Chereads / Seraph's Ruin / The World of Terra II

Seraph's Ruin

🇬🇪Kristen_404
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Synopsis

The World of Terra II

I. Rise of Terra II

The ???, which occurred 2.6 Million year ago,???. This catastrophic event reshaped the planet and gave rise to a new world where ???.

Structure of Terra II

Planet Size and Continents: Terra II is the size of Jupiter, ONLY A SMALL PORTION of terra II has been successfully documented. A total of seven continents are known to terra II, i should explain that continents is both figuratively and literally that. It refers to being separated by vasts oceans and unexplored areas that are dangerous that far suppasses its inhabitant's power. Only 60% of the planet is habitable, with vast stretches of desert, wasteland, and unstable regions caused by disasters.

[region map]

The Talos Barrier: Above the surface of Terra II exists an impenetrable barrier known as Talos, named by the planet's inhabitants. This barrier prevents anyone from leaving the atmosphere. Despite countless attempts, no one has successfully breached it, and its true purpose remains unknown. Scholars speculate it may be tied to the events of ???, but all that is certain is that the Talos Barrier has existed since the ??? and remains one of the greatest mysteries of Terra II.

The Sarkaz of Terra II

Physical Traits: Though the Sarkaz appear largely human though they possess distinct physical features, though many societies in Terra II have come to view them as normal, despite the lingering fear and prejudice from outsiders.

Magical Affinity: The Sarkaz have a natural affinity for darker based magic, making them powerful combatants and tacticians. Sarkaz are highly sought after for their expertise in curse engineering sequences, which they use to enhance their weapons and armor, making them nearly indestructible.

The Frontier

Sarkaz Homeland: The Sarkaz primarily inhabit the Frontier, one of the most unstable and dangerous continents in Terra II. The Frontier is known for its frequent natural disasters and volatile Originium deposits. Despite these harsh conditions, the Sarkaz have built thriving communities, using their mastery of magic and technology to protect themselves and survive in this hostile environment.

Sarkaz Society: The Sarkaz are fiercely independent and have developed a self-sustaining society. They are often viewed with suspicion and hostility by other factions due to their demonic appearance, but they have also earned respect for their technological and magical prowess, particularly in harvesting and controlling Originium.

Constant Conflict: The Frontier is home to some of Terra II's most valuable resources, including Originium, which has led to constant conflict between the Sarkaz and other factions. The fight for control of these resources has shaped the political landscape of Terra II, with alliances and rivalries shifting frequently.

The Origins and Role of Originium

Originium is a powerful and dangerous resource that only appears after magical catastrophes. These catastrophes, remnants of the Convergence Collapse, leave behind Originium deposits that are highly sought after for their ability to power both magical and technological advancements.

Not Naturally Occurring: Originium is not a naturally occurring resource but instead forms in areas ravaged by disasters. While it is immensely valuable, it is also highly dangerous to handle, with long-term exposure leading to contamination or death. The Sarkaz have developed the technology and magical knowledge necessary to harness this resource safely.

Resource Wars: Control over Originium deposits is a constant source of conflict on Terra II. Factions fight over access to these deposits, as they are vital for both magical and technological power. The Sarkaz, who control some of the most abundant deposits in the Frontier, are frequently drawn into battles with other factions seeking to claim these resources.

Forgotten Knowledge: Most of the knowledge from the past civilizations has been lost. Relics from these civilizations can still be found scattered throughout Terra II, hidden in dangerous and unexplored regions. These artifacts hold immense magical and technological power, but recovering them is risky.

Modern Struggles: In the current era, Terra II is in a fragile state of peace. Factions vie for control over resources, and the constant threat of natural disasters and catastrophes looms large. Despite this, Terra II has experienced a brief period of relative calm, though most agree it is only a matter of time before war breaks out again.

II. Mobile Cities and Technological Advancements

 Nomatic Cities:In response to the harsh and volatile conditions of Terra II, Nomatic cities—were developed. These self-sustaining cities traverse the planet's dangerous landscapes, powered by a mix of magic, technology, and Originium. They are both safe havens and centers of magical and technological research, critical to surviving the world's constant natural and magical disasters. Although normal cities still exist to some extent. 

Technological Marvels: Mobile cities are equipped with environmental plates , mana-powered generators, and Originium reactors that provide protection and power. They are highly efficient at sustaining populations and maintaining their infrastructures despite the hostile conditions.

