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RACIAL EVOLUTION TABLE
This table displays the different races, many of whom originated on Bastion prior to the War of the Gods.  Notice that humans were not exclusive to Citadel.  Some racial evolutions are not included below because they have yet to be introduced within the Realm of Reality.  The number in parenthesis next to each race indicates the novel in which they have been (or will be) introduced. 
Drakes Dwarves Elves Fialt Halflings Humans Marichoa Merlochs 
Primary RacesFirst EvolutionSecond EvolutionThird EvolutionFourth Evolution 
Fire Drake (1) Ice Drake (2) Cloud Drake (1)  Jungle Drake (1)
Hill Dwarf (2) Mountain Dwarf (1)  Frost Dwarf (1) 
High Elf (1) Wood Elf (1) Moon Elf (2) Shadow Elf (2) 
Fielamarr Fialt (1) Val'Arias Fialt (1) Jier Fielamarr Fialt (1)  
Halfling [extinct] Gnome (1) Seviak (1) Darkling (1) 
Pureblood Human (1)   Darkblood Human (1) Ashen Human (2)
  Anubi'Marich (1)   
Beach Merloch (1)  Freshwater Merloch (1) Deep-Ocean Merloch (1) 

Drakes
Fire Drakes (Firdask) as portrayed by Belthas'Almon and Seth'Icus in the novel Awakenings
History: Fire Drakes were the first creatures to pass through the swirling, planar vortexes that were created during the War of the Gods.  They followed on the heels of Magma Dragons through the gaping rifts between realities, as their home realm was consumed in divine flames.  Fire Drakes quickly migrated to high volcanic mountain ranges where they lived among the crags, and vied for the favor of the Magma Dragons they served.  Fire Drakes first encountered dwarves, whom they enslaved and forced to dig out crude stone ruts which dotted volcanic mountain ranges.  As Fire Drakes' grew more acclimated to the new realm, they grew stronger and moved closer to the living volcanoes, until the most powerful drakes began to actually live within the volcano vents.  Fire Drake homesteads could stretch miles and house a few hundred to several tens of thousands, due to the way they continuously fluctuated in social standing. 

Culture: Fire Drake society is based primarily on how close to the dragon's molten lair they can withstand before heat stress weakens them.  Scale color, horn length, number of horns and even height are serious status symbols in Fire Drake social circles.  Fire Drakes have scales which can be any shade of red, orange, black, brown and rarely white, or any combination of those colors.  They typically worship the Magma Dragons that live within their active volcano homes like a demigod, though they also have true theocratic religion.  Fire Drakes average about 7 feet in height and because of the incredibly dense scales that cover their bodies, the average weight of a Fire Drake is around 300 lbs.  A drake’s wingspan is equal to their height give or take 5 inches.  They have 4 fingers and a thumb on each hand while their feet consist of 4 forward sharp talons and one large claw on their heel, which they use to perch, though their feet are not prehensile.

Racial Abilities: Fire Drakes have broad wings which allow them flight, and they are highly resistant to fire and heat.  Their scaly skin affords them natural armor, their dragon-like snouts are lined with sharp teeth for rending and tearing.  Fire Drakes are capable of breathing a cone of fire, the intensity of which is directly related to their position in society.  The closer and longer they live to a volcanoes epicenter, the more intense their breath weapon becomes.

 

Ice Drakes (Kuldask) will be introduced in Plague, Book 2 of the Racial War Saga

History: As Fire Drakes fell in droves through the vortexes at the culmination of the War of the Gods, several found themselves in terribly unfamiliar territory.  Frozen lands of bitter winds and jagged ice were not only foreign to the race, but deadly.  Short months after their arrival in Reality, two thirds of the ice-lander drakes were dead.  Those that survived began to change, adapt and evolve.  At first they wandered, savages seeking their next meal as their bodies adjusted and grew defenses against their new environment.  Separately at first, the Ice Drakes wandered until they discovered that their survival was paramount to the past, petty quarrals.  They banded together into a large crash and traveled, always seeking warmer climates.  After several years of nomadic behaviors, they finally found an unexpected treasure: The Shrouded Summit, the lair of the ancient dragon Vibelin.  Centuries passed and the Ice Drakes thrived in their new shared community.  Though the drakes offered continuous sacrifices of precious food, Vibelin cared not for their existence, and ignored their attempts at worship as a shark ignores remoras.  The Shrouded Summit grew as the Ice Drakes nestled in, but after five hundred years, the cohabitation finally roused her ire.  Vibelin tore apart the snowy peak with reckless abandon.  An understanding was made then, from Frost Dragon to Ice Drake that only some may stay, and live in her shadow, to worship and cater to her needs.  Thousands of Ice Drakes fled, and resumed their nomadic ways, while those that remained fought in gladatorial battles until Vibelin's demand was sated.

Culture: Ice Drake societies are broken into two effective factions.  The Shrouded Summit is only one of many Ice Drake grottos where they have crafted a living inside of glaciers, mountain peaks and icebergs.  These drakes perform duties like beehive drones, collecting, gathering, hunting and sharing all that is scavenged.  Every action they perform is for the greater good of the whole crash of Ice Drakes, as opposed to the individual.  The nomadic Ice Drakes are similar in their beliefs where they travel in large crashes and act for the betterment of the group, though they are often led by the strongest, or smartest member of the crash.  The nomadic bands will sometimes change leadership in quick and violent mutinies.  Regardless of their faction, Ice Drakes share qualities in appearance, such as the extraordinarily thick scales that cover their bodies.  Ice Drakes appear much like walking (or flying), jagged chunks of ice that have been pieced together with snowy arms and legs.  Their wings are thick castes of sheet ice, and while they can fly, they are considerably slower than any of the other species of drake.  Ice Drakes average about 7 ft 6 inches in height and weigh in around 400 lbs.  Their faces are lizard-like with icicle shaped horns atop their heads, and they have long, thick tails.  Ice Drakes tend to have scales the color of snow, but there are varieties within the blue, and gray color spectrums as well.

