompassing list and it will be updated over time.
Human
Humans are one of the most common races in Charon and are the quickest to populate due to their short lifespans and quick maturity rate. Humans come in many sizes and colors, with one of the largest ranges of physical appearances. Humans in Charon mature at 16 years of age and can live up to 100 years of age.
Dwarves
Dwarves are short, stout creatures known mostly for their hardy builds and hairy features. They are brave, hard working creatures known for their skills in forging and smithing. Dwarves come in two sub species, distant cousins that share similar physical appearances. Dwarves can live up to 200 years old.
Mountain Dwarves
Mountain dwarves are your more common dwarves, stout creatures with red beards living high on the mountains. They can come off mean at first but mountain dwarves are actually rather friendly, enjoying battle and beer more than anything else.
Cavern Dwarves
Cavern dwarves are more rare than their mountain cousins, mainly because they mostly live other ground in cave networks. Because of this they often have darker complexions, with more white and grey facial hair. They are not nearly as nice as their counterparts either, preferring to keep to themselves.
Mountain dwarves are your more common dwarves, stout creatures with red beards living high on the mountains. They can come off mean at first but mountain dwarves are actually rather friendly, enjoying battle and beer more than anything else.
Cavern Dwarves
Cavern dwarves are more rare than their mountain cousins, mainly because they mostly live other ground in cave networks. Because of this they often have darker complexions, with more white and grey facial hair. They are not nearly as nice as their counterparts either, preferring to keep to themselves.
Elves
Elves are the second most common race in Charon, mainly because of the many different sub species of Elves. While each sub species differs on certain things, they all agree that elves descend from the same group of ancestors. They are especially attuned to the magical arts, with most of them becoming spell casters. Elves can live up to 500 years in Charon.
Sun Elves
Sun Elves are the most common of the elven race and they believe that they were the first of the elves to be created, directly descending from Solaria himself. They are known for their orangish gold skin and yellow, blonde or orange hair colors. They are very elegant and regal creatures, with many of them belonging to royalty of some kind.
Moon Elves
Moon Elves are the immediate cousin of the Sun Elves, believing to be the direct descendants of Lunala. While their personalities are very similar to the Sun Elves, they vastly differ in their appearance, with Moon Elves have white or lavender skin, often with silver or white hair.
Dark Elves
Dark Elves are a unique race as it is believed that they were once Moon Elves who had broken off from the main branch. Their skin takes on darker colors, like deep purple, gray and sometimes even black, often with white or gray hair. They are much colder than the others, feeling betrayed by their cousin races and by the gods.
Sylvan Elves
The Sylvan Elves are well known for embracing a simplistic lifestyle tied in heavily with nature. They often live in highly forested or wooded areas across Charon. They are in tune with the natural world and often make for fine rangers, beastmasters, or elementalists. Sylvan Elves typically take on a more earthy look, with brown skin tones, brown or auburn hair, though their appearances can change seasonally or reflect the environments they live in.
Sun Elves are the most common of the elven race and they believe that they were the first of the elves to be created, directly descending from Solaria himself. They are known for their orangish gold skin and yellow, blonde or orange hair colors. They are very elegant and regal creatures, with many of them belonging to royalty of some kind.
“Chosen by Solaria himself, we are the inheritors and guardians of this world he created. The others do not understand, and for that, they may hate us. In spite of that, we carry on as we always have, consistent as the rising sun.”
Sun Elf history has long been intertwined with Charon as a whole since they maintained political control throughout the ages. As such, much of history has been dictated by and recorded from the viewpoint of the Sun Elves.
It has been a long held belief that Sun Elves were some of the first elves to exist in Charon and have been blessed by Solaria himself. Mathias Solarian, a self proclaimed descendant of Solaria, is credited as being the first Sun Elf to build a structured society which encouraged civilization to flourish across Charon at the later end of the First Years.
During the Age of Renewal, Mamadon Solarian, united the people and created Sol City, the main hub of the region in an attempt to help the world recover from the destruction of the Collapse. Thistle Solarian united the Sun, Moon, and Dark elves for a time by granting them Eclipse City and the Pale City to rule over respectively while the Sun Elves remained the undisputed rulers of Sol City and Charon at large.
Sun Elf rule went unchallenged up until the Elven and Rune Wars during Davian Solarian, and his son Darius Solarian's tyrannical reigns. Davian Solarian was assassinated while Darius was executed by his own council after he allowed his son, Dante, to be killed by a rebel army in favor of continuing the conflict and bloodshed.
These several significant deaths finally put an end to nearly 800 years of warring between the elven nobility as Darius' other son, Emanious Solarian took the throne and began the long arduous journey to fix the trust between the public and the government. Currently, Emanious' youngest son, King Eldenwar Solarian sits on the Charonian throne in Sol City.
The animosity between Sun Elves and their fellow elves is complicated, and ingrained in thousands of years of competition and violence. Unsurprisingly, this has made unions between Sun Elves and other elves fairly rare, even more so than unions between Sun Elves and other races.
Sun Elves have long lived the luxurious life having societal privilege across most of the nation and especially in Capitol Landing. Their claims of being descendants of Solaria have made many conflicts religiously charged, and the recent news of the death of the pantheon has only called the claims of the Sun Elves into question even more. Firm deniers of the new revelations, the Sun Elves are now in one of the most vulnerable positions they have been in as a people since the end of the Rune Wars.
Partly due to their positions of privilege and their worship of Solaria, Sun Elves covet things made of gold and precious gems that are yellow in color. Sun Elves often incorporate these into their outfits if they can afford such luxuries. This has pushed the Sun Elves to work closely with dwarves in order to have first access to these rare ores and minerals.
Sun Elves hold a high regard for those who practice Light Domain magic, even if they are not elves themselves. The highest ranking Sun Elves in civilized society are encouraged to learn at least a little Light Domain magic, if only to be able to heal themselves should they sustain any injuries.
Sun Elf history has long been intertwined with Charon as a whole since they maintained political control throughout the ages. As such, much of history has been dictated by and recorded from the viewpoint of the Sun Elves.
It has been a long held belief that Sun Elves were some of the first elves to exist in Charon and have been blessed by Solaria himself. Mathias Solarian, a self proclaimed descendant of Solaria, is credited as being the first Sun Elf to build a structured society which encouraged civilization to flourish across Charon at the later end of the First Years.
During the Age of Renewal, Mamadon Solarian, united the people and created Sol City, the main hub of the region in an attempt to help the world recover from the destruction of the Collapse. Thistle Solarian united the Sun, Moon, and Dark elves for a time by granting them Eclipse City and the Pale City to rule over respectively while the Sun Elves remained the undisputed rulers of Sol City and Charon at large.
Sun Elf rule went unchallenged up until the Elven and Rune Wars during Davian Solarian, and his son Darius Solarian's tyrannical reigns. Davian Solarian was assassinated while Darius was executed by his own council after he allowed his son, Dante, to be killed by a rebel army in favor of continuing the conflict and bloodshed.
These several significant deaths finally put an end to nearly 800 years of warring between the elven nobility as Darius' other son, Emanious Solarian took the throne and began the long arduous journey to fix the trust between the public and the government. Currently, Emanious' youngest son, King Eldenwar Solarian sits on the Charonian throne in Sol City.
The animosity between Sun Elves and their fellow elves is complicated, and ingrained in thousands of years of competition and violence. Unsurprisingly, this has made unions between Sun Elves and other elves fairly rare, even more so than unions between Sun Elves and other races.
Sun Elves have long lived the luxurious life having societal privilege across most of the nation and especially in Capitol Landing. Their claims of being descendants of Solaria have made many conflicts religiously charged, and the recent news of the death of the pantheon has only called the claims of the Sun Elves into question even more. Firm deniers of the new revelations, the Sun Elves are now in one of the most vulnerable positions they have been in as a people since the end of the Rune Wars.
Partly due to their positions of privilege and their worship of Solaria, Sun Elves covet things made of gold and precious gems that are yellow in color. Sun Elves often incorporate these into their outfits if they can afford such luxuries. This has pushed the Sun Elves to work closely with dwarves in order to have first access to these rare ores and minerals.
Sun Elves hold a high regard for those who practice Light Domain magic, even if they are not elves themselves. The highest ranking Sun Elves in civilized society are encouraged to learn at least a little Light Domain magic, if only to be able to heal themselves should they sustain any injuries.
Moon Elves
Moon Elves are the immediate cousin of the Sun Elves, believing to be the direct descendants of Lunala. While their personalities are very similar to the Sun Elves, they vastly differ in their appearance, with Moon Elves have white or lavender skin, often with silver or white hair.
"Blessed by the moon, we shine when the sun must rest. Though we may not always be seen, our presence is always felt, a comfort in even the darkest times."
Besides the Sun Elves, Moon Elves hold significant political power within Charon which has long been tied to their claims of being descendants of Lunala. Though they share much of their history and origins with Sun Elves, Moon Elves have not always had the same comforts. Time and time again they have had to fight for their privileged position within Charon, even going to bloody war with their fellow elves.
During the rule of Thistle Solarian, the Moon Elves were granted Eclipse City as the center of their control over the region known as Moonglade today. Though not as technologically advanced as many other regions, Moonglade was peaceful under Moon Elf governance for most of the Age of Renewal. Sustainable agriculture was wildly practiced and to this day remains the most lucrative export from the region in addition to lumber.
The peace would not last, however, as the Elven and Rune Wars saw the Moon Elves alongside the Dark Elves pitted against the Sun Elves in a bloody war that spread across all of Charon. It was during this time that the Moon Elves were treated as lesser by Sun Elves, and an attitude of continued complacency ultimately resulted in the fracturing of Moon Elves internally.