III. Magic System: Sequences, Skills, Talents, and Advanced Theories

Sequences: in Terra II are the fundamental method by which magic users harness magicules to produce various effects. These sequences are divided into three primary categories based on their usage: Combat, Support, and Utility sequences, each of which contains seven specialized sub-types.

Main Types of Sequences

Combat Sequences

Combat sequences are designed for direct engagement in battle, focusing on offensive and defensive maneuvers. These sequences enhance physical abilities, weaponry, and magical attacks.

Acceleration Sequences: Enhance the speed of physical movements or projectiles, allowing users to attack swiftly or dodge incoming threats.

Impact Sequences: Increase the force behind strikes, creating powerful blows or bursts of concussive energy.

Fortification Sequences: Reinforce the user's physical body or equipment, making them more resistant to damage.

Destruction Sequences: Focus on dealing raw damage by breaking down structures, objects, or enemies with concentrated magical energy.

Convergence Sequences: Gather energy or magic into a single point, allowing for highly concentrated attacks, such as energy blasts or focused elemental strikes.

Expansion Sequences: Spread magical energy outward in explosive blasts or waves, dealing area-of-effect damage to multiple targets.

Counter Sequences: Trigger defensive or offensive magic in response to an enemy attack, allowing the user to reflect, absorb, or nullify incoming damage.

Support Sequences

Support sequences focus on enhancing allies, healing, or mitigating damage. These sequences provide strategic advantages during battle, enabling teamwork and recovery.

Healing Sequences: Accelerate the body's natural regeneration processes, mending wounds and restoring vitality.

Barrier Sequences: Create protective fields that absorb or deflect incoming attacks, shielding allies from harm.

Restoration Sequences: Replenish magicules or stamina, allowing allies to recover from the strain of battle and continue fighting.

Amplification Sequences: Boost the effectiveness of other spells or sequences, increasing their power, range, or duration.

Regeneration Sequences: Grant temporary healing or regeneration effects over time, allowing allies to recover slowly while in combat.

Cleansing Sequences: Remove harmful status effects, poisons, or curses from allies, purifying their physical or magical state.

Link Sequences: Create magical links between allies, allowing them to share energy, magicules, or even effects like healing across distances.

Utility Sequences

Utility sequences are versatile, focusing on everyday use or tactical maneuvers that don't directly deal damage but provide critical advantages in both combat and non-combat situations.

Invisibility Sequences: Bend light around the user, rendering them invisible for stealth operations or evasion in combat.

Manipulation Sequences: Allow users to control or move objects at a distance using magical energy, like telekinesis or levitation.

Environmental Control Sequences: Modify environmental factors, such as creating fog, manipulating weather, or altering terrain to give tactical advantages.

Detection Sequences: Enhance the user's senses or create magical radars to detect hidden enemies, magical traps, or resources in the surrounding area.

Energy Transfer Sequences: Transfer magicules or other resources between objects or individuals, enabling mana-sharing or powering magical devices.

Lockdown Sequences: Immobilize or restrict the movements of enemies by using spatial or temporal magic, allowing for control over the battlefield.

Skills: Reflexive Combat Abilities

Skills are instinctive combat abilities developed through mastery and practice. While they do not require the same mental calculations as sequences, they still need active deployment and draw from magicules or stamina.

Instinctive Use: Once mastered, skills can be performed reflexively, but they still require conscious activation and resource management. Skills do not need activation keywords, as they become second nature to the user.

System Validation: Skills are validated by the System, which assigns a magicule or stamina cost to ensure balance. This prevents users from creating overly powerful abilities that would disrupt the world's magic system.

Skill Evolution: As users refine their skills through constant practice, these abilities can evolve, becoming more powerful and efficient. The System will notify the user of a skill nearing evolution but must undergo another validation for the skill to evolve. 

In Terra II, Talents and Skills are categorized into several tiers, ranging from basic to the pinnacle of magical abilities. Only Inherent Skills, Regular skills and Harvest Skills can be made; Unique or lost can only be obtained from skill evolution. 

Talent: Accumulated knowledge and practice that has condensed into a constant benefit for the user. These talents provide ongoing advantages, such as enhanced mana control or elemental affinity.

Inherent Skills: Abilities that are either gained from birth or from creating them. These skills are usually complex and require a significant amount of time to fully make and master.

Skills: Learned through training and experience. These are versatile and often require magicules or other resources to activate but offer great flexibility.

Harvest/Extra Skills: Acquired when changing classes or through significant achievements. These are extensions of existing skills or completely new abilities gained from sacrifice.

