Races

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The residents of Castrella can be one of many different races, often mixed, as well. This, of course, can lead to a variety of different symbiotic relationships to occur between each.

This page might server better as a synopsis of each race, linking to a full article for each race.

Humans - (name pending)

  • Your basic human! Well-rounded in all aspects. Most commonly seen in Eversun City and surrounding territories, their origins stem from desert living. Their eyes have adapted to include a thin, transparent, protective layer of film that small debris cannot penetrate. Humans carry a high survival instinct and are typically frugal with resources.
  • The lifespan of an average human can dip into the early days of a century, if you know how to take care of yourself.
  • Average Adult Height: ~ 5'0" / 150cm - 6'0" / 180cm
  • Aspect Favor: Fire, Water
  • Common Occupations: architects, farmers, researchers, carpenters, teachers, alchemists, pilots, logistics, carpenters, etc. ...

Kindred

  • Intelligent humanoids with features of warmblooded vertebrates. These animalistic features range on a spectrum. Individuals with more prominent animalistic features are generally referred to as Greater Kindred, and individuals with less of these features are referred to as Lesser Kindred. There is no mental hierarchy of thinking one is better than the other as all Kindred are different and capable of accomplishing a wide array of feats. Kindred are more in-tune with the arcane than Humans, but they are the most well-rounded in elemental aspects. Common Kindreds seen in Eversun City are: feline, canine, vulpine, equine, rodent, rabbit, cervid, any many others.
  • An informal way to refer to Kindred is "animal-kin", such as "deerkin" or "rabbitkin." As "Kindred" is a very, extremely broad title, it is difficult to characterize them as a whole. It is best to avoid assumptions about a particular Kindred.
  • Kindred are a typically longer-lived species; some certain subspecies can live up to two centuries, while others may be able to see up to seven centuries. There is a speculation that Greater Kindred may have shorter lifespans, but it is not currently proven by sciences.
  • Average Adult Height: Dependent on Kindred
  • Aspect Favor: Neutral
  • Common Occupations: hunters, physical trainers, beast tamers, performers, ecologists, diviners, instructors, shopkeepers, etc. ...

The Tempered

  • A humanoid race whose name derivces from adapting to harsh, elementally imbalanced and unstable climes. These near-unsurmountable conditions are now no longer a threat to them due to their armor-like scales. The Tempered are bulky and strong, and they can display other reptilian features such as horns, claws, and tails, but not wings. They are often aspected specifically to the element that they grew up in, so scales and features may take on the color of that element's trail. Due to the nature of the elements, there are rarely any Tempered aspected to Light & Dark, and none are aspected to Law or Whimsy.
  • Much like the Kindred, their reptilian features are posed on a spectrum, but they have no titles or names for the Tempered that are more or less reptilian.
  • Average Adult Height: ~ 5'10" / 177cm - 7'0" / 215cm
  • Aspect Favor: Dependent on climate
  • Common Occupations: blacksmiths, miners, geologists, monster exterminators, treasure hunters, cartographers, etc. ...

Elvaari

  • The elves of Castrella, if you will. They are the most attuned to the arcane. Their builds of body are the most diverse, but they can all be spotted in a crowd by their pointed ears. They are a longer-lived species, able to live for approximately 400 years on average. As they approach a century in age, they are able to see "trails" of arcane energy within the environment. Some older Elvaari are able to see multiple elements, and younger ones may only be able to see a certain element dependent on genetics.
  • Most Elvaari do not need a tool (staff, etc.) to channel their arcane energy, and their spellcasting is very controlled as a whole. However, most Elvaari still opt for these tools to act as a gate to strengthen their abilities. There are even some Elvaari versed in Law & Whimsy elements, however, they are rare and few in between and typically only work for the Outerworld Division in the Guild.
  • Average Adult Height: ???
  • Aspect Favor: Wind, Fire, Water
  • Common Occupations: spellweavers, diviners, caretakers, healers, couriers, scientists (particularly dedicated to elemental combinations), librarians, historians, etc. ...

Dragons

  • Residents who solely inhabit the ancient Lyrrh al Stahl. They are full, pureblood dragons that can choose an "alternate" form of themselves as an appearance to take on that isn't their full dragon appearance. The catch to this form is that they cannot hide most of their dragon features, including their wings, tails, and horns. They can, however, choose to appear as a Kindred, a Tempered, or any inhabitant with their features in addition to their dragon features. (e.g.: Dee is a Dragon from the Sky City, and had opted to appear with features of a Bird Kindred.)
  • They are an uppity, holier-than-thou race that never visits what they call "The World Below." They tend to keep to themselves and are very prideful. They can live for millennia.
  • A coming-of-age ritual for the Dragons opts for a flight test outside the borders of the Sky City, and if an adolescent Dragon fails their flight test and falls to the World Below, they are no longer allowed back to the Sky City and must live on as a resident of the World Below. There are a few Dragons around Castrella, however, they are very rare.
  • Currently, the Dragons are the ones keeping harmony between the elements in Castrella, to keep the world inhabitable.
  • It is rare for Dragons to practice a second aspect. It is considered a slight taboo in their society, as they highly value the power of a single element. Most Dragons in the World Below try to break out of this taboo.
  • Average Adult Height: ????
  • Aspect Favor: ????
  • Common Occupations: ???? (The most prominent Dragon in Castrella, or The World Below, is the headmaster of the Archivisit Guild.)
  • Memetic Curse: Dragons have long since held a belief that having more than one aether is unholy. This has developed into a curse that stops dragons from being able to develop a second aether. While most would believe this is a bloodline curse, it is purely memetic, passing along from cultural & verbal action.