In the current age, the Moon Elves have found themselves less at odds with the Crown and more at odds with themselves. The Moon Elves that have chosen to stand along side the Sun Elves as equals after millennia of abuse and mistreatment are seen as complacent traitors to those demanding justice for the historical wrongs committed against them. Currently, Maylin Nimia is the leader of Eclipse City, and while she is respected for her swordsmanship, her stance in this matter has often been called into question as to where her allegiances actually lie.
The most radical group of dissenters amongst the Moon Elves call themselves the Lunar Rebels and they mainly operate out of Moonglade. The group has been pretty quiet aside from a recent attempt to poison Lady Lillia Marrowvine in her home during a high profile social gathering in Sol City. The possible assassination attempt was witnessed and ultimately prevented by a number of Charonian adventurers present at the event.
Despite generally being seen as a peaceful people, Moon Elves are not to be underestimated when it comes to combat with blades. Forced to stand their ground time and time again throughout history, Moon Elves have developed many swordsmanship styles and have a staggering number of blade masters in their collected history.
Appreciators of dedication to training, the arts, and food, Moon Elves have played an important part in the overall culture of Moonglade. Their influence over the Crescent Isles, however, has lessened over the years as the region has started to favor isolationism and independence from the greater Moonglade Conclave.
Oddly enough, despite their affiliation with Lunala, few Moon Elves practice Dark Domain magic and even fewer practice more powerful Necromancy. Undeath or the illusion of undeath is viewed as a power wholly Lunala's, and as such, practicing it is viewed as an affront to her. One of the most notorious Moon Elf criminals is a a practitioner of the Dark and Necromancy arts. The witch known as Lieasa, or the Moon Mother, leads the Lunar Disciples, a cult of Lunala worshippers hiding somewhere deep within the Marsh Flats.
Besides the Sun Elves, Moon Elves hold significant political power within Charon which has long been tied to their claims of being descendants of Lunala. Though they share much of their history and origins with Sun Elves, Moon Elves have not always had the same comforts. Time and time again they have had to fight for their privileged position within Charon, even going to bloody war with their fellow elves.
During the rule of Thistle Solarian, the Moon Elves were granted Eclipse City as the center of their control over the region known as Moonglade today. Though not as technologically advanced as many other regions, Moonglade was peaceful under Moon Elf governance for most of the Age of Renewal. Sustainable agriculture was wildly practiced and to this day remains the most lucrative export from the region in addition to lumber.
The peace would not last, however, as the Elven and Rune Wars saw the Moon Elves alongside the Dark Elves pitted against the Sun Elves in a bloody war that spread across all of Charon. It was during this time that the Moon Elves were treated as lesser by Sun Elves, and an attitude of continued complacency ultimately resulted in the fracturing of Moon Elves internally.
In the current age, the Moon Elves have found themselves less at odds with the Crown and more at odds with themselves. The Moon Elves that have chosen to stand along side the Sun Elves as equals after millennia of abuse and mistreatment are seen as complacent traitors to those demanding justice for the historical wrongs committed against them. Currently, Maylin Nimia is the leader of Eclipse City, and while she is respected for her swordsmanship, her stance in this matter has often been called into question as to where her allegiances actually lie.
The most radical group of dissenters amongst the Moon Elves call themselves the Lunar Rebels and they mainly operate out of Moonglade. The group has been pretty quiet aside from a recent attempt to poison Lady Lillia Marrowvine in her home during a high profile social gathering in Sol City. The possible assassination attempt was witnessed and ultimately prevented by a number of Charonian adventurers present at the event.
Despite generally being seen as a peaceful people, Moon Elves are not to be underestimated when it comes to combat with blades. Forced to stand their ground time and time again throughout history, Moon Elves have developed many swordsmanship styles and have a staggering number of blade masters in their collected history.
Appreciators of dedication to training, the arts, and food, Moon Elves have played an important part in the overall culture of Moonglade. Their influence over the Crescent Isles, however, has lessened over the years as the region has started to favor isolationism and independence from the greater Moonglade Conclave.
Oddly enough, despite their affiliation with Lunala, few Moon Elves practice Dark Domain magic and even fewer practice more powerful Necromancy. Undeath or the illusion of undeath is viewed as a power wholly Lunala's, and as such, practicing it is viewed as an affront to her. One of the most notorious Moon Elf criminals is a a practitioner of the Dark and Necromancy arts. The witch known as Lieasa, or the Moon Mother, leads the Lunar Disciples, a cult of Lunala worshippers hiding somewhere deep within the Marsh Flats.
Dark Elves
Dark Elves are a unique race as it is believed that they were once Moon Elves who had broken off from the main branch. Their skin takes on darker colors, like deep purple, gray and sometimes even black, often with white or gray hair. They are much colder than the others, feeling betrayed by their cousin races and by the gods.
"We do not fear the dark. We embrace it as it has embraced us while the gods have turned their backs to us. Shunned by those who walk under the light of the sun and moon, we endure."
Unlike the Sun and Moon Elves, the Dark Elves do not claim to be descendants of any divinity. The true origins of Dark Elves has long since been lost to the sands of time, though there are speculations that Dark Elves were Moon Elves who were forsaken by Lunala who robbed them of her divine light, casting them into darkness.
Though they lack the same claims to divinity as other elves, the Dark Elves were still respected as one of the three main elven superpowers of the civilized world, lending their cunning and calculating minds to increasing nation security across Charon. When Thistle Solarian set out to unite all elves under one banner, the Dark Elves were offered sole rulership over the Pale City in Frost Gale, a location that would serve as a major trading hub and gateway to the north and its difficult to access resources.
During the Elven Wars, the Dark Elves joined forces with the Moon Elves to stand up to the tyrannical rule of Davian Solarian. It was the Dark Elves who hired an assassin to kill King Davian Solarian. The assassination attempt was successful, which at the time seemed to have resolved the Elven Wars. This would not come to pass though, as King Darius Solarian continued in his father's footsteps and led a religious uprising against the remaining elves in power.
The Dark Elves were hit the hardest by this turn of events, already having been considered tossed aside by the gods for one reason or another. Rumors spread quickly and the ruling Dark Elves of the Pale City barely maintained control. It wasn't until after the Rune Wars that the Dark Elves regained their foothold and started to move towards growing the Pale City exponentially.
It was a momentous task, the Pale City was sea bound, but it also was in a region perpetually plagued by cold weather and unrelenting blizzards. Dark Elves had the advantage that they were seen as the more relatable of the three most powerful elven sub races, often facing prejudice from their fellow elves the same way non-elves were treated during the Rune Wars. As such, this made it easier for the Dark Elves to build comradery with the more rustic locals of Frost Gale.
Several successful expeditions into the hazardous World's Crown in search of rare beasts and precious minerals, as well as a few lucrative negotiations with the dwarves of the region, the Dark Elves were able to prove the value of Frost Gale to the Crown and secure a shocking amount of funding to support future expeditions into the frigid north.
As much success the Dark Elves have had in the recent age, they still have their shortcomings and challenges to overcome. Currently, Zalen Marrowvine, son of Lillia and Zaden Marrowvine, is the leader of the Pale City and the general public opinion of him is less than ideal. His brother, the previous leader of the region, was beloved by the people, and it is unclear if Zalen will be able to carry on in his absence.
The recent attempt on Lady Lillia Marrowvine's life during a high profile social gathering in Sol City has raised tensions between the Dark Elves and the Moon Elves since the assassin was revealed to be a member of the Lunar Rebels, a Moon Elf led group opposing the Crown based out of Moonglade.
Dark Elves tend to prefer living in regions that see less sunlight compared to other kinds of elves. They can be more sensitive to light, but it does not impede their abilities in any significant way. There is speculation that this preference for darkened environments was a motivator for the Dark Elves to become the perfecters of the Shadow Dancer arts which allows those highly trained in stealth to become one with the shadows and even bend them to their will.
Unlike the Sun and Moon Elves, the Dark Elves do not claim to be descendants of any divinity. The true origins of Dark Elves has long since been lost to the sands of time, though there are speculations that Dark Elves were Moon Elves who were forsaken by Lunala who robbed them of her divine light, casting them into darkness.
Though they lack the same claims to divinity as other elves, the Dark Elves were still respected as one of the three main elven superpowers of the civilized world, lending their cunning and calculating minds to increasing nation security across Charon. When Thistle Solarian set out to unite all elves under one banner, the Dark Elves were offered sole rulership over the Pale City in Frost Gale, a location that would serve as a major trading hub and gateway to the north and its difficult to access resources.
During the Elven Wars, the Dark Elves joined forces with the Moon Elves to stand up to the tyrannical rule of Davian Solarian. It was the Dark Elves who hired an assassin to kill King Davian Solarian. The assassination attempt was successful, which at the time seemed to have resolved the Elven Wars. This would not come to pass though, as King Darius Solarian continued in his father's footsteps and led a religious uprising against the remaining elves in power.
The Dark Elves were hit the hardest by this turn of events, already having been considered tossed aside by the gods for one reason or another. Rumors spread quickly and the ruling Dark Elves of the Pale City barely maintained control. It wasn't until after the Rune Wars that the Dark Elves regained their foothold and started to move towards growing the Pale City exponentially.
It was a momentous task, the Pale City was sea bound, but it also was in a region perpetually plagued by cold weather and unrelenting blizzards. Dark Elves had the advantage that they were seen as the more relatable of the three most powerful elven sub races, often facing prejudice from their fellow elves the same way non-elves were treated during the Rune Wars. As such, this made it easier for the Dark Elves to build comradery with the more rustic locals of Frost Gale.