Unique Skills: Powerful, character-defining abilities gained through significant achievements or as a sub-skill of a Lost Skill. Unique Skills offer significant advantages and are highly coveted.

Lost Skills: The pinnacle of magical abilities, Lost Skills are the rarest and most powerful abilities. They are only obtained through the evolution of existing Unique Skills and require sacrifice, mastery.

Advanced Magic Theories

The magic of Terra II is based on various advanced theories that dictate how magicules are controlled and manipulated. Users must master these theories to perform complex magic efficiently. Although many theories exist only two are considered widely accessible. 

Magic Resonance Theory

Users resonate with elements (fire, water, earth, air, lightning, ice) through precise magicule control. Each user has an elemental affinity but can learn to manipulate other elements with rigorous study. A fire-affinity user might study heat transfer and thermodynamics to gain control over temperature, enabling them to vaporize liquids or create controlled explosions.

Mana Manipulation and Precision Theory

This theory focuses on precise control of magicules through the user's mana veins—a biological system that mirrors the function of blood veins but for magical energy. Users must refine their mana control to cast efficiently without overexerting themselves. A user may refine a mana beam sequence, learning to focus the beam to a precise line capable of cutting through solid objects with accuracy.

IV. Identification, Class System, and Character Progression in Terra IIA.

MIDN: Mana Identification Number

In Terra II, every magic user is assigned a unique Mana Identification Number (MIDN) by the system upon acquiring their first skill. Although any organization can assign another number, only the MIDN issued by the system is officially enforced.

MIDN Usage: The MIDN is used for official records, missions, and in battle to quickly identify magic users. This ID is linked to a user's personal data, including their elemental affinities, skill set, and specializations.

Public and Private Classes: While common classes and specializations, such as Elementalist or Combat Mage, are often shared publicly, more unique or intimate classes are kept private. In modern times, one's class has become more of a personal aspect of identity, often shared only with close family members or romantic partners.

Class System and Identification

The Class System in Terra II is an organizational tool used by factions to categorize users' abilities. Each user declares their class to identify what role they generally perform in society or combat, but the classes are not rigidly enforced.

Common Classes: These are general categories used to identify users, such as Elementalist, Support Mage, Healer, Combat Mage, or Engineer. These classifications help organizations manage resources, assign roles in combat, and ensure that all areas of magic are covered.

Unique Classes: Users with highly specialized skills or unique magic types often keep their class private. These unique classes can be very personal and may signify a deeper connection to their powers or a rare affinity. Due to their rarity, they are sometimes considered private information, only shared with loved ones or trusted comrades.

Character Progression: Levels, Attributes, and Growth

As users in Terra II grow stronger, they advance through a structured level system where each Grade requires increasingly larger amounts of experience to achieve. Progressing through these grades grants access to more powerful skills, equipment, and stat increases.

Level Progression

Each Grade of progression requires significantly more experience than the last. The level system is divided into the following grades:

Initiate Grade (Levels 1-35) Basic equipment blueprints, foundational skills, and initial stat boosts.Users learn the basics of magicule control, sequences, and combat techniques.

Operator Grade (Levels 36-70) Advanced equipment blueprints, enhanced skills, and moderate stat boosts. Users begin to specialize, accessing more powerful sequences and tactical roles within factions.

Specialist Grade (Levels 71-105) Specialized equipment upgrades, powerful skills, significant stat boosts, and influence within factions. 

Elite Grade (Levels 106-140): High-end equipment upgrades, mastery-level skills, moderate stat boosts, and access to rare magical artifacts. Elite users lead teams or factions, serving as top-tier combatants or strategists.

Executor Grade (Levels 141-175): Top-tier equipment upgrades, minor stat boosts, and access to specialized knowledge and sequences. Executors hold positions of great power within organizations, managing advanced tactical operations and taking on key leadership roles in conflicts.

Local Deity Grade (Levels 176-200) High-level abilities and the power to slightly influence small regions, such as adjusting local magical energy or creating protective barriers over a limited area.

Despite the impressive title, Local Deities have limited influence. Their abilities allow them to affect only small-scale regional phenomena, such as reinforcing defenses, subtly adjusting environmental factors, or influencing minor magical resources. However, their impact is localized, and they are nowhere near the power of higher entities like the Feranmut or Collapsal, who operate on a completely different scale.

Core Attributes

As users progress through the levels, their Core Attributes grow, enhancing both physical and magical abilities:[every 30 points is the strength of an average human.]