Racial Abilities: Ice Drakes are able to stay still for extended periods of time, without eating or sleeping, and barely breathing.  This, coupled with the fact that they appear similar to ice blocks allows them to naturally camoflage in wintry climates.  Their thick scales provide them with a great amount of protection from physical harm, and their exposure to the biting northern winds has greatly increased their resistance to the cold.  Ice Drakes are capable of breathing a cone of cold, a torrential icy blast from within their lungs.

 

Cloud Drake (Aerilisk) as portrayed by Byli'Forl in the novel Awakenings

History: Cloud Drakes have thrived since their evolutionary revolution.  Cloud Drakes began as a small, underdeveloped species of drake, the runts of Ice Drake litters, until the Cloud Drakes moved into skystone formations, far above the surface of Reality.  There, they attached themselves to nurturing Ghost Dragons and adapted several of the dragons' defense mechanisms, and even their fearsome breath weapon.  Cloud Drakes live cohesively with their dragon hosts, helping each other and living long, harmonious lives caring for each other unlike any other species of drake.

Culture: Cloud Drakes consider themselves distant cousins of the mystical Ghost Dragons.  Cloud Drakes are slender, wispy members of the drake race whose scales are generally light colors, such as light blue, violet, gold or yellow, white, gray or any combination thereof.  Cloud Drakes live mainly in the midst of Skystone formations high above the surface of Reality.  Some such formations are no more than floating boulders, while there are two formations that are considered continents of their own.  Cloud Drakes are free spirits with mostly passive demeanors.  A Cloud Drake reservation is typically a large stretch of Skystone with grooves chipped out of the higher peaks that serve as homes, the highest of which is afforded the greatest hunter within the Crash.  Despite the general passiveness of Cloud Drakes, is that great hunter that takes on the role of the Ghostvoice.  The general of the Cloud Drake warriors, hunters and defenders, most favored by the Ghost Dragon.  While Cloud Drakes are welcomed in the lairs of the Ghost Dragons that share their Skystone homes, it is the Ghostvoice and his chosen whot spend the most time in the Ghost Dragon's lair, catering, doting and ruling.  Cloud Drakes enjoy playing in the wake of Ghost Dragon contrails, which is why a Ghost Dragon will usually have an entourage of several hundred Cloud Drakes wherever it goes.  A Cloud Drake averages 6 feet 6 inches tall while they tend to weigh in at a thin 175 lbs.

Racial Abilities: In addition to their ability to fly, Cloud Drakes have thin but dense scales and powerful jaws.  They are nearly impervious to electricity. and are capable of emitting an electrical pulse from the special glands in the back of their throats.  Cloud Drakes have a chameleon-like ability to blend into their surroundings though it is severely limited in shades other than cloud-white, sky-blue and thunderstorm gray.

Jungle Drakes (Juralisk) as portrayed by Kinek'Aras in the novel Awakenings

From the deepest jungles and tropical rainforests arose the powerful Forest Dragons.  Forest Dragons were known as some of the most magical of dragon-kind having mass quantities of raw magical energy at their disposal.  It is ironic then that the Forest Dragons were also among the most primitive, uncultured and savage of the dragons.  After the War of the Gods and the separation of the many Crashes of drakes, several lost souls found their homes deep in the wild jungles of the world where they encountered the mighty Forest Dragons.  After centuries living and evolving in the enchanted jungles and rainforests predominantly owned by these great beasts, the race once simply known as drakes (now Fire Drakes) became what are known now as Juralisk or Jungle Drakes.  Young in comparison to other dragon species, the Forest Dragons have large broods and require more from their drake followers than most other dragon species.  The Juralisk have been seen more and more frequently outside of their jungles seeking contact with other races, working political and material trade.  Juralisk are slender reptilian members of the drake race commonly possessed of dark green and black scales.  Their wings are unique in that they come to sharply pointed tips on both top and bottom, similar to a bat.  A Juralisk snout protrudes slightly farther then that of their cousins and their necks tend to be slightly longer.  Also unique to the Juralisk among their drake cousins are their long, slender barbed tails.  Their slinky slender frames are often misleading to their enemies as they are packed full of savage strength, blinding speed and ample raw magical power.
Racial Abilities: Atypical to drakes, Jungle Drakes are capable of winged flight, they have thick scales and strong jaws.  Jungle Drakes are more akin to snakes in that they are able to inject a poison through both their fangs and from the barbed tails.  The noxious breath of a Jungle Drake is poisonous, though weak in comparison to the breath weapons of their cousins, often only stunning their foes.

Dwarves 

Hill Dwarves as depicted by Basol in the novel Plague: Book 2 of the Racial War Saga 

Hill Dwarves (the first recorded dwarf race) are known as the grumpiest, dirtiest, smelliest breed of all Dwarves.  Hill Dwarves are a hard race of short sturdy folk where even the women have thick strong fingers and hair on their faces and chests. They have human-like appearances including skin color, hair and eye color.  While they stand an average of 4 ft tall they have much thicker muscle and bone structures averaging their weight at 200 lbs.  Hill Dwarves are notoriously short-tempered people who usually end nearly every argument with a brawl.  The inner rage that festers within each Hill Dwarf has often been more of a hindrance than it has helped.  They are possessed of a burning fire within their souls that often forces them to see things through the fuzzy red haze of hate.  In times of need Hill Dwarves can sometimes chose to enter the rage but more often than not, it is the result of the environment around them.  Hill Dwarves reside closer to the surface than any other dwarf race, though their towns are primarily in the foothills of large mountains.  They live in stony hovels and even thatched houses that frequently dot sparse hillsides.  Hill Dwarves consider themselves wealthy when their house, or particular mining spot, rests on copper, silver or some type of ore reservoir.  But even wealth doesn’t compare to the status that is prominently found with the length of their beards and topknots. 