Several successful expeditions into the hazardous World's Crown in search of rare beasts and precious minerals, as well as a few lucrative negotiations with the dwarves of the region, the Dark Elves were able to prove the value of Frost Gale to the Crown and secure a shocking amount of funding to support future expeditions into the frigid north.
As much success the Dark Elves have had in the recent age, they still have their shortcomings and challenges to overcome. Currently, Zalen Marrowvine, son of Lillia and Zaden Marrowvine, is the leader of the Pale City and the general public opinion of him is less than ideal. His brother, the previous leader of the region, was beloved by the people, and it is unclear if Zalen will be able to carry on in his absence.
The recent attempt on Lady Lillia Marrowvine's life during a high profile social gathering in Sol City has raised tensions between the Dark Elves and the Moon Elves since the assassin was revealed to be a member of the Lunar Rebels, a Moon Elf led group opposing the Crown based out of Moonglade.
Dark Elves tend to prefer living in regions that see less sunlight compared to other kinds of elves. They can be more sensitive to light, but it does not impede their abilities in any significant way. There is speculation that this preference for darkened environments was a motivator for the Dark Elves to become the perfecters of the Shadow Dancer arts which allows those highly trained in stealth to become one with the shadows and even bend them to their will.
Sylvan Elves
The Sylvan Elves are well known for embracing a simplistic lifestyle tied in heavily with nature. They often live in highly forested or wooded areas across Charon. They are in tune with the natural world and often make for fine rangers, beastmasters, or elementalists. Sylvan Elves typically take on a more earthy look, with brown skin tones, brown or auburn hair, though their appearances can change seasonally or reflect the environments they live in.
"Tangled groves suit us much better than tangled politics. Let our cousins deal with the wild civilized life while we bask in the bounty nature provides."
While Sun Elves often refer to themselves as the first elves of Charon, recent evidence suggests that Sylvan Elves may actually be more closely related to the true progenitors of the elven races as a whole. Sylvan Elves share many similarities with fey entities such as dryads which has led to a controversial debate if they should actually be categorized under the same umbrella as the Faeborne. This theory, however, has been heavily criticized by Crown scholars as hearsay spread by Scern sympathizers to undermine the monarchy and denounce elves in general as the rightful divine inheritors of Charon.
Historically and presently, there are few Sylvan Elves who claim significant political power within Charon as most prefer to act as wardens of nature rather than controlling powers in civilized society. Though it is not very uncommon to see a Sylvan Elf in more urban areas, they rarely settle in large communities of their own kin within the confines of city walls. Instead, those who embrace living in heavily populated areas often are there because they have formed strong familial bonds with those of other races.
Community tends to be very important to Sylvan Elves, which has made them typically more accepting of other races than some of their elven cousins. The Dryadali are one of the most well known clans predominately comprised of Sylvan Elves, though there are many other Sylvan Elf communities throughout Charon and especially in the dense forests of Moonglade.
Sylvan Elves and Moon Elves actually get along fairly well, having a mutual respect for the serene quiet of nature and focusing on agriculture over industrial development. There are some tensions however, between Sylvan Elves and the Sun and Dark Elves, though this stems from a lack of respect shown to them as a being of equal merit in Charon's history.
The Sylvan Elves stayed out of majority of the conflicts between the Sun Elves, Moon Elves, and Dark Elves during the Elven and Rune Wars. This was due to a conflict of interests and values, as well as Sylvan Elves just lacking the means to participate in any meaningful capacity. As such, there are instances of Sylvan Elves being seen as lesser by their Sun and Dark Elf cousins, a bitterness grown from their refusal to support either side of the conflict in favor of neutrality.
At least, that's what the typical history text says. Folk stories passed down through the generations tell a different tale of the Sylvan Elves being shadows on the battlefields, saving the lives of those who were left for dead, abandoned by their fellow soldiers or victims caught in the crossfire, and working in secret to heal the land of its scars.
Sylvan Elves tend to view those bloody years as a complete waste and blatant disregard for the sanctity of life, impacting those of shorter lifespans much more unfairly than the generations of elves who were actively responsible for the chaos that spread across all of Charon. This attitude has helped them reconcile with the other races over time and avoid most of the blame for the horrific acts placed on their elven cousins.
Due to their connection to nature, Sylvan Elves, if they worship the Main Pantheon in the traditional sense at all, tend to favor Ginma, Salina, and Avasha, recognizing and respecting their power over the natural powers of the world. Not all Sylvan Elves spiritually connect with the Main Pantheon though, with many preferring to either adopt the religious practices of whatever clan they are a part of, or taking a more paganist or druidic approach to spiritualism. There are documented cases of predominantly Sylvan Elf druid circles or ranger conclaves having ritualistic practices that pay respects to their environment, natural phenomena, land formations, or even sacred creatures such as Ur-Beasts.
Sylvan Elves vary the most in appearance compared to their other elven cousins. Anecdotal evidence suggests that a Sylvan Elf's connection to nature is so ingrained in their being that seasonality and their natural surroundings can actually trigger physical changes in their appearances over time. As such, Sylvan Elves from one region will rarely share similar eye, hair, or skin colors as another. Sometimes these features even shift throughout the year if a region experiences drastic changes from season to season.
While Sun Elves often refer to themselves as the first elves of Charon, recent evidence suggests that Sylvan Elves may actually be more closely related to the true progenitors of the elven races as a whole. Sylvan Elves share many similarities with fey entities such as dryads which has led to a controversial debate if they should actually be categorized under the same umbrella as the Faeborne. This theory, however, has been heavily criticized by Crown scholars as hearsay spread by Scern sympathizers to undermine the monarchy and denounce elves in general as the rightful divine inheritors of Charon.
Historically and presently, there are few Sylvan Elves who claim significant political power within Charon as most prefer to act as wardens of nature rather than controlling powers in civilized society. Though it is not very uncommon to see a Sylvan Elf in more urban areas, they rarely settle in large communities of their own kin within the confines of city walls. Instead, those who embrace living in heavily populated areas often are there because they have formed strong familial bonds with those of other races.
Community tends to be very important to Sylvan Elves, which has made them typically more accepting of other races than some of their elven cousins. The Dryadali are one of the most well known clans predominately comprised of Sylvan Elves, though there are many other Sylvan Elf communities throughout Charon and especially in the dense forests of Moonglade.
Sylvan Elves and Moon Elves actually get along fairly well, having a mutual respect for the serene quiet of nature and focusing on agriculture over industrial development. There are some tensions however, between Sylvan Elves and the Sun and Dark Elves, though this stems from a lack of respect shown to them as a being of equal merit in Charon's history.
The Sylvan Elves stayed out of majority of the conflicts between the Sun Elves, Moon Elves, and Dark Elves during the Elven and Rune Wars. This was due to a conflict of interests and values, as well as Sylvan Elves just lacking the means to participate in any meaningful capacity. As such, there are instances of Sylvan Elves being seen as lesser by their Sun and Dark Elf cousins, a bitterness grown from their refusal to support either side of the conflict in favor of neutrality.
At least, that's what the typical history text says. Folk stories passed down through the generations tell a different tale of the Sylvan Elves being shadows on the battlefields, saving the lives of those who were left for dead, abandoned by their fellow soldiers or victims caught in the crossfire, and working in secret to heal the land of its scars.
Sylvan Elves tend to view those bloody years as a complete waste and blatant disregard for the sanctity of life, impacting those of shorter lifespans much more unfairly than the generations of elves who were actively responsible for the chaos that spread across all of Charon. This attitude has helped them reconcile with the other races over time and avoid most of the blame for the horrific acts placed on their elven cousins.
Due to their connection to nature, Sylvan Elves, if they worship the Main Pantheon in the traditional sense at all, tend to favor Ginma, Salina, and Avasha, recognizing and respecting their power over the natural powers of the world. Not all Sylvan Elves spiritually connect with the Main Pantheon though, with many preferring to either adopt the religious practices of whatever clan they are a part of, or taking a more paganist or druidic approach to spiritualism. There are documented cases of predominantly Sylvan Elf druid circles or ranger conclaves having ritualistic practices that pay respects to their environment, natural phenomena, land formations, or even sacred creatures such as Ur-Beasts.
Sylvan Elves vary the most in appearance compared to their other elven cousins. Anecdotal evidence suggests that a Sylvan Elf's connection to nature is so ingrained in their being that seasonality and their natural surroundings can actually trigger physical changes in their appearances over time. As such, Sylvan Elves from one region will rarely share similar eye, hair, or skin colors as another. Sometimes these features even shift throughout the year if a region experiences drastic changes from season to season.
Elderblood
Elderblood is a term used to describe denizens of Charon with otherworldly heritage. Elderblood often have strange features shared with the otherworldly beings their heritage derives from such as strangely colored skin, horns, wings, tails, unsettling eyes and any number of other unique features.
Centaur
Centaurs are the descendants of Ginma, the Earth God, and share a resemblance to him in their physiology. Their body is comprised of two halves, a more human upper half with a horse torso for a body. They are one of the more unique creatures as they are half human and half animal, possessing qualities of both. Centaurs can live anywhere from 60 to 100 years, and mature much slower than humans do.
Dragonkin
Dragonkin is a catchall term included non-humanoid draconic creatures such as dragons, wyverns, wyrms, and drakes. The humanoid dragonkin are extremely varied with many colors, features and abilities. They are believed to be descended from the ancient dragons of the past. Some have bodies covered in scales, making them very durable and strong. Others have a strong connections to the elemental domains, making them skilled in pursuing study in the arcane.