Featherfolk

  • Winged humanoids who fall into two subspecies: Columbidae and Corvid. (loose terms)
  • Columbidae featherfolk have white-gold feathered wings, and corvid featherfolk have black-purple feathered wings. Sometimes, corvids have tails. It's a genetic thing.
  • Featherfolk have a tendency to desire Pacts. However, depending on the subspecies, their ideas differ on how to follow them: Corvid Featherfolk find what is written or spoken to be the absolute law to them. However, because of their mischievous nature, they will attempt to find loopholes (and be impressed when the other person finds a loophole). Columbidae Featherfolk find spoken and emotional weight within the pact to hold true. One might feel a Pact has been broken, even if it hasn't, but that still breaks the contract.
  • They don't do pacts willy-nilly! It has to be important to them, and the consequences of breaking the pact have to be agreed on by both parties.
  • Featherfolk value independence and typically do not stay in dedicated villages. They like to do things on their own.
  • They may also have feathers elsewhere on their body, though sparse.
  • They're not like Bird Kindred. They get very offended when called bird Kindred. Featherfolk have much more extravagant wings.
  • Their lifespan is around a century.
  • Average Adult Height: Between 4'0" / 122cm and 6'0" / 182cm
  • Aspect Favor: Light & Dark aspects are more common in Featherfolk but still not common. Most common are Wind & Ice.
  • Common Occupations: lawyers, nurses, healers, biologists, skywatchers (forecasters), text editors, accountants.

Sectum

  • An insectile race similar to Kindred, however, their bodies are less human and more insect. Individuals in a family typically look very alike to one another.
  • Sectum value food and family in their cultures, and tend to stick close to those of their own species. Their bodies are built to be immune to most toxic food, even as far as not having consequences to eating rotten vegetables or raw meat.
  • They also value arcane focuses and take EXTREME, obsessive care of them. Sectum have the lowest natural capabilities to harness aether, so as a coming of age rite, most families gift their children their first arcane focus that may last through their entire lifetime.
  • Their lifespan is on the lower end, only reaching to about 50-60 years old, however they become mature adults at the age of 10.
  • Average Adult Height: Dependent on insect
  • Aspect Favor: Earth, Wind
  • Common Occupations: traders, fortune tellers, chefs, restaurant owners, farmers, tavernkeeps, janitors, outerworld scouts

Pestlings/Vermen

  • Small anthropromorphic animal-people, typically resembling that of a pest. Things like Rats, Frogs, Possums, Etc. They are quite in tune with Aether, even being able to smell & taste it.
  • Pestlings are very community oriented & social. They rely on their groups to be able to function. Within a community, a Pestling can have many names, valuing each based on who assigns it. It is possible for a Pestling to go through Social Withdrawal from Isolation. This can drive them insane.
  • Pestling homes are very to their specification, each pestling takes quite a lot of time designing their home, but each of their abodes share a burrow that leads to an underground city. The capital city is very important to them, so they create mazes to keep out intruders, requiring a guide to find.
  • Pestlings find value in different object of importance, but despite they, they have an unnatural sense when another wants something of theirs. They are known to be quite the hagglers.
  • Pestlings that seek adventure are often seen as Black Sheep.
  • Life span is around a century.
  • Average Adult Height: 2-3ft
  • Aspect Favor: Earth, Water
  • Common Occupation: Merchants, Inventors, Botanists, Trackers.

Goblins

  • Despite the typical perception of them, Goblins are one of the most versatile races. Their natural physiology makes them something of a Sponge for both Aether & Culture.
  • On the Aether side, Goblins are quick to learn a 2nd Aether based on their surroundings. They naturally are able to absorb & dissolve Aether to gain a better understand of it in their mind.
  • Culturally, there have been reports of Goblins being abandoned in the middle of cities & becoming business owners within days. They are wildly quick to understand cultures & learn languages.
  • Goblins will adapt to their environment, within 2 generations, Goblins in cold terrains will develop fur, & ones in caves will hone their senses.
  • Goblins are confident in their selves, typically. They take up any hobby or job with pride & can quickly become masters.
  • Goblins live anywhere between 50-70 years, though this study has a bias, as most Goblins die from accident related events due to their hubris, rather than natural causes.
  • Average Adult Height: 3-4ft
  • Aspect Favor: Fire, Dark
  • Common Occupation: Anything they can get their grubby little hands on.

Orcs

  • Orc culture is often a game of storytelling & adventure. While they used to be much more violent, now it is more about trying to make your conquests seem literately exciting.
  • An Orc often treats a challenge as a personal creed. One must accept and create challenge in fair circumstances.
  • Orcs heavily adore art based around combat, almost as symbolism.
  • Orcs have been known to perform Gymnastic Theatre.
  • Orcs can live to an age of 200 years if they are healthy.
  • Average Adult Height: 6-7ft
  • Aspect Favor: Earth, Fire
  • Common Occupation: Theatre Actors, Chefs, Warriors, Security, Artists.

Fleur

  • A race built up of a variety of different types of castrellan organic floral lifeforms. [More to be written.]

Aetherians

  • Aether brought to solidifed life in many forms. [More to be written as well.]

Submatar

  • An umbrella term used to identify those of aquatic attributes. The oceanfolk if you will. [More to be written.]

Cupid [Placeholding Name]

  • Descendents of angels. [More to be written.]