Strength: Governs physical combat damage, lifting capacity, and physical exertion. Users with high strength are formidable in melee combat and can handle heavier equipment.

Dexterity: Enhances agility, reflexes, accuracy, and evasion. Dexterity-based users are proficient in ranged combat and can dodge enemy attacks with ease.

Constitution: Affects health, stamina, and resistance to ailments or environmental hazards. A higher constitution allows users to endure prolonged battles and survive in hostile environments.

Intelligence: Governs magical potency, resource management, and the effectiveness of sequences. High intelligence enables users to cast more complex sequences efficiently, manage magicules better, and cast multiple spells in succession.

Wisdom: Increases perception, strategic decision-making, and mental resilience. Wisdom-based users excel in out-thinking their enemies and maintaining focus during high-stress situations.

Charisma: Affects leadership, persuasion, and social interactions. Charismatic users can influence allies, negotiate better deals, and lead large groups in combat or strategy.

Vital Stats

Vital Stats in Terra II represent the key physical and magical metrics that determine a user's endurance and magical capacity.

Vitality (HP): Represents a user's health points, derived from their Constitution, Strength, and Dexterity. It determines how much damage a user can withstand in combat before becoming incapacitated.

Magicules: Represents the user's magical energy, derived from Intelligence, Wisdom, and Charisma. This stat governs how much magical energy the user has to cast sequences and use skills, and how effectively they can manage their mana reserves in extended battles.

V. Engineering Sequences: Reserved for Specialists

Engineering Sequences allow users to imbue objects like weapons, armor, and tools with magical properties. Only specialists who study magicule engineering and material science can use these sequences effectively.

Types of Engineering Sequences

Elemental Infusion: Imbues weapons or armor with elemental magic, such as fire, lightning, or ice, to enhance combat effectiveness.A sword infused with a fire sequence can ignite on command, delivering fire damage with each strike.

Durability and Reinforcement: Enhances the durability and strength of equipment, making it resistant to physical and magical damage. A shield reinforced with a durability sequence can withstand powerful magical and physical attacks.

Magicule Amplification: Allows weapons to channel magicules more effectively, amplifying the user's abilities or enhancing spells cast through the weapon. A staff with a magicule amplification sequence boosts the user's healing or offensive magic, increasing the potency of spells.

VI. Implants: Enhancements in Terra II

Implants are cybernetic enhancements that augment a user's physical, magical, or mental abilities. These implants range from basic civilian models to military-grade modifications used by soldiers and elite magic users.

Implant GradesMK (Civilian Grade): Basic, affordable implants that offer minimal enhancement, mainly used for everyday functions or low-level combat assistance. A memory enhancement implant allows users to store small amounts of information for quick recall.

CRG (Corporate Grade): More advanced implants designed for professionals, offering specialized enhancements in areas like data processing, sensory augmentation, or minor combat boosts. A data processing implant allows for faster decision-making in strategic environments.

CM (Custom Model Grade): Implants tailored to an individual's specific needs, offering unique or specialized abilities. These are often used by top-tier professionals or those with very particular roles. A customized targeting implant improves accuracy with ranged weapons, adjusting for environmental factors.

MG (Military Grade): Highly durable implants designed for combat, offering significant boosts to physical, mental, or magical performance. These are used by soldiers and elite fighters. A muscle enhancement implant allows for superhuman strength and endurance in battle.

EX (Executive Grade): The pinnacle of implant technology. EX-grade implants are experimental and offer the highest level of performance, often at a great cost to the user's body. An EX-grade mana amplifier implant allows a user to store vast reserves of magicules, enabling them to cast the most powerful sequences.

VII. Study, Continuous Learning, and Evolution of Magic

Academic and Practical Training

In Terra II, magic users undergo rigorous academic and practical training to fully master their abilities. This training involves learning how to manipulate magicules efficiently and how to apply various magical theories in real-world situations.

Foundational Training: All users begin with basic magicule control and elemental resonance, learning the fundamentals of sequences and skills. This training builds the foundation for more advanced studies.

Specialized Studies: Once the basics are mastered, users can specialize in fields such as engineering sequences, elemental mastery, or mana manipulation. These areas require focused study, experimentation, and frequent use of Specialization Units (SUs) to optimize their learning.

 Continuous Learning and Skill Refinement

Users in Terra II are expected to continuously refine their skills and adapt to new advancements in magical theory. The magical system evolves, and staying ahead requires constant study and practice.