Lizardfolk
Considered to be a less evolved or civilized cousin of the dragon kin, lizard folk are humanoid reptiles, appearing as lizards, alligators or other reptilian creature types. They are highly misunderstood as most people believe them to be simple minded savages, but it is not unheard of to see one living a civilized life style. Lizardfolk can live up to 80 years old and mature at a young age.
Halflings
A rare creature type, halflings are rarely seen outside their home lands due to their timid nature. They are very short creatures, only standing about 2 to 3 feet tall. They are mainly known for farming and harvesting, preferring to live in small communities of their own kind. Halflings can live anywhere from 100 to 200 years of age.
Tritons
Tritons, or commonly known as merfolk, are sea based creatures they take the appearance of fish or other sea creatures. They normally have deep blue, green or combinations of both skin colors, fitted with fins and other aquatic appendages. Unlike fish they do however have arms and legs, which allow them to operate on dry land. Tritons can live up to 200 years old.
Aviankin
Aviankin are a large variety of species comprised of different types of birds. They are humanoid creatures but share most of their qualities to that of birds. They come in many different colors and designs, with all of them being covered in feathers of some kind. Aviankin can live anywhere from 30 to 50 years of age and mature at a very young age.
Half-Races
A half race is the combination of two different races, with the offspring having parents from two differed racial groups. The most common are half elf mixes and half human mixes, but every now and then a unique combination of two can be found.
Undead
While not a race of their own, the undead really must be categorized as fundamentally alienated from the races of the living. The undead are no longer considered people in the eyes of the common folk and are often shunned or feared due to the superstitions and prejudice against acts or results of necromantic practices. Undead can retain their personalities from when they were alive as well as their knowledge and physical abilities, though they tend to have various symptoms of having died including grey tinged skin, more gaunt features, and sometimes a lingering scent of decay.
Other races
Elderblood is a term used to describe denizens of Charon with otherworldly heritage. Elderblood often have strange features shared with the otherworldly beings their heritage derives from such as strangely colored skin, horns, wings, tails, unsettling eyes and any number of other unique features.
Fellblood
The Fellblood are a more diverse race and less common in Charon, mostly found near the Ash Lands. They have often been compared to demons due to their various skin tones, horns, tails and other otherworldly features. While they are intimidating to look at, they are not necessarily evil. They struggle with the prejudice and bad reputation bestowed on their kind by those that misunderstand them. Fellblood can live anywhere from 100 to 150 years old and mature at the same rate as humans do.
Astralblood
Astralblood are considered to be celestial cousins to the Fellblood, appearing as angelic beings with luminescent or metallic skin. While it is unknown if they truly descended from the heavens, the large wings they are born with lead many people to believe they have divinity in their bloodline. They are not commonly seen in the world, with many concealing their heritage out of fear of exploitation. They can live to be 100 to 150 years old and mature at the same rate as humans.
Faeborne
Faeborne is more of a catchall category than a single distinct race, this is mainly due to a lack of existing research and knowledge on the various fey races. Fairies, sprites, satyrs, dryads, and other folk that originate from the Land of Wonder, a strange plane of existence beyond Charon, all fall under this umbrella term. Not much is known of the Faeborne other than they are considered alien denizens of Charon, having come from the Land of Wonder ages ago or more recently through mysterious means. Some have been trapped in Charon since the Collapse, but still have yet to be accepted by society even after all these millennia.
The Fellblood are a more diverse race and less common in Charon, mostly found near the Ash Lands. They have often been compared to demons due to their various skin tones, horns, tails and other otherworldly features. While they are intimidating to look at, they are not necessarily evil. They struggle with the prejudice and bad reputation bestowed on their kind by those that misunderstand them. Fellblood can live anywhere from 100 to 150 years old and mature at the same rate as humans do.
“We are a broken people. We reached for the stars, but fell onto this land, shattering and scattering across time itself.”
The Fellbloods are an iconic race of people in Charon, with their distinct features often associated with fiendish entities such as demons and devils. Fellbloods are native to the realm of Charon, presumably having originated from the fires and ashes that created the continent of Charon long before The Collapse.
Over the millenia, Fellbloods have been born and transformed by other Elder powers, diversifying the traits which are passed throughout the generations. While some appear more demonic, others have traits which suggest ancestral diversification with other races such as Astralbloods, Elves, Dwarves, and even Aviankin.
There is debate amongst the academic community of Charon as to at what point exactly the Fellblood became distinct from demons and other fiendish entities with few avenues to actually find any conclusive evidence which would put the debate to rest. Research into the Fellbloods has been wrought with controversy with some dire consequences for those considered Fellblood themselves.
Ostracization, discrimination, and displacement has been ingrained in Fellblood culture for as along as any generation can remember. Darkveil City and the Ash Lands are the closest Fellbloods have come in recent history to having a place of their own where they are the dominant people and their culture can flourish. Even so, hundreds of years of displacement has seen the degradation of Fellblood traditions and the influence of cultural pressure of other more stable societies is evident in the almost melting-pot of customs seen today.
Recent research into the ruins of the Ash Lands has revealed that there may have been a clan of Fellblood ages ago which had a thriving society even in the harsh environment surrounding Mount Drakolt. Immaculately preserved pieces of early glasswork suggest that these people had the knowledge, time, and resources necessary to create art, suggesting that they were able to meet their basic needs amongst the falling ash. Remnants of what could be irrigation systems and farmland in the Deadwood support these theories.
There are many theories as to what led to the eventual collapse of the Fellblood civilization, including volcanic eruptions and earthquakes, infighting, disputes with other clans over resources, and crop failure. Any one of these theories could be correct, but the lack of oral or written history kept amongst the Fellblood descendants of this long forgotten people have made it very difficult to come to any definitive conclusions.
Current day Fellbloods do not seem to lament what has been lost of their peoples history, instead choosing to focus on the present and the future. Many feel wanderlust and few ties to any specific place or culture, making them excellent at adapting and fitting into wherever they go should the locals accept them.
The Fellblood who have chosen to keep their roots in the Ash Lands are deeply ingrained in Darkveil City and all its notoriety as a den for criminals from across Charon. This has done no favors for the Fellbloods as a people, further exacerbating the prejudice towards them and the unfair presumptions that all Fellbloods are innately untrustworthy and violent.
The Fellbloods are an iconic race of people in Charon, with their distinct features often associated with fiendish entities such as demons and devils. Fellbloods are native to the realm of Charon, presumably having originated from the fires and ashes that created the continent of Charon long before The Collapse.
Over the millenia, Fellbloods have been born and transformed by other Elder powers, diversifying the traits which are passed throughout the generations. While some appear more demonic, others have traits which suggest ancestral diversification with other races such as Astralbloods, Elves, Dwarves, and even Aviankin.
There is debate amongst the academic community of Charon as to at what point exactly the Fellblood became distinct from demons and other fiendish entities with few avenues to actually find any conclusive evidence which would put the debate to rest. Research into the Fellbloods has been wrought with controversy with some dire consequences for those considered Fellblood themselves.
Ostracization, discrimination, and displacement has been ingrained in Fellblood culture for as along as any generation can remember. Darkveil City and the Ash Lands are the closest Fellbloods have come in recent history to having a place of their own where they are the dominant people and their culture can flourish. Even so, hundreds of years of displacement has seen the degradation of Fellblood traditions and the influence of cultural pressure of other more stable societies is evident in the almost melting-pot of customs seen today.
Recent research into the ruins of the Ash Lands has revealed that there may have been a clan of Fellblood ages ago which had a thriving society even in the harsh environment surrounding Mount Drakolt. Immaculately preserved pieces of early glasswork suggest that these people had the knowledge, time, and resources necessary to create art, suggesting that they were able to meet their basic needs amongst the falling ash. Remnants of what could be irrigation systems and farmland in the Deadwood support these theories.
There are many theories as to what led to the eventual collapse of the Fellblood civilization, including volcanic eruptions and earthquakes, infighting, disputes with other clans over resources, and crop failure. Any one of these theories could be correct, but the lack of oral or written history kept amongst the Fellblood descendants of this long forgotten people have made it very difficult to come to any definitive conclusions.
Current day Fellbloods do not seem to lament what has been lost of their peoples history, instead choosing to focus on the present and the future. Many feel wanderlust and few ties to any specific place or culture, making them excellent at adapting and fitting into wherever they go should the locals accept them.
The Fellblood who have chosen to keep their roots in the Ash Lands are deeply ingrained in Darkveil City and all its notoriety as a den for criminals from across Charon. This has done no favors for the Fellbloods as a people, further exacerbating the prejudice towards them and the unfair presumptions that all Fellbloods are innately untrustworthy and violent.
Astralblood
Astralblood are considered to be celestial cousins to the Fellblood, appearing as angelic beings with luminescent or metallic skin. While it is unknown if they truly descended from the heavens, the large wings they are born with lead many people to believe they have divinity in their bloodline. They are not commonly seen in the world, with many concealing their heritage out of fear of exploitation. They can live to be 100 to 150 years old and mature at the same rate as humans.
"Unlike our fell brethren who failed to reach the stars, we have been embraced by the cosmos and carry starlight in our veins."
Astralbloods are an angelic appearing people who are almost considered mythological within the realm of Charon for a number of reasons. Much like their Fellblood counterparts, they have historically suffered from prejudice, but have the unique problem of also being revered for their connections to the divine. What one would think as a blessing, has long been revealed to be more of a curse.
Throughout the current monarchy's reign, the claim that someone carried divinity in their blood has been considered taboo and blasphemous and many Astralbloods were either forced to deny their lineage, or hide out of fear of being persecuted. This has led there to be a complete lack of Astralblood dominated cultures or settlements. Even the history of Astralbloods as a people is severely lacking, and there are only a few publicized individual cases wherein an Astralblood, or someone claiming to be one, was put in a position of religious or political power.