Racial Abilities: Hill Dwarves have a natural ability to resist effects generated from use of the Rainbow Braid.  Hill Dwarves have a natural affinity for all things metal which allows them to sense the location and type of metal they are near.  Their thick skin provides them additional protection from physical harm as they dig for their precious metals.  Hill Dwarves are born with an ancestral blood memory which tracks significant events in their histories, such as betrayals and treachery.  The inherited memories have evolved into a physical manifestation, a Blood Rage.  Each dwarf has a different trigger which will enrage them, though for most, it is the prospect of near-death.  When a dwarf enters a Blood Rage, they loose all sense of fear as their minds fill with hate, and their bodies harden with fury.

 

Mountain Dwarves as represented by Dezrak in the novel Awakenings

Mountain Dwarves are renowned as some of the best sculptors and architects on the planet.  Deep within great mountain ranges around the world they carve out their homes and fashion beautiful cities filled with ornately crafted homes in monumentally breathtaking detail.  In each wondrous city, the buildings are built to compliment one another from the center out.  The first home is always that of the king or designated leader, and that home is always built to compliment a great fiery forge.  Mountain Dwarves dig their homes exclusively in areas with plentiful ore by building splendorous caves and tunnels that will invariably stretch over great distances beneath the surface of the world.  Mountain Dwarves are hardy folk who most commonly have pale to grayish black or white skin with thick, curly black, red or blonde hair.  The written history of the Mountain Dwarves began with Gorlund Runefinder Wyrmslayer and his thirteen legitimate sons.  Each of the established Mountain Dwarf cities maintian their own historis on enormous metal tablets, but Gorlund is always where it began, soon after the War of the Gods.  

Racial Abilities: Mountain Dwarves are able to see distinctive heat patterns in absolute darkness, though even a gentle light source can hinder them.  Having lived beneath mountains for their entire existence, Mountain Dwarves have developed not only thick skin, but a very dense bone structure which makes them nearly impossible to break.  Like all dwarves, Mountain Dwarves are born with an ancestral blood memory carried on through the generations which tracks significant events in their histories such as betrayals and treachery.  The inherited memories have evolved into what is referred to as a Blood Rage which can cause a dwarf to loose all sense of fear as their minds fill with hate, and their bodies harden with fury.

 

 Frost Dwarves as depicted by Felissa Gemgate and Derryn Gemseer in the novel Awakenings

Due to centuries of warfare amongst the different dwarven races, a small group, led by King Gallow Bitwander, migrated far to the north and made their homes inside a great crystalline glacier.  From living in these harsh environments, the refugee dwarves evolved into the Frost Dwarves, a species far removed from their Hill Dwarf ancestors.  Almost at the cost of their extinction, alchemists within the clan developed the Blue Flame compound which has become their most guarded secret.  Though this formula saved their race from oblivion, it has also drastically changed their culture and their perspective on priorities in life.  No longer are they simply dwarves hungry to mine precious metals, ore and stones to make beautiful things, now they are scientists whom always consider how to improve what already exists.  Through much inner turmoil, this race has perhaps evolved more than any other racial evolution, for rather than spreading, they have become a single cohesive race living in close proximity of all others of their kind.  Their glacial home came to be known as Frostholme.  Within their culture Frost Dwarves are separated depending on their particular choice of trade.  While this segregation creates a certain degree of despondency within the race as a whole, it preserves their race to a greater end.  Each of these separate homesteads are known by the Frost Dwarves as districts, and each district looks and feels quite different than the next.  The different districts are known as: The Trade District: Icetraders, the Mining District: Finder's Diggers, the Thinker's District: Inventor’s Legion, the Hunter's District: Cobalt Colonists and the Keepers of the Blue Flame (or just Keepers) are located in the Vault District.  The only sect of Frost Dwarves scattered sporadically throughout the other districts, and welcomed openly into each, are the Frost Defenders, the protectors of Frostholme.  Weekly a council of representatives from each district convenes in a neutral location to discuss new inventions, import and export, demand and the presence of Blue Steel items on the market.  Rarely when this council decides unanimously, they allow a more powerful product forged in the Blue Flame compound to be released to the public, just to bring in more commerce.  Frost Dwarves are unique in that their skin is covered in a blue frosty sheen, their eyes are most commonly and completely ice blue, white, black, violet or green and all of them, male and female alike have white fluffy hair encompassing their bodies. 

Racial Abilities:Like all dwarves, Frost Dwarves are tainted with the Blood Rage though theirs has evolved with their species into something a bit more treacherous.  Frost Dwarves live mostly in the cold, dark recesses of Frostholme and still maintain their ability to see in absolute darkness, but their habitat has thickened their skin and made them nearly impervious to even the most intense cold.

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Elves

High Elf as portrayed by Eldorion in the novel Awakenings.