Evolving Knowledge: Users must keep pace with new developments in magic and technology, refining their magicule control and learning new sequences as they become available.

Skill Evolution: As users grow in power, their skills evolve. The System notifies users when their skills have advanced, adjusting their mana costs and effects to match their increased capabilities.

Research and Development: Advanced users often engage in research, experimenting with new magical techniques, magicule flows, and hybrid sequences that push the boundaries of what magic can achieve.

VIII. The System and Voice of the World:

Governing Magic

In Terra II, magic is governed by two forces: the System and the Voice of the World. The System regulates individual users' magic, ensuring balance and managing mana costs, while the Voice of the World only intervenes in cases where the planet's survival is at risk.

Dual GovernanceThe System: It manages the day-to-day use of magic, validating sequences and skills, and assigning mana or stamina costs to ensure balance. The System prevents users from creating overly powerful abilities that could destabilize the world's magical structure.

The Voice of the World: This is a detached force that oversees the overall balance of Terra II. It only intervenes in global or catastrophic events, such as world-ending disasters or magical anomalies that threaten the stability of the planet itself.

Interaction Between the Two

The System and the Voice of the World occasionally interact, especially when powerful users push the boundaries of magic. While the System manages small-scale corrections, the Voice of the World intervenes when magic threatens the planet's ecosystem. If a sequence or skill begins to draw so much magicule energy from the environment that it risks disrupting the planet's natural balance, the Voice of the World steps in to prevent further harm.

IX. World Lore and Major Historical Events

 The Rise and Fall of Civilizations

Over the millennia, Terra II has seen countless civilizations rise and fall. Many of these civilizations left behind ruins, relics, and ancient magic, but much of their knowledge has been lost in the constant wars and natural disasters.

Ancient Remnants: Ruins from past civilizations are scattered across the continents, often hiding powerful artifacts and long-forgotten technologies. These areas are dangerous but hold the potential for immense rewards.

The Origins of Originium

Originium is a volatile resource that only appears after catastrophes. It is highly sought after for its ability to enhance both magic and technology, but it is dangerous to handle and can cause contamination.

Resource Wars: Many wars have been fought over access to Originium deposits, and the scarcity of this resource has driven much of the conflict between factions and mobile cities. As Originium becomes more scarce, tensions have only increased.

X. Combat Dynamics and Warfare in Terra II

Combat in Terra II requires a strategic blend of sequences, skills, and engineering sequences. Magic users must balance offensive, defensive, and support magic while managing their magicules or stamina to survive the chaotic battles and natural disasters that plague the world.

Strategic Use of Magic

Combat in Terra II requires both physical ability and magical prowess. Users must be able to think on their feet, using their skills and sequences strategically based on the situation.

Tactical Magic: Users must carefully manage mana costs, cooldowns, and environmental factors when using magic in battle. Powerful spells drain resources quickly, so users need to balance offense and defense, adapting to the combat flow.

Hybrid Combat: Many users blend physical combat with their magic, combining skills and sequences with weapons or hand-to-hand techniques. This fluid fighting style enhances physical abilities using magic, creating a dynamic combat environment.

Sequences: are structured, formulaic magical processes that rely on precise mana control and calculations. They require the user to follow specific mana flow patterns or magical formulas to produce a desired effect.

Characteristics of Sequences:

Activation Method: Sequences require active construction, either mentally or verbally. Users form sequences by focusing on mana control or using activation keywords, unless they have mastered Chant Annulment for silent casting.

Precision and Complexity: Sequences tend to be complex and require detailed knowledge of mana flow and magical theory. Users often rely on Specialization Units (SUs) for support, as these devices handle intricate calculations to ensure the sequence is performed correctly.

Mana Intensive: Sequences vary in mana consumption depending on their complexity and strength. Users must be careful to manage their mana reserves to avoid exhaustion, particularly in extended battles.

Technological Integration: Sequences can be stored or enhanced using Specialization Units (SUs). These devices allow users to preload sequences for faster deployment, making them versatile in combat scenarios. A fireball sequence might require the user to gather heat energy, structure the mana into a controlled ignition point, and then release it as a projectile. This process is formulaic, requiring precision and control to work effectively.

XI. Specialization Units (SUs): Magic-Assisting Technology

Specialization Units (SUs) are advanced magical devices used by magic users in Terra II to enhance and manage their sequences. These devices store pre-constructed sequences, assist in mana control, and enable users to cast complex spells quickly and efficiently by reducing the mental load required for calculations.