One of the greatest threats that Astralbloods face due to their ties to the divine is exploitation. Those who carry divinity in their veins, if they aren't seen as threats, are seen as precious assets to political and religious causes, potentially adding a level of validity to whatever messages, beliefs, or agendas are being pushed. This can put a lot of pressure on Astralbloods who find themselves being put in positions of power as figureheads or mouthpieces for the gods.
With such positions, there is a massive risk that should the Astralblood not do what is expected of them by either those who put them in power, or those whose faith they hold, that they would face dire consequences. One historical text from the Arcane Academy archives tells the tale of an Astralblood who was revered as an oracle of Ginma. When a terrible drought ravaged King's Valley, the Astralblood was blamed for incurring the wrath of the god and was sacrificed in an attempt to appease him. Other texts mention cases of presumed Astralbloods becoming martyrs for various sects of faith. It is unclear if they were willingly making such sacrifices or not.
False Astralbloods, people who pretend to carry divine blessings from the gods in their veins, have not helped the situation for true Astralbloods. These scam artists, regardless of if they get away with their crimes or not, have soured the perception of the public towards true Astralbloods. Some people, including those in academic circles, have become increasingly skeptical of anyone who would claim to be an Astralblood, often coming to the assumption that the individual is simply lying in order to potentially gain for power or riches by using their celestial heritage.
Despite sharing similar heritages and persecution, Astralbloods and Fellbloods do not necessarily get along. There is an almost instinctual tension between what are essentially sub races under the Elderblood umbrella. The popular speculation about why this is in the current age is that there is still a strong tether to the otherworldly influence on both sub races, pitting them against one another by nature as they are derived from the opposing forces of the Elder Realm. Nurture, however, can overcome this predisposition for animosity, and it is possible for there to even be unions between Astralbloods and Fellbloods.
Astralbloods are an angelic appearing people who are almost considered mythological within the realm of Charon for a number of reasons. Much like their Fellblood counterparts, they have historically suffered from prejudice, but have the unique problem of also being revered for their connections to the divine. What one would think as a blessing, has long been revealed to be more of a curse.
Throughout the current monarchy's reign, the claim that someone carried divinity in their blood has been considered taboo and blasphemous and many Astralbloods were either forced to deny their lineage, or hide out of fear of being persecuted. This has led there to be a complete lack of Astralblood dominated cultures or settlements. Even the history of Astralbloods as a people is severely lacking, and there are only a few publicized individual cases wherein an Astralblood, or someone claiming to be one, was put in a position of religious or political power.
One of the greatest threats that Astralbloods face due to their ties to the divine is exploitation. Those who carry divinity in their veins, if they aren't seen as threats, are seen as precious assets to political and religious causes, potentially adding a level of validity to whatever messages, beliefs, or agendas are being pushed. This can put a lot of pressure on Astralbloods who find themselves being put in positions of power as figureheads or mouthpieces for the gods.
With such positions, there is a massive risk that should the Astralblood not do what is expected of them by either those who put them in power, or those whose faith they hold, that they would face dire consequences. One historical text from the Arcane Academy archives tells the tale of an Astralblood who was revered as an oracle of Ginma. When a terrible drought ravaged King's Valley, the Astralblood was blamed for incurring the wrath of the god and was sacrificed in an attempt to appease him. Other texts mention cases of presumed Astralbloods becoming martyrs for various sects of faith. It is unclear if they were willingly making such sacrifices or not.
False Astralbloods, people who pretend to carry divine blessings from the gods in their veins, have not helped the situation for true Astralbloods. These scam artists, regardless of if they get away with their crimes or not, have soured the perception of the public towards true Astralbloods. Some people, including those in academic circles, have become increasingly skeptical of anyone who would claim to be an Astralblood, often coming to the assumption that the individual is simply lying in order to potentially gain for power or riches by using their celestial heritage.
Despite sharing similar heritages and persecution, Astralbloods and Fellbloods do not necessarily get along. There is an almost instinctual tension between what are essentially sub races under the Elderblood umbrella. The popular speculation about why this is in the current age is that there is still a strong tether to the otherworldly influence on both sub races, pitting them against one another by nature as they are derived from the opposing forces of the Elder Realm. Nurture, however, can overcome this predisposition for animosity, and it is possible for there to even be unions between Astralbloods and Fellbloods.
Faeborne
Faeborne is more of a catchall category than a single distinct race, this is mainly due to a lack of existing research and knowledge on the various fey races. Fairies, sprites, satyrs, dryads, and other folk that originate from the Land of Wonder, a strange plane of existence beyond Charon, all fall under this umbrella term. Not much is known of the Faeborne other than they are considered alien denizens of Charon, having come from the Land of Wonder ages ago or more recently through mysterious means. Some have been trapped in Charon since the Collapse, but still have yet to be accepted by society even after all these millennia.
"Do not try to understand our ways. Reason has no place amongst our kind. We walk these lands as strangers in a world that cannot compare to the strangeness of our own."
Faeborne are not native to this realm. They come from ephemeral topsyturvey demiplanes of their own where even the laws of physics are more like guidelines rather than indisputable fact.
Collectively known as the Land of Wonder, these sporadic demiplanes appear and disappear without explanation, rhyme, or reason. Passing through one of these demiplanes can have strange effects, including altering the passage of time or transporting someone to a random location in the Primordial Plane. As such, many people who disappear without a trace are thought have have stumbled into one of these demiplanes on accident, or even be lured into them by the denizens of the Land of Wonder.
Those who call the Land of Wonder home grow up with concepts such as common sense and reason being rarely useful. The Faeborne carry this wisdom of their demiplanes in their veins, making them often seen as more alien in both appearance and behavior to those of the realm of Charon.
Faeborne come in many shapes, forms, and sizes, and even those are not necessarily set in stone with many Faeborne having shapeshifting or illusory magic. Faeborne is more of a catch-all term for those who come from the Land of Wonder originally or are the result of a union with a fey being. There are a few debates within the academic communities of Charon as to what races should fall into this umbrella category and which should not. It has been wildly accepted that fairies, sprites, and satyrs are part of this group, while other races are still hotly debated, including elves and gnomes.
Faeborne tend to be fairly inquisitive and easily distracted. They can be extremely greedy and conniving, always scheming to get what they want. A promise to a Faeborne is one taken literally and the fairness of a trade is usually up to interpretation. Sarcasm is not something Faeborne tend to understand, though lying is something they understand all too well. A Faeborne's ability to bend the truth is notorious, and the anger they feel when they have been cheated even moreso. There have been cases that dispute these trends through, and given the small number of Faeborne individuals in Charon, more research is required.
Being visitors from another plane of existence, there are very few true Faeborne dominated settlements in Charon, with the most notable one being the fairy circles hidden deep within the dense woodlands in southern Charon. Most other Faeborne are wanderers or explorers, either here in Charon willingly due to their innate curiosity and wanderlust, or having accidentally become trapped with no way to return home.
Faeborne are not native to this realm. They come from ephemeral topsyturvey demiplanes of their own where even the laws of physics are more like guidelines rather than indisputable fact.
Collectively known as the Land of Wonder, these sporadic demiplanes appear and disappear without explanation, rhyme, or reason. Passing through one of these demiplanes can have strange effects, including altering the passage of time or transporting someone to a random location in the Primordial Plane. As such, many people who disappear without a trace are thought have have stumbled into one of these demiplanes on accident, or even be lured into them by the denizens of the Land of Wonder.
Those who call the Land of Wonder home grow up with concepts such as common sense and reason being rarely useful. The Faeborne carry this wisdom of their demiplanes in their veins, making them often seen as more alien in both appearance and behavior to those of the realm of Charon.
Faeborne come in many shapes, forms, and sizes, and even those are not necessarily set in stone with many Faeborne having shapeshifting or illusory magic. Faeborne is more of a catch-all term for those who come from the Land of Wonder originally or are the result of a union with a fey being. There are a few debates within the academic communities of Charon as to what races should fall into this umbrella category and which should not. It has been wildly accepted that fairies, sprites, and satyrs are part of this group, while other races are still hotly debated, including elves and gnomes.
Faeborne tend to be fairly inquisitive and easily distracted. They can be extremely greedy and conniving, always scheming to get what they want. A promise to a Faeborne is one taken literally and the fairness of a trade is usually up to interpretation. Sarcasm is not something Faeborne tend to understand, though lying is something they understand all too well. A Faeborne's ability to bend the truth is notorious, and the anger they feel when they have been cheated even moreso. There have been cases that dispute these trends through, and given the small number of Faeborne individuals in Charon, more research is required.
Being visitors from another plane of existence, there are very few true Faeborne dominated settlements in Charon, with the most notable one being the fairy circles hidden deep within the dense woodlands in southern Charon. Most other Faeborne are wanderers or explorers, either here in Charon willingly due to their innate curiosity and wanderlust, or having accidentally become trapped with no way to return home.
Centaur
Centaurs are the descendants of Ginma, the Earth God, and share a resemblance to him in their physiology. Their body is comprised of two halves, a more human upper half with a horse torso for a body. They are one of the more unique creatures as they are half human and half animal, possessing qualities of both. Centaurs can live anywhere from 60 to 100 years, and mature much slower than humans do.
Dragonkin
Dragonkin is a catchall term included non-humanoid draconic creatures such as dragons, wyverns, wyrms, and drakes. The humanoid dragonkin are extremely varied with many colors, features and abilities. They are believed to be descended from the ancient dragons of the past. Some have bodies covered in scales, making them very durable and strong. Others have a strong connections to the elemental domains, making them skilled in pursuing study in the arcane.