High Elves were the first Elf evolution, made to perfection in the eyes of Elavarion.  They live make their homes on open plains, dense forests or high plain desert mountain ranges where they build vast cities from the natural materials surrounding them.  Elven artisans will often spend centuries crafting splendorous sculptures and living quarters for themselves.  High Elves are typically pale of complexion and haughty by nature with pure blonde, jet black or rarely, crimson hair.  Their eyes are often bright colors such as blue, lavender and green.  As a race Elves are quite simply, beautiful.  They have tall frames with handsome, angular features about them and the agelessness of their soft skin often gets mistaken for youth when in actuality an Elf can live for centuries.  The Elves' sharply pointed ears are a clear symbol to their excellent hearing.  In their arrogance, High Elves typically do not fancy others touching them and have therefore developed the ability to repel those unwanted advances. 

Racial Abilities: High Elves are able to levitate freely up and down with slight angular alterations.  Their slanted eyes and pointed ears are designed to allow them to see clearly in conjunction with a minimal light source and hear far better than any human.  High Elves have an innate ability to determine the magical aptitude of any creature they are near to with approximate accuracy.  High Elves are able to repel unwanted advance on their bodies, though typically used instinctively, most of the High Elf race has learned to control this ability, and use it strictly as a defensive tactic rather than a knee-jerk reaction.

 

Wood Elf as portrayed by Zariah in the novel Awakenings. 

Wood elves are on average 3” shorter than high elves and have deeply tanned skin with brown, bluish-black or light green hair.  Their eyes are sharp green, brown and rarely yellow and they make their homes high in the treetops of forests and woodlands among nature.  They have rugged features and males can grow speckled facial hair teamed with thick eyebrows that are drawn down as tight as bowstrings.  Wood elves are renowned worldwide for their affinity for nature and their superb archery abilities.  It is said that a wood elf can see a fly land on a twig at a great distance and hit it with a stone, bolt or arrow.  During the War of the Gods, wood elves played a pivotal part on the parapets of high elven cities and even in the vast underworld cities of the deep dwarves staying way out of range of demonic powers while pumping them full of arrows.

Racial Abilities: Wood Elves are similar in appearance to High Elves only shorter on average and in possession of much darker skin tones.  A Wood Elf's eyes are slanted deeper and their pointed ears extend further than those of High Elves in reflection of their greater hearing and more keen sight.  Wood Elves are natural marksmen with thrown or mechanically fired weapons such as bows, crossbows and even slings.  In addition to the racial levitation ability of all elven races, Wood Elves have evolved closer to nature and have learned to draw strength from that bond in order to mend living things.  This ability quickly fatigues the Wood Elf and is therefore seldom used.

 

Moon Elf as portrayed by Arenosa in Plague: Book 2 of the Racial War Saga

The Moon Elves, were nuetral throughout the separation of the elves and were eventually pushed to the wayside.  As the infighting amongst the Wood Elves and High Elves decimated more than half of the entire elven population, and they finally ceased their warfare in order to preserve their race as a whole.  Meanwhile, the Moon Elves turned their backs on their race and walked away.  Knowing that the High Elves and Wood Elves would fight for an eternity over forest territories, the Moon Elves beat a path to the serenity found only among the crashing waves and the soft sand beneath their feet.  Moon Elves are delicate pale white creatures of the night that most enjoy singing and frolicing among the stars.  They live mostly on the white sands of ocean shores with the wind as their walls and the sky as their ceiling.  They accept nature as it gives to them.  Moon Elves are highly magical and beautiful members of the Elven race with long slender pointed ears, deeply slanted silver, gold or violet eyes and hair the color of moonlight.  Their skin varies from the color of the moon to the color of the night sky, though the very dark skinned Moon Elves are rare-born.  Moon Elves are commonly the most powerful and resourceful Spellweavers in the world.

Racial Abilites Almost from birth Moon Elves are taught a beautiful lullaby named the Starsong, which when they become old enough to use it, becomes a powerful defense measure.  Through the Starsong, Moon Elves are able to surround themselves with a radiant aura of moonlight that radiates outward from them and nourishes nearby friends while stinging nearby enemies.  Moon Elves can see as clearly by moonlight as they can during daylight and they have the keen hearing and levitation abilities that all elves are gifted with.
 
Shadow Elf will be introduced in the novel Plague: Book 2 of the Racial War Saga

Fialt

Fialt (Fielamarr) as expressed by Pleathany and Jerrem in the novel Awakenings

Fielamarr Fialt are extremely dominating feline predators from the deep tropical jungles near the planets equator.  Fielamarr were originally from one of the lower demonic planes of existence where lesser summoners now draw their denizens from.  Fielamarr have since evolved and acclimated themselves to the realm of Reality and are now no longer even considered denizens.  While their body fur is short and coarse the fur around their neck, the top of their heads and down the spine of their backs is thick and furry like that of a mane.  Their fur is commonly orange, brown, black or dark green, sometimes with stripes, and their eyes most often match their fur color. 

Racial Abilities: From prowling the high treetops of the dense jungles Fielamarr have naturally quick reflexes and small retractable claws that protrude from between the knuckles of each finger giving them three claws.  Fielamarr have four fingers and a thumb on each hand and five toes on each foot as well as a prehensile tail that allows them to grip items almost as if it were a third hand.  The ears atop their heads are not only keen, but directional which allows them to hear in specific directions.  Their feline pupils are stretched vertically in their eyes which causes them to alter light as it is absorbed and allows the fialt to see clearly in darkness with only a slight source of light. 

 

Winged Fialt (Val’Arias) is depicted by Raek in the novel Awakenings.