Core Functions of SUs

Sequence Storage and Deployment: SUs are capable of storing multiple sequences, allowing users to deploy pre-prepared magic in combat without needing to mentally construct it each time. This gives users an edge in fast-paced battles by minimizing casting time.

Mana Control and Optimization: SUs help optimize magicule flow, making sequences more efficient. They ensure the proper distribution of mana, reducing waste and allowing the user to maintain longer, more sustainable use of magic.

Precision Casting: For users who require delicate control over their spells, SUs provide additional support in handling complex mana calculations, ensuring that sequences are executed with pinpoint accuracy.

Cross-Affinity Assistance: While users have natural elemental affinities, SUs allow them to perform spells outside of their affinity by recalibrating mana flow, making it easier to control unfamiliar elements.

Advanced Functions of SUs

Combat Spell Amplification: SUs can amplify the power of sequences, enhancing their effects by stabilizing magicule flow and reducing inefficiencies in casting. This allows users to cast stronger spells without losing control or exhausting themselves prematurely. A fire sequence amplified by an SU might turn a regular fireball into a firestorm, consuming more magicules but delivering devastating damage.

Technological Integration: SUs can interface with other magical technology, such as weapons or engineering sequences. They can store and manage engineering sequences embedded into equipment, like armor or weapons, making it easier for the user to switch between multiple enhancements in battle.

Rapid Sequence Deployment: By storing sequences, SUs allow users to quickly deploy complex spells without constructing them mentally. Users can set multiple sequences within the SU and switch between them based on the situation.A user may preload a barrier sequence, a healing sequence, and an offensive sequence into their SU, rapidly deploying whichever is needed without delay.

SU Customization: Each user's SU is customized to their specific needs and affinities. For example, a fire-user's SU may specialize in optimizing fire-based sequences, while a user skilled in space-time magic might have an SU tailored for dimensional manipulation sequences.

XII. Combat Dynamics in Terra II: Role of SUs

Sequences and SUs in Tactical Combat

Strategic Combat: Magic users often preload their most complex sequences into their SUs before heading into battle. This allows them to focus on strategic deployment rather than constructing spells mid-combat, giving them a significant edge in high-pressure situations.

Defensive and Offensive Use: SUs allow users to balance between offense and defense by switching between preloaded sequences. For example, a magic user may instantly deploy a defensive mana barrier from their SU when under attack and switch to an offensive fire sequence to counterattack immediately after.

Combat Fluidity: SUs facilitate the combination of physical and magical combat, allowing users to quickly transition between different sequences without breaking their rhythm in battle. Magic-enhanced weapons or engineering sequences stored within the SU can be deployed mid-combat to adapt to the ever-changing battlefield.

-Races and Cultures-

[Humans: ???][Sankta: Angels in religions]

[Vouivre: wyverns][Liberi: Birds][Aegis: Aquatic animals]

[Ursus: Bears][Aegir: Aquatic animals][Anaty: Musteloids]

[Anura: Frogs][Archosauria: Crocodilians][Aslan: Lions]

[Caprinae: Goats and sheep][Cautus: Leporids][Cerato: Rhinoceroses]

[Draco: European dragons][Durin: Dwarves][Elafia: Deers] 

[Elfin: Elves][Feline: Feliforms except lions][Forte: Bovines and camelids]

[Kylin: Qilin][Kuranta: Horses][Nightzmoran Kuranta: Mares]

[Unicorn Kuranta: Unicorns][Lung: Chinese dragons]

[Lupo: Wolves][Manticore: Manticores in mythology]

[Oni: in Japanese mythology][Perro: Dogs][Petram: Chelonians]

[Pilosa: Sloths][Pythia: Serpents][Rebbah: Hyenas]

[Savra: Lizards and salamanders][Vulpo: Foxes]

[Zalak: Rodents, opossums, and moles]

[Beast Lord: Intelligent beasts; land/animal spirits]

[Chimera: Biological/artificial hybrids][Collapsal: Malevolent extraterrestrial entities]

[Feranmut: Majestic, god-like mythological creatures]

[Duskborn: Aquatic hivemind creatures]

[Anasa: Asuras and rakshashas in Hindu-Buddhist mythology]

[Sarkaz: Demons in religions][Damazti: Shapeshifters and Slimes ]

[Lich : Eponymous undead creature] [Nachzehrer: Ghouls in folklore]

[Vampire: bloodsuckers][Wendigo: Eponymous evil spirit in folklore]

[Faerie: Fairies in folklore][Other Races: ???]