Draconynh
Draconynh are bipedal and have scaled skin with dragon-like heads. Some have wings while others do not. Those without wings are often confused with Lizardfolk if not for their features often reflecting the region they call home. Draconynh retain a more regal air about them then their comparatively diminutive Dracoling counterparts. Most Draconyhn are between six and seven feet in height and can live up to 100 years.
Dracolings
Like their Draconyhn cousins, Dracolings come from the same draconic humanoid ancestors yet they are much smaller in size and tend to only live up to 50 years. Dracolings are bipedal with scaled skin, dragon-like heads, tails, and other dragon-like features, though they rarely possess wings except for a few rare cases. They tend to prefer to live underground in large colonies of their own kind.
Half-Dragons
Half-Dragons are one of the rarest Dragonkin in Charon and are born from the extremely uncommon union of a dragon with the ability to take on a humanoid form and a humanoid. Half-Dragons tend to appear much more like their humanoid half except with a few discernable features like tails, horns, and sometimes wings. They are often confused for for Fellbloods.
Draconynh are bipedal and have scaled skin with dragon-like heads. Some have wings while others do not. Those without wings are often confused with Lizardfolk if not for their features often reflecting the region they call home. Draconynh retain a more regal air about them then their comparatively diminutive Dracoling counterparts. Most Draconyhn are between six and seven feet in height and can live up to 100 years.
"The blood of the Ancient One runs in our veins, blood older than the earth beneath our feet or the stars in the sky. Though times have changed, we endure."
The origins of the Draconyhn is shrouded in mystery. There is little written history to refer to and the stories passed down through the generations have been dismissed by Crown historians time and time again. It isn't until recently that ancient Draconynh cities have been uncovered through the efforts of adventurers across Charon, especially in the Zeinav Desert.
Relics, carvings, and tablets carved with a long forgotten language suggest that ancient Draconynh had a rich culture heavily reliant on fishing, agriculture, herding, and stone carving. What has been deciphered from pictograms found on pieces of pottery and intact temple walls suggest that the Draconynh had a sophisticated political system, surprisingly suggesting they were democratic in their decision making, using a council of highly educated Draconynh from many clans rather than having a single monarch or religious leader calling the shots.
Hieroglyphs further depict that Zeinav Desert was once much less arid as it currently is, with many more fertile rivers to support large populations of Draconynh and Dracolings. They had an almost symbiotic relationship with nature, practicing many sustainable farming practices, water conservation, and captive breeding fish in controlled bonds fed by these rivers. The uncovered underground cities have been found to have elaborate irrigation and water ways that would have been used to distribute the limited resource throughout the settlements and possibly even were used for transportation and travel.
Odd relics, including statues of dragons inlaid with precious stones, suggest that the ancient Draconynh did not worship the Main Pantheon, instead deifying dragons and other dragon-like creatures such as wyverns, wyrms, and drakes. Some independent historians who have come to question what has been accepted as Charon's history since the Collapse have suspicions that these cities might hold answers to many of the questions the Crown is not willing to entertain.
Current day Draconynhs are a displaced people as there are few to no Draconynh dominated settlements and the people as a whole are few and far between. Many Draconynh have found their place amongst the tribes of Lizardfolk, making the most of what little kinship they may feel between the races due only to sharing similar appearances though ultimately still feeling a lack of belonging.
Despite the unique social challenges Draconynh face, the Draconynh have managed to survive throughout the millenia and have integrated into Charon society enough to avoid extinction. Due to their tendencies to be proud, confident, and highly intelligent, some Draconynh have secured positions as advisors on political councils, leaders of Lizardfolk tribes, and master tacticians in military units.
The recent discoveries have ignited a fire in some Draconynh who have reached out to their brethren with the intent of reviving their lost culture and reclaiming their place in the world. The whispers of the gods being dead and the continued discontent with the elven rulership has lead some Draconynh to ally with rebel forces with the hope that something in Charon will finally change in their favor.
Draconynh have physical features that reflect their draconic ancestry, usually including scales, dragon-like heads, horns or fins, tails, and sometimes wings. Draconynh from the same family may not share the exact same features, though they tend to at least share the same scale color which reflects the region they are from. Draconynh from snowy environments tend to have white scales or even tufts of fur or feathers while those from more tropical regions are more likely to have colorful scale patterns and decorative frills. There are records of Draconynh even having metallic colored scales, though those are much rarer and seem to be a recessive mutation.
The origins of the Draconyhn is shrouded in mystery. There is little written history to refer to and the stories passed down through the generations have been dismissed by Crown historians time and time again. It isn't until recently that ancient Draconynh cities have been uncovered through the efforts of adventurers across Charon, especially in the Zeinav Desert.
Relics, carvings, and tablets carved with a long forgotten language suggest that ancient Draconynh had a rich culture heavily reliant on fishing, agriculture, herding, and stone carving. What has been deciphered from pictograms found on pieces of pottery and intact temple walls suggest that the Draconynh had a sophisticated political system, surprisingly suggesting they were democratic in their decision making, using a council of highly educated Draconynh from many clans rather than having a single monarch or religious leader calling the shots.
Hieroglyphs further depict that Zeinav Desert was once much less arid as it currently is, with many more fertile rivers to support large populations of Draconynh and Dracolings. They had an almost symbiotic relationship with nature, practicing many sustainable farming practices, water conservation, and captive breeding fish in controlled bonds fed by these rivers. The uncovered underground cities have been found to have elaborate irrigation and water ways that would have been used to distribute the limited resource throughout the settlements and possibly even were used for transportation and travel.
Odd relics, including statues of dragons inlaid with precious stones, suggest that the ancient Draconynh did not worship the Main Pantheon, instead deifying dragons and other dragon-like creatures such as wyverns, wyrms, and drakes. Some independent historians who have come to question what has been accepted as Charon's history since the Collapse have suspicions that these cities might hold answers to many of the questions the Crown is not willing to entertain.
Current day Draconynhs are a displaced people as there are few to no Draconynh dominated settlements and the people as a whole are few and far between. Many Draconynh have found their place amongst the tribes of Lizardfolk, making the most of what little kinship they may feel between the races due only to sharing similar appearances though ultimately still feeling a lack of belonging.
Despite the unique social challenges Draconynh face, the Draconynh have managed to survive throughout the millenia and have integrated into Charon society enough to avoid extinction. Due to their tendencies to be proud, confident, and highly intelligent, some Draconynh have secured positions as advisors on political councils, leaders of Lizardfolk tribes, and master tacticians in military units.
The recent discoveries have ignited a fire in some Draconynh who have reached out to their brethren with the intent of reviving their lost culture and reclaiming their place in the world. The whispers of the gods being dead and the continued discontent with the elven rulership has lead some Draconynh to ally with rebel forces with the hope that something in Charon will finally change in their favor.
Draconynh have physical features that reflect their draconic ancestry, usually including scales, dragon-like heads, horns or fins, tails, and sometimes wings. Draconynh from the same family may not share the exact same features, though they tend to at least share the same scale color which reflects the region they are from. Draconynh from snowy environments tend to have white scales or even tufts of fur or feathers while those from more tropical regions are more likely to have colorful scale patterns and decorative frills. There are records of Draconynh even having metallic colored scales, though those are much rarer and seem to be a recessive mutation.
Dracolings
Like their Draconyhn cousins, Dracolings come from the same draconic humanoid ancestors yet they are much smaller in size and tend to only live up to 50 years. Dracolings are bipedal with scaled skin, dragon-like heads, tails, and other dragon-like features, though they rarely possess wings except for a few rare cases. They tend to prefer to live underground in large colonies of their own kind.
"Do not underestimate us because of our size. We are fearsome. We are resourceful. We are many. We are strong."
Dracoling share many similarities with their larger Draconynh cousins, however they are distinct from Draconynhs due to their size, lifespan, and vastly different culture. Dracolings are much smaller than Draconynhs, only being a few feet tall. Dracolings also only tend to live half as long as Draconynhs, though this is mainly due to Dracolings often becoming prey for creatures that live in underground caverns or that wander into Dracoling settlements.
Though recent evidence suggests that Draconynh and Dracolings lived together in the sprawling ancient cities recently uncovered by Charonian adventurers, over the millenia Dracolings have taken a different approach to their continued existence in Charon since the abandonment of those long lost settlements.
Dracolings are highly colonial and prefer the company of their own kind over cohabitating with other races. They are also subterranean, maintaining massive underground tunnel systems that are built specifically for their own use. Efforts to map out one of the largest Dracoling settlements has revealed Dracolings are very adept at making elaborate underground complexes that are structurally sound and easily defendable from intruders with all manner of traps, dead ends, and hidden passageways.
Anecdotal accounts from Dracolings describe how their colonies are very much similar to that of an ant hill. Even their societal roles within their colony have many parallels with the organization methods used by ants to maintain the health of the population. Dracolings will assign tasks to one another based on their strengths, it is then expected that all Dracolings will carry out their tasks to the best of their ability for the good of the colony.
Due to this societal pressure, many Dracolings lack a sense of ownership over material possessions...which sometimes means they take things from others if those items have been left unattended, not really understanding the concept of theft. Dracolings are often associated with having sticky fingers and a curiosity that gets them into trouble often amongst surface societies.