The Val’Arias, descendants of the Fielamarr, hail from densely wooded areas near great deserts such as high plains deserts or even in oasis' near the outskirts.  Val’Arias are often white, dark green or brown with stripes that run the length of their bodies though their fur can also be the color of the Fielamarr Fialt.  Their eyes most often match their fur color and they appear much like bipedal humanoid tigers.  Val’Arias have manes similar in appearance to the Fielamarr though these manes are made of cartilage and muscle.  This type of Fialt is able to unfurl the spine portion of their mane into muscular fur covered wings that are as wide as the fialt is tall and give them ability to fly.  The neck portion of their mane unfurls into a rudder-like appendage that guides their direction in flight.  The Val’Arias race humbly moved away from the thick jungles of their ancestors when a deal with Elavarion went awry.  There were three particular Val'Arias whom led an insurrection against the Fielamarr Fialt to bring the growth of Elavarion into the estranged demonic culture, trying to bring about a more peaceful nature.  Those three key leaders were slain on the night of the ceremony in honor of the god of nature.  While the Fielamarr elders never admitted to the slaughter, the Val’Arias, betrayed, downtrodden and beaten, left the old ways to find their own path.  Elavarion has yet to accept the Val’Arias as a protected species of his flock, for they are in essence, demons.

Racial Abilities: Val'Arias are only slightly evolved Fielamarr Fialt.  They maintain all of the abilities of their racial predecessors with the addition of their muscular wings.  It is believed by many that the ability to fling poisonous quills from their wings is a demonic blood heritage which only came about with the evolution of the Val'Arias race.  In rejection of their heritage, many Val'Arias have pledged to never use their wings, symbolized by binding them with animal sinew.

 

 Thundersaber (Jier Fielamarr) as seen by Brinn in the novel Awakenings. 

Thundersabers were responsible for the slaying of the three key leaders whom developed the growth of faith in Elavarion within the Fialt nation.  They were also responsible for the deaths of those that killed the three key leaders.  Since that day the Thundersabers have been scattered and spread thin due to the mistrust imprinted in their souls by the spirits of the slain.  Elavarion has since forgiven those who have repented and sought out his guidance and Seechricht has since rewarded those that continue to defy Elavarion and the Fielamarr.  This ongoing power struggle between the two opposing gods within this ever depleting nation of outcast demonic felines rapidly contributes to the inescapable extinction of the fialt race.  Thundersabers are residents of the heavily forested mountain areas indigenous to every known continent.  While their habitats are common this race is actually quite rare as they tend to live in small nomadic tribes most commonly numbering no more than 20 to 30 members to a tribe.  They are mostly nocturnal creatures traveling and hunting primarily during the night.  They have black, dark blue, dark red or rarely white fur and sleek panther-like bodies though they stand upright.  The primary difference between them and their fialt cousins is their six-inch long canines hanging from their upper gums and their jagged barbed tail tip.  Thundersabers average six inches taller then any of their Fialt cousins.  As a new evolution, the Jier Fielamarr are sometimes born of non-Thundersaber parents and often outcast as a result.

Racial Abilites: In addition to the enhanced senses inherent in the fialt race as a whole, the Jier Fielamarr's demonic magical heritage has provided them with a defensive ability to surround themselves in a magical field of energy which emits a slight humming sound that resembles an amplified purring kitten.  Not only are those who strike the Thundersaber electrified, but the fialt is also able to channel the energy into a bolt of lightening.  The barbed tails and extended sharp teeth afforded the Jier Fielamarr only enhance their naturally feral battle prowess.

Halflings
Halflings are extinct, though their evolutionary races are represented here
Halflings were the first of their kind and the only race, other than humans, to have been created on both Bastion and Citadel.  Originally, Halflings were born as anomalies from human parents and the humans of Citadel allowed them to live as slaves, though many families killed them outright at birth.  Halflings born of human tribes in Bastion however were celebrated as special, having been gifted with small stature and greater intelligence.  Unlike the Pureblood Humans of Bastion who were fierce, brutal warriors without any magical aptitude, Halflings were born with the ability to perform simple shamanistic rituals and sacraments; a gift previously only reserved for elves.  Those Halflings on Citadel had no such special gifts (as magic did not exist on Citadel) and were often worked to death at a young age.  After the War of the Gods only a small portion of Halflings survived the cataclysm and a powerful leader rose amongst them by the name of Degori Fargate.  Of those survivors several of the more curious Halflings took to hiding from their newly self-appointed leader in underground hovels to live with the the Hill Dwarves.  Those that did, evolved into what the world now calls Gnomes.  Other survivors, tainted by a 'false god' were exiled by Degori Fargate and forced to live in swamps where there were no other races so they could be alone with their kind.  Eventually, those Halflings became known as Seviak.  Degori took the remaining Halflings down a new path where curiosity was slowly overpowered by eager ambition and the Halflings began to network out, selling themselves as assassins, pick pockets and brigands.  Degori and his many hundreds of descendants lived far longer than the average Halfling, and as the last of the Halflings eventually died, or were slain, the truth of Dregori's conception was revealed.  The Darkling evolution was born from the extinction of the Halfling race.
 
Gnomes as portrayed by Crindol Spinloft in the novel Awakenings
Gnomes are best identified for their large bulbous noses, enormously round ears and their unfailingly bald heads.  Their facial hair, when they choose to grow any is rough, mostly white or gray and thick and it is often hard to tell mustache from nose hair.  Gnomes are often confused with ugly little human children or particularly short and slender, beardless dwarves.  When in a primarily Gnome society, they choose to live in shallow caves on low barren hilltops where they commonly enjoy crafting mechanical items of various shapes and sizes, typically concocting mechanical inventions through the use and addition of magic or alchemy.  More commonly, Gnomes have begun living with Hill Dwarves in their subterranean cities and Humans in their vast economical cities.  Gnomes are adept with both large and small items and have therefore developed extremely dexterous fingers with a uniquely heightened sense of touch.  Few believe their claim, however it was a small group of Gnomes that first discovered the magical properties of Vik'Torr's rune stones, though the dwarves eventually expanded the knowledge base greatly.  Gnome hovels are generally filled with tomes depicting their many creations success or fail and lessons learned.  They are immensely curious as to the inner workings of things and have developed libraries of information, theories, and philosophies of a myriad of subjects.  Gnome culture has opened their doors to everything; no religion, belief, magic or possibility is turned away from the small Gnome hovels that dot hillsides around the world. 

