As a world of fantasy, Myra is virtually limitless with the amount of races and variants therof possible, even though over 90% of the humanoids on Myra probably will be one of the many and varied human races. A static list, therefore, can never include all of them. Have a look at this link to spot all the posts on races of Myra on LiveJournal.
Races of Myra - Part 1 - A
Image by Carol Heyer www.carolheyer.com - used with permission
Aasen
The Aasen are to the witchworld of the Ophis what the Trolls are to the warriorworld of Myra's Machairas. They have excellent mastery of white magic which is aa reason why witches and witch-queens like to have them as servants and magical helpers. About 80%, we assume, are able to wield Greater Magick, the remaining 20% only work minor magic from level 1 to level 3.
Their size is nearly four feet with the stature of a ten year old boy. Their skin is a pale olive green and gets more intense with the years. Their traditional clothing is of dark green colour and consists of tights and long undergarment with a belt around the waist. The head is covered by a phrygian cap (like the jacobites had in the french revolution) which leaves the face open.
Many witches see and treat them as genderless, but there are males and females, and couples like Lankohr and Heeva. Three examples: Lankohr was a young Aase from the area of witch-queen Zonda, who as an exeption from his kind only knew minor cantrips, but decided to become a companion to the hero Mythor, the Son of the Comet. Vangard was a very powerful Aase, traveling the world of Machairas on behalf of witch-queen Zuma, and when he met Mythor at the Tillorn Colossus, had been travelling through Gwynddor and adapted clothing and habits of the warrior world. Old Aasen have thin white hair, much as humans do, and a weather-beaten wrinkled face. Aase Hermon, example No.3, wasn't servant but partner of a witch, exeptionally strong, he made a deal with the demigod Orphal and out of this developped the Hermexe, a magical storage object with unlimited space, as the inside is extended into the Inner World of Myra.
Player-Race: Yes (as adventurers, not as a nation), Roleplay-Race: Yes
Abstruse
A race of Monsters at the Bloody Band, the former ShadowZone, especially in the far Ophis of Gwynddor. Genetically changed through the dark magical influence of the ShadowZone, bodily and mentally deformed. Different humanoids with animal elements are possible, like furry humans with the head of a jackal and hands like a crab. In some countries they're called Mongrel, in Dyvenloon they're called Djann.
Player-Race: No (only armies) / Roleplay-Race: No* (exceptions might be made)
Aegyr
A race of highly intelligent humanoids, who from their ancestry see themselves as demigods. Their forefather was Oedon, one-time avatar of Chnum-Ephedemos, together with a Denaid.
For many of their long-lived generations this magical race they provided the 'highest priests', the worldly representations of most deities. Their outward appearance is indestinguishable from humans, but as a race the Aegyr, who's home was hidden on the small island of Aegyrland on Yhllgord, have all but vanished from Myra today.
Player-Race: Yes (as adventurers, not as a nation), Roleplay-Race: Yes
Aldar
One of the great nations of elves on Myra, since the time of the Great Divide at the Golden Lake. The term is used generally for all forest- and woodelves and especially for those in the great woodland of Aldaron on the continent of Corigani. Until the great battle of Pondaron, 425 years ago now, they lived in the forests of Asarinan, but on the way to there as well as on the way from there to Aldaron many groups and individuals split from the nation to go their own ways. It is told, for example, that there also is a small population of woodelves in the Machairas of Titanik on Ysatinga.
Player-Race: Yes, Roleplay-Race: Yes
(To Be Continued)
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