Like the ancient Draconynh, Dracolings take a democratic approach to decision making, using a majority rules mentality when it comes to deciding what is best for the good of the colony. Dracolings that get into arguments, regardless of who started the argument or who is in the wrong, often are punished by the majority for disrupting the peace of the colony. Punishments rarely involve physical harm or banishment from the colony and instead usually involve eating something gross, cleaning up the colony's refuse pit, being put in a time out, or apologizing in front of the whole colony.
Where Dracolings differ though is if there is a dragon present in their community. If a dragon is present, the dragon is fervently worshipped and all decision making for the colony defers to the will of the dragon regardless of if the dragon has good intentions for the colony or not. Dracolings have a longstanding belief that when they die, if they have proved themselves to be worthy in the eyes of their colony or their dragon god, they will reincarnate as a dragon in their next life.
Due to their strengths with subterranean construction, many Dracolings have been recruited by major cities to construct and maintain their underground sewer and storm water systems. This has put them in conflict with Dwarves who would have taken on these contracts but charge the cities considerably more for completion of the task. Dracolings and Dwarves do not tend to get along, mostly because of a fundamental difference in beliefs over tunnel construction with Dracolings preferring complex networks of small tunnels while Dwarves prefer simpler layouts with larger spaces.
Dracoling share many similarities with their larger Draconynh cousins, however they are distinct from Draconynhs due to their size, lifespan, and vastly different culture. Dracolings are much smaller than Draconynhs, only being a few feet tall. Dracolings also only tend to live half as long as Draconynhs, though this is mainly due to Dracolings often becoming prey for creatures that live in underground caverns or that wander into Dracoling settlements.
Though recent evidence suggests that Draconynh and Dracolings lived together in the sprawling ancient cities recently uncovered by Charonian adventurers, over the millenia Dracolings have taken a different approach to their continued existence in Charon since the abandonment of those long lost settlements.
Dracolings are highly colonial and prefer the company of their own kind over cohabitating with other races. They are also subterranean, maintaining massive underground tunnel systems that are built specifically for their own use. Efforts to map out one of the largest Dracoling settlements has revealed Dracolings are very adept at making elaborate underground complexes that are structurally sound and easily defendable from intruders with all manner of traps, dead ends, and hidden passageways.
Anecdotal accounts from Dracolings describe how their colonies are very much similar to that of an ant hill. Even their societal roles within their colony have many parallels with the organization methods used by ants to maintain the health of the population. Dracolings will assign tasks to one another based on their strengths, it is then expected that all Dracolings will carry out their tasks to the best of their ability for the good of the colony.
Due to this societal pressure, many Dracolings lack a sense of ownership over material possessions...which sometimes means they take things from others if those items have been left unattended, not really understanding the concept of theft. Dracolings are often associated with having sticky fingers and a curiosity that gets them into trouble often amongst surface societies.
Like the ancient Draconynh, Dracolings take a democratic approach to decision making, using a majority rules mentality when it comes to deciding what is best for the good of the colony. Dracolings that get into arguments, regardless of who started the argument or who is in the wrong, often are punished by the majority for disrupting the peace of the colony. Punishments rarely involve physical harm or banishment from the colony and instead usually involve eating something gross, cleaning up the colony's refuse pit, being put in a time out, or apologizing in front of the whole colony.
Where Dracolings differ though is if there is a dragon present in their community. If a dragon is present, the dragon is fervently worshipped and all decision making for the colony defers to the will of the dragon regardless of if the dragon has good intentions for the colony or not. Dracolings have a longstanding belief that when they die, if they have proved themselves to be worthy in the eyes of their colony or their dragon god, they will reincarnate as a dragon in their next life.
Due to their strengths with subterranean construction, many Dracolings have been recruited by major cities to construct and maintain their underground sewer and storm water systems. This has put them in conflict with Dwarves who would have taken on these contracts but charge the cities considerably more for completion of the task. Dracolings and Dwarves do not tend to get along, mostly because of a fundamental difference in beliefs over tunnel construction with Dracolings preferring complex networks of small tunnels while Dwarves prefer simpler layouts with larger spaces.
Half-Dragons
Half-Dragons are one of the rarest Dragonkin in Charon and are born from the extremely uncommon union of a dragon with the ability to take on a humanoid form and a humanoid. Half-Dragons tend to appear much more like their humanoid half except with a few discernable features like tails, horns, and sometimes wings. They are often confused for for Fellbloods.
"What we inherit from our parents brings both boons and troubles. Though the world may dismiss us, we know our place in the world, and we will not let anyone stand in our way."
Half-Dragons are the result of a union between a dragon capable of shapechanging and a humanoid or from a union between two Half-Dragons, or a Half-Dragon and a humanoid. Half-Dragons often appear more humanoid than draconic, especially in the face, though they can have dragon-like features such as horns, tails, and even wings in some cases. Oddly colored skin, hair, and eyes are not terribly uncommon either, though visible or prominent scales are highly unusual. Half-Dragons are speculated to be capable of living longer than even elves, though there is no conclusive evidence of this.
Much like many of the mixed races of Charon, Half-Dragons often face the struggle of fitting in with their full-blooded counterparts. They lack a culture all their own and a history as a people since they are so rare. Some Half-Dragons are able to find a place amongst Draconynh, Dracolings, and Lizardfolk communities, though others find it difficult to fully be accepted by these groups.
Draconynh and Lizardfolk tend not to feel one way or another about Half-Dragons, while Half-Dragons tend to not appreciate being compared to them, especially if they were raised predominantly by their dragon parent. Half-Dragons who were raised in the company of a dragon tend to pick up a dragon's tendency to view other races, even ones with draconic ties, as being inferior to them. Half-Dragons who were raised in communities dominated by other races tend to not share this viewpoint, though may still display dragon-like vices like greed and vanity.
Some Half-Dragons have leveraged their relationships with their dragon parent to lord over Dracoling colonies, often acting as representatives or interpreters of the dragon's will. Sometimes this is for self-serving purposes, or because they genuinely care for the colony's well being despite what the dragon may or may not want. Half-Dragons can have symbiotic relationships with Dracolings where they act as ambassadors for Dracoling colonies when interacting with other humanoid races in exchange for safety, loyalty, or shelter.
Half-Dragons have an odd kinship with Fellbloods which they are often mistaken for, once again sharing similar features though from completely different origins. It is not uncommon for a Half-Dragon to claim to be a Fellblood or even vice versa depending on the benefits such a claim may have in any given situation.
Half-Dragons are the result of a union between a dragon capable of shapechanging and a humanoid or from a union between two Half-Dragons, or a Half-Dragon and a humanoid. Half-Dragons often appear more humanoid than draconic, especially in the face, though they can have dragon-like features such as horns, tails, and even wings in some cases. Oddly colored skin, hair, and eyes are not terribly uncommon either, though visible or prominent scales are highly unusual. Half-Dragons are speculated to be capable of living longer than even elves, though there is no conclusive evidence of this.
Much like many of the mixed races of Charon, Half-Dragons often face the struggle of fitting in with their full-blooded counterparts. They lack a culture all their own and a history as a people since they are so rare. Some Half-Dragons are able to find a place amongst Draconynh, Dracolings, and Lizardfolk communities, though others find it difficult to fully be accepted by these groups.
Draconynh and Lizardfolk tend not to feel one way or another about Half-Dragons, while Half-Dragons tend to not appreciate being compared to them, especially if they were raised predominantly by their dragon parent. Half-Dragons who were raised in the company of a dragon tend to pick up a dragon's tendency to view other races, even ones with draconic ties, as being inferior to them. Half-Dragons who were raised in communities dominated by other races tend to not share this viewpoint, though may still display dragon-like vices like greed and vanity.
Some Half-Dragons have leveraged their relationships with their dragon parent to lord over Dracoling colonies, often acting as representatives or interpreters of the dragon's will. Sometimes this is for self-serving purposes, or because they genuinely care for the colony's well being despite what the dragon may or may not want. Half-Dragons can have symbiotic relationships with Dracolings where they act as ambassadors for Dracoling colonies when interacting with other humanoid races in exchange for safety, loyalty, or shelter.
Half-Dragons have an odd kinship with Fellbloods which they are often mistaken for, once again sharing similar features though from completely different origins. It is not uncommon for a Half-Dragon to claim to be a Fellblood or even vice versa depending on the benefits such a claim may have in any given situation.
Lizardfolk
Considered to be a less evolved or civilized cousin of the dragon kin, lizard folk are humanoid reptiles, appearing as lizards, alligators or other reptilian creature types. They are highly misunderstood as most people believe them to be simple minded savages, but it is not unheard of to see one living a civilized life style. Lizardfolk can live up to 80 years old and mature at a young age.
Halflings
A rare creature type, halflings are rarely seen outside their home lands due to their timid nature. They are very short creatures, only standing about 2 to 3 feet tall. They are mainly known for farming and harvesting, preferring to live in small communities of their own kind. Halflings can live anywhere from 100 to 200 years of age.
Tritons
Tritons, or commonly known as merfolk, are sea based creatures they take the appearance of fish or other sea creatures. They normally have deep blue, green or combinations of both skin colors, fitted with fins and other aquatic appendages. Unlike fish they do however have arms and legs, which allow them to operate on dry land. Tritons can live up to 200 years old.
Aviankin
Aviankin are a large variety of species comprised of different types of birds. They are humanoid creatures but share most of their qualities to that of birds. They come in many different colors and designs, with all of them being covered in feathers of some kind. Aviankin can live anywhere from 30 to 50 years of age and mature at a very young age.
Half-Races
A half race is the combination of two different races, with the offspring having parents from two differed racial groups. The most common are half elf mixes and half human mixes, but every now and then a unique combination of two can be found.