Racial Abilities:Gnomes have incredibly keen hearing and vision that allows them to listen for specific noises in their machines and see even the smallest inconsistency in their work.  Gnomes are fearless in their efforts, unafraid of exploding concoctions, mechanical deviant machines that turn on them or even angry gods when they grow tired of a particular religion.  Nothing can frighten a Gnome enough to overpower their innate curiosity.  Arguably Gnomish craftsmanship is greater even than the dwarves in that they have patience, where dwarves have anger and frustration.

 

Seviak as portrayed by Blennery Fiddlepington in the novel Awakenings

Like all Halflings, Seviak are possessed of a deeply rooted curiosity though these particular Halflings took curiosity to new heights with their utter obsession into the past.  Seviak were Halflings whom once discovered and dug up too much history when they found and reconstructed the fossil of an enormous creature that they thought to be a dragon from the days prior to the War of the Gods.  Violet spellweavers from the excavation teams gathered together around the construct toiling for years to piece it back together perfectly.  When they finally finished the curious Halflings realized too late that their reconstruction was actually the demon prince Vandes’Tharian, the avatar of the demonic god Braykelis’Thash from the War of the Gods.  In gratitude for his resurrection Vandes’Tharian spared them their lives that day.  It was his powerful demonic presence though that changed those Halflings.  They had toiled so long within the soiled area of the avatar's demise that they had been saturated with his taint.  The air turned sour and the land for miles around became desolate marshes and swamps as the bone shell of the demon prince flew out of the cave where he had been reassembled.  From that day forward the souls of those Halflings were poisoned to their core.  Sensing the dark taint, Degori Fargate the Halfling monarch, banished them back to their swamps.  They have since evolved into what is now known as the Seviak.  From years of foraging too deeply into the deadly swamps and through the wreckage of the worlds despairing past, Seviak have grown small sharp scales on their flesh; their tiny bodies are shrouded in thin fishlike scales that are difficult to detect without close inspection.  Due to their demon-touched souls Seviak eyes are set slightly deeper into their skulls and often glow a faint red, yellow or orange color.  Their tongues are as black as night and often forked from the tip back about one inch.  Seviak average three inches shorter than most other Halfling races.

Racial Abilities: Seviak maintain the fearlessness of their Halfling predecessors though that is the only inherited trait that remains.  Harsh swamp living conditions have given them the ability to see clearly in only moonlight, they have thin, fishlike abrassive scales which are barely noticeable until up close.  Among all their evolutions however, their ability to heal quickly and resist severe elemental conditions stands among their most powerful and unique assets.

 

Darklings as portrayed by Filde Thermulvein in the novel Awakenings

Halflings were among the oldest races on the planet and Darklings are their most evolved cousins.  Shortly before the War of the Gods Seechricht the Deceiver impregnated a female Halfling with his dark seed whom then gave birth to the first Darkling, Degori Fargate.  Degori was as much a deceiver as his divine father and quickly rose to power through seduction, lies and raw magical aptitude.  He dominated the Halfling race.  Within his five hundred year reign Degori frightened the Gnomes into hiding within their underground homes and he exiled the Seviak to their swamps.  Fargate’s most abhorrent act though was the complete annihilation of what was once the original Halfling race.  Since the conclusion of the War of the Gods, Halflings had become their own race; no longer born of human parents but of Halfling parents alone.  Within his lifetime, the son of a Halfling mother and the twisted God of Deceit Degori Fargate ended a once peaceful race.  At one time long before the War of the Gods, the Halflings of Bastion were gentle farmers, tiny people that lived in human cities, thatched cottages, surface hovels and did nothing other than survive in peace and work their lands.  Degori Fargate however changed all that.  Fargate sacrificed his race to the god Seechricht, a fact that did not become known until it was far to late to save the Halfling race.  Within his lifetime Fargate fathered many bastard children who eventually became what is now known as Darklings.  Darklings continue to network themselves out as assassins, brigands, pick pockets, spies and other devious masterminds.  Darklings are cunning, diabolical, untruthful, and they have a quiet innate magic about them that is often disconcerting.  They have sharply pointed ears and round, almond shaped eyes.  They are small, slender, highly agile beings known throughout the lands for their nimble fingers and quick feet.  The skin of a Darkling is more often than not black as night, though on rare occasions they have deep royal blue skin or dark brown.  Their skin often appears to shift in place if looked at for too long and light seems to bend around them.  Their hair is often violet, dark green or black as pitch.

Racial Abilities: Darklings are able to see in the dark with only a minimal light source and have inherited the fearlessness of their Halfling cousins.  Darklings radiate a subtle demonic presence which causes most people around them to feel uncertain or even slightly afraid.  Darklings are sometimes difficult to look directly at as their demon-touched skin will often cause normal vision to blur slightly.

Humans
Pureblood Human as portrayed by Bargiss Vandelin in the novel Awakenings
Pureblood Humans are untainted and unfouled by the demonic influences prior to the War of the Gods.  Most commonly, Purebloods are those humans who lived on Citadel before the two planets were merged together into what is now called Reality.  Despite the truth behind that statement, there are several human descendants from Bastion who also fall into the Pureblood species.   Purebloods live mainly in areas with no extreme climate conditions and eventually congregate in high walled cities typically following the rule of one leader or group of leaders.  These cities made from high protective walls are as often intended to keep the Purebloods “pure” as they are to keep the rest of the “lesser” races out.  Much of a Pureblood's moderate-length life evolves around outwardly increasing their personal value and social standing, however, Purebloods are capable of overcoming outlandish odds in their personal struggles for 'something greater'.  Pureblood Humans are perhaps the youngest race on the planet.  They were the favored children of the fallen God Vik’torr before he sacrificed himself to save the world at the conclusion of the War of the Gods.  Male humans average 5’8” tall while females are only slightly shorter and vary in appearance, which is dependent on their origins.  Pureblood humans are as cutthroat with each other as they are towards the other races of Reality, yet when bound by common interests, they rely on their massive numbers for security.
Racial Abilities: Pureblood Humans are gifted with an innate intuition that usually raises the hair on the back of their necks or gives them goose bumps to warn them of impending danger.  This... sixth sense also imbues them with uncanny luck when making critical decisions, or impulsive actions.  The Pureblood's thirst for knowledge and higher learning is second to none, though unlike the Gnomes, Purebloods are tempered by their fear of the unknown, their fear of change.
  

Darkbloods as portrayed by Bergren in the novel Awakenings
Darkbloods are the descendants of demon raped Purebloods.  During the Age of the Gods prior to the War of the Gods when demons, angels and avatars roamed freely on the surface of Bastion, no mortal race was safe, especially human maidens.  Denizens of other realms would find that human women, particularly maidens were above all other mortal races, like delicacies to their loins.  Most of the women would perish during those unfortunate encounters, however the few that survived were often cast-out from their homes as tainted.  The rare spawn of demon-impregnated women were most often slain, however, the few that survived grew to be powerful members of the human species.  Notwithstanding the rapes, human men would also succumb on occasion to the lure of demonic sirens bent on gaining the human seed to build their own personal armies from a single sexual encounter as the sirens could control the fertilization process of their own eggs.  During and after the War of the Gods and the death or evacuation of most of the demons, the Darkbloods gravitated away from their pens - and very rarely the Pureblood societies they were hiding in - and disappeared.  Only recently have Darkbloods been seen again, hiding in the sordid parts of human societies.  Darkbloods vary in color though they all have common traits such as thick leathery skin; thin vertical stripes that run the length of their body and their pupils are more commonly yellow surrounded by red.  Darkbloods do not call any one place home as Pureblood cities will shun them or outright kill them if they are caught attempting entry.  Darkbloods travel the world more often than not, seeking vengeance against the demons that tainted them.
Racial Abilities: Darkbloods are highly evolved humans, with strong demonic blood flowing through their veins.  Their thirst for knowledge and innate intuition intact, Darkbloods also possess the rare ability to fly, even without wings.  Unlike demons who cannot normally access the magical properties of Reality, Darkbloods are superior to Purebloods with their magical aptitude and they are even surrounded in a dark, protective radiance known as a demonic aura.  As Darkbloods grow into adults, they gain the ability to change their shape into that of a demon, specific to their bloodline heritage.
 

Ashen Humans as portrayed by Aggar Val-davin in Plague 

Ashen Humans are decendants of Pureblood Humans who lived in or near the eight Whitefire Rings that surround the Hactosphere.  The Hactosphere is an enormous glowing sphere that sits amid a steep crater on the continent of

Marichoa

Anubi'Marich (The Hated Breed) as portrayed by Kalil in the novel Awakenings
Anubi’Marich are large dog-like humanoids typically with dark brown or black colored fur that is short and coarse.  Anubi'Marich were bred for strength and sheer muscle power by Elves long before the dissolution of the Elven race.  Like all Marichoa, the Anubi’Marich were once as blindly faithful to their masters as their canine cousins.  Though the Anubi'Marich were the least intelligent of the three breeds, they were also the physically strongest which made them ideal for heavy labor positions.  For centuries the Anubi'Marich lived in the dredges of Elven cultures as their builders, movers and sculptors and after the War of the Gods when Drakes became threat to the Elves, many of the adaptable Anubi'Marich were sold.  Only two hundred years before the War of the Gods, one Anubi’Marich named Rafil learned the language of the Elves and secretly taught it to others of his race.  Rafit was also one of the best gladiators of his time, and as such was awarded certain liberties among his Anubi'Marich brethren and even some Elves.  Though the Anubi'Marich were not overly abused as slaves, they were still slaves nonetheless and within the span of his short life, Rafit showed the Elven nation that his people were far from unintelligent thralls to be traded and sold.  The bloodline of Rafit were considered to be the thoroughbreds of the Anubi'Marich race as his breed was relatively intelligent as well as strong and agile.  At the commencement of the War of the Gods and the sundering of the Elven nation, the esteemed bloodline was lost in the confusion and the Anubi'Marich gladiators were sent to their deaths against mighty demonic creatures.  Unlike many of the barbaric drake societies of recent times, the elves no longer maintain Marichoa slaves.  It is believed that the bloodline of Rafit survived and that it would be a member of that bloodline that led the Anubi'Marich into a new age for their people.  Anubi'Marich tend to have elongated faces with sharply pointed ears atop their heads and they live scattered throughout the world, in nomadic tribes of approximately six to twelve predators, or even as slaves where the weak are slain and the strong dominate.
Racial Abilities: Maricho hearing is on equal level to that of the elves, though the ability to point their ears in several directions allows them to hone in on specific conversations or events occuring around them.  Even the weakest runt Anubi'Marich are incredibly strong with powerful legs and bulging muscular arms.  They also possess a deeply hidden aggressive resentment that emerges in time of dire stress or great need.  This Slave Grudge is a powerful surge of adrenal energy that enhances their strength by noticeably significant amounts.