Undead
While not a race of their own, the undead really must be categorized as fundamentally alienated from the races of the living. The undead are no longer considered people in the eyes of the common folk and are often shunned or feared due to the superstitions and prejudice against acts or results of necromantic practices. Undead can retain their personalities from when they were alive as well as their knowledge and physical abilities, though they tend to have various symptoms of having died including grey tinged skin, more gaunt features, and sometimes a lingering scent of decay.
Vampires
Vampires are know far and wide across Charon as creatures of the night that feed on the blood of others to sustain themselves. Someone can become a vampire either by dying and becoming undead, or by being afflicted with the curse of vampirism. In rarer cases, there are those who are born with vampire features without being afflicted with the curse. These beings are known as dhampirs, and are the result of a union between vampires or someone with the vampirism curse and another individual.
Vampires are know far and wide across Charon as creatures of the night that feed on the blood of others to sustain themselves. Someone can become a vampire either by dying and becoming undead, or by being afflicted with the curse of vampirism. In rarer cases, there are those who are born with vampire features without being afflicted with the curse. These beings are known as dhampirs, and are the result of a union between vampires or someone with the vampirism curse and another individual.
"Shun the sunlight and embrace the shadows. Accursed? No. Blessed. We make the night our own and will use the boons we have gained to survive, regardless of the price yet to be paid."
An often misrepresented and not well studied subset of our many species of Charon do not often include the ranks of the unliving. While it is true that many vampires are considered dangerous, often mindless blood-hunting creatures, these are in fact, more often than not a thrall (a person who has consumed the blood of a vampire, but has not been fed enough on by the Sire to fully turn them into a member of the unliving), or spirit possessing a corpse in order to fulfill their dark need to sustain themselves on blood.
Lineages for vampires do not work in the same way as they do for living persons; a vampire's lineage is in reference to the First of their kind, a person that became a vampire by some dark pact with higher powers, or else losing themselves so profoundly to atrocities that life itself vacated their bodies. As a result, most vampires today did not choose to become unliving readily, and are simply doing their best to survive. They often, but not always, depending on the dilution of the bloodline from which they hail, are represented by the traits of that first Sire.
Sapient and self aware vampires do exist, and they walk among us. Below are only a small number of known lineages, their traits and attributes.
Vetala
Native to the Zeinav, this lineage of vampire is quite ancient. From the time before the Age of Wonder, there are accounts of encounters with individuals that we would know today as Vetala, a subspecies of vampire that are known for their penchant for illusory magic and longevity; the ravages of time to not affect them, and they maintain the appearance of the time they were sired, often appearing as beautiful. They often find themselves existing in an advisory capacity in state affairs, being drawn to the act of governance, though some may choose to be the right-hand of a crime lord or rebel leader as opposed to a more formal role.
There has been some indication, during recent excavations, that they had a large role in the ancient societies that were buried in the Zeinav desert, but little else is known at this time. They are adverse to consecrated ground, areas that have been marked with funerary rights of the culture that identified the grave. While not damaging to them, it does seem to cause an immense discomfort to be in places where people have mourned the lost, where decay and entropy are part of nature-- something the Vetala no longer are.
Striga
Found in the high mountains of Dragon's Cradle, we learn of the Striga, a subspecies that bears the curse of unrelenting hunger. As a result of their requirement to feed frequently, they have obtained much more attention than other lineages. They are said to be otherworldly in their beauty, which is often the way they are identified. They tend to be gregarious and have many friends who are willing participants in their feeding times, and their kiss is said to be the sweetest of all known vampires-- though many of this subspecies have a proboscis instead of fangs, willing partners do not seem to mind too much.
Thralls of this subspecies always bear a proboscis, and are an insatiable menace to those who wander the wilds of the Dragon's Cradle. Responsible Striga must make sure to never accidentally make a Thrall, lest they become the subject of derision and anger from the community that feeds them. As such, they must always be invited in before entering an occupied domicile.
Nosferatu
Relegated to the underground world of the Pale City and Frost Gale on the whole, Nosferatu are vampires known for their extreme intelligence and their extreme aversion to society. They are solitary individuals, just how they like it, though they are said to be excellent spies. Those that do not live on their own often exist in a tentative, business like capacity as an informant or information broker, but there is something... off about them.
Reports of those who have encountered a Nosferatu universally declare them 'repugnant'-- not in scent or appearance, necessarily, but in a spiritual way, as though the soul of the living can detect the wrongness of the vampire's existence. Animals are especially sensitive to this, but unlike humans, are attracted to the presence of a Nosferatu, as though seeking a lost pack-mate. Nosferatu universally abhor the sunlight, finding the light of the day-star too difficult to bear without discomfort.
Badb
Pronounced bai-vuh, this lineage is not well understood as known individuals are rarely encountered and even more rarely communicated with. Said to originate in Moonglade, legend tells that they are creatures of shadow. here and not here. Historically, they have been spotted in areas where extensive battles have been fought, and much bloodshed, as though called to these places. It is claimed they bear a startling likeness to corvids, sprouting vestigial feathers and having keen eyes that pierce the soul of whomever they come into contact with.
While not cursed to drink blood from the living, they must instead drink it from the deceased, and consume spoilt flesh. Perhaps this is why they abhor living wood, and sustain grave injury if they are pierced by it. Some scholars reason that they might not be native to Charon at all, as accounts and literature of their existence seems frequently tied to some terrible event, to hand down prophecy. But if not Charon, from where do they hail?
An often misrepresented and not well studied subset of our many species of Charon do not often include the ranks of the unliving. While it is true that many vampires are considered dangerous, often mindless blood-hunting creatures, these are in fact, more often than not a thrall (a person who has consumed the blood of a vampire, but has not been fed enough on by the Sire to fully turn them into a member of the unliving), or spirit possessing a corpse in order to fulfill their dark need to sustain themselves on blood.
Lineages for vampires do not work in the same way as they do for living persons; a vampire's lineage is in reference to the First of their kind, a person that became a vampire by some dark pact with higher powers, or else losing themselves so profoundly to atrocities that life itself vacated their bodies. As a result, most vampires today did not choose to become unliving readily, and are simply doing their best to survive. They often, but not always, depending on the dilution of the bloodline from which they hail, are represented by the traits of that first Sire.
Sapient and self aware vampires do exist, and they walk among us. Below are only a small number of known lineages, their traits and attributes.
Vetala
Native to the Zeinav, this lineage of vampire is quite ancient. From the time before the Age of Wonder, there are accounts of encounters with individuals that we would know today as Vetala, a subspecies of vampire that are known for their penchant for illusory magic and longevity; the ravages of time to not affect them, and they maintain the appearance of the time they were sired, often appearing as beautiful. They often find themselves existing in an advisory capacity in state affairs, being drawn to the act of governance, though some may choose to be the right-hand of a crime lord or rebel leader as opposed to a more formal role.
There has been some indication, during recent excavations, that they had a large role in the ancient societies that were buried in the Zeinav desert, but little else is known at this time. They are adverse to consecrated ground, areas that have been marked with funerary rights of the culture that identified the grave. While not damaging to them, it does seem to cause an immense discomfort to be in places where people have mourned the lost, where decay and entropy are part of nature-- something the Vetala no longer are.
Striga
Found in the high mountains of Dragon's Cradle, we learn of the Striga, a subspecies that bears the curse of unrelenting hunger. As a result of their requirement to feed frequently, they have obtained much more attention than other lineages. They are said to be otherworldly in their beauty, which is often the way they are identified. They tend to be gregarious and have many friends who are willing participants in their feeding times, and their kiss is said to be the sweetest of all known vampires-- though many of this subspecies have a proboscis instead of fangs, willing partners do not seem to mind too much.
Thralls of this subspecies always bear a proboscis, and are an insatiable menace to those who wander the wilds of the Dragon's Cradle. Responsible Striga must make sure to never accidentally make a Thrall, lest they become the subject of derision and anger from the community that feeds them. As such, they must always be invited in before entering an occupied domicile.
Nosferatu
Relegated to the underground world of the Pale City and Frost Gale on the whole, Nosferatu are vampires known for their extreme intelligence and their extreme aversion to society. They are solitary individuals, just how they like it, though they are said to be excellent spies. Those that do not live on their own often exist in a tentative, business like capacity as an informant or information broker, but there is something... off about them.
Reports of those who have encountered a Nosferatu universally declare them 'repugnant'-- not in scent or appearance, necessarily, but in a spiritual way, as though the soul of the living can detect the wrongness of the vampire's existence. Animals are especially sensitive to this, but unlike humans, are attracted to the presence of a Nosferatu, as though seeking a lost pack-mate. Nosferatu universally abhor the sunlight, finding the light of the day-star too difficult to bear without discomfort.
Badb
Pronounced bai-vuh, this lineage is not well understood as known individuals are rarely encountered and even more rarely communicated with. Said to originate in Moonglade, legend tells that they are creatures of shadow. here and not here. Historically, they have been spotted in areas where extensive battles have been fought, and much bloodshed, as though called to these places. It is claimed they bear a startling likeness to corvids, sprouting vestigial feathers and having keen eyes that pierce the soul of whomever they come into contact with.
While not cursed to drink blood from the living, they must instead drink it from the deceased, and consume spoilt flesh. Perhaps this is why they abhor living wood, and sustain grave injury if they are pierced by it. Some scholars reason that they might not be native to Charon at all, as accounts and literature of their existence seems frequently tied to some terrible event, to hand down prophecy. But if not Charon, from where do they hail?
Other races
Charon is filled with all kinds of other unique races and creature types. You can be just about anything you wish, no matter how common in the world it may be. The only restriction is you can not gain any special abilities from your race, and must purchase the related abilities before gaining racial features.