Merloch 

Beach Merloch as portrayed by the Sandstone vendor in the novel Awakenings
Beach Merlochs are savvy merchants who tend to excel at haggling prices, appraising most items and interacting interracially.  They are amphibious though live mostly on the beaches of almost every major body of water on the planet buying and selling anything to anyone at almost a fair price.  Beach Merlochs often hire builders to create large shopping centers of whatever materials are prevalent in the area to the cheapest bidders.  They are merchants that travel the oceans, the rivers and the waterways everywhere selling wares in bulk or small quantities throughout the world.  Beach Merlochs appear taller and thinner than most humans with tan, sandpaper rough skin; sun bleached blonde, green or dark shades of blue hair, green or blue eyes and generally handsome elven features.  There gills are long slashing lines under their arms or above the shoulders on the side of their necks.  Beach Merlochs have quickly discovered that people of all natures need weapons and have thus become the world's premiere arms dealers.  Though amphibious, Beach Merloch cannot stay long in the deepest recesses of the oceans without becoming ill from over-pressurization.  Beach Merloch were the first of their kind to pass through the dimensional disruptions that occurred during the War of the Gods; since their arrival in the Realm of Reality, there have been four new evolutions.
Racial Abilities: Due to the amount of saltwater in their veins, Beach Merlochs are very resistant to conventional poisons.  With both gills and lungs, Beach Merloch are able to breathe as easily in saltwater as they do above the surface, though their skin will dry and crack if they wander too far from water without emerging themselves.  Beach Merloch can sustain themselves with freshwater, though to them, it is similar to breathing heavily polluted air.  Merlochs have both gills and lungs which allows them to breathe normally in saltwater and air equally.  Beach Merlochs are capable of breathing in fresh water, though it hampers them greatly.  The gritty texture of their skin provides them with slightly more protection than humans and the thin, wispy fins that lay flat against their arms and legs provide them with enhanced swimming abilities.  Above all else though is the Beach Merloch's calm outward demeanor when in debate or negotiation.
   
Freshwater Merloch as portrayed by Armor Clearwater in the novel Awakenings
Freshwater Merlochs are the black sheep of the merloch race and because of their different appearances, their cousins have scorned them, beaten them and even enslaved them.  Freshwater Merlochs have endured though, and they have become one of the most resilient creatures on the planet, able to withstand great amounts of punishment before falling.  Their ears are large, fin-like appendages, their hands are webbed to their second knuckle and their skin absorbs color to degrees that make them chameleon-like in appearance.  Freshwater Merlochs tend to have soft, milky, multicolored eyes and sponge-like scaly skin.  When submerged, the pores of their skin absorbs water which allows them to glide their habitats effortlessly as their pores act independently as tiny, individual fins that push them through the water.  This process happens immediately when submerged and causes their skin to thicken considerably as it fills with fluid.  Almost immediately after their arrival in the Realm of Reality, the merloch race had several disputes over possession and moreover, dominion of the ocean and beachfront areas.  Those who lost, moved inland where they learned to live within the 'polluted' freshwater climates and evolved over several generations.
Racial Abilities: Like their cousins, Freshwater Merlochs can breathe both in and out of water, though to their advantage they are able to sustain themselves equally well in both freshwater and saltwater; a quality no other evolution of Merloch can boast.  Their porous scales both absorb and refract light which makes them able to blend in well with their surroundings.  In addition, Freshwater Merlochs are among the fastest swimmers of their species.  Their least enduring trait is an oily secretion, similar to that of octopi, though it constantly oozes from their strange pores.
   
Deep-ocean Merloch as portrayed by Princess Fairtide in the novel Awakenings 
After the Great Debate which spawned the birth of Freshwater Merlochs, several members of the race believed in more than material possessions and word wars.  Some merlochs were made with thicker blood, intent on using their strength to concur the unknown oceans rather than haggle over the borders of ocean and land.  Among those that chose to delve deeper, only the mightiest survived in the basins and trenches of the deepest, darkest oceans.  The first Deep-ocean Merlochs were born in the depths of the Abyssal Sea amid chaotic currents, behemoth fish, submerged forests and great leviathans.  As they successfully beat the overwhelming odds of Realities deepest secrets, the Deep-ocean Merlochs grew kept clear of the surface and concentrated wholly on spreading themselves out, throughout the undersea world.  It is truly a rare occasion when a Deep-ocean Merloch is seen walking on with their black, blue or greenish rubbery skin and bone-hard exoskeletons.  Their eyes are solid, pupil-less orbs which are mostly white, though rarely a Deep-ocean Merloch will have red, yellow or even multicolored eyes.
Racial Abilities: Though they do not use them often, Deep-ocean Merloch are able to breathe on land as easily as they do in the water.  To help fend off the fierce predators of the deep, these merlochs have evolved thick exoskeletal features that provide them with naturally potent armor, and weapons in the form of sharp protrusions from their knuckles, knees and elbows.  Having grown accustomed to the dark over the centuries of evolution, Deep-ocean Merlochs can see equally well in any light spectrum; able to switch back and forth without delay or 'adjustment' time.  With untold quantities of water pressing in against them from birth, Deep-ocean Merlochs are immune to pressure changes of any kind.