Born of celestial blood, these beings are often blessed with the powers and influence of the gods, sometimes to their detriment. Few and far between, the origins of each astrin is wildly different, often relating back to ancestral powers from before the collapse.
These beings have been blessed with the divine magic and blood of the Prime Enclave, with virtue flowing through them.
These Astrin are direct descendants of Ruinmakers. Though rare, their dark magics and natures are hard not to sense.
Made by the aberrant forces of worlds beyond, these alien creatures are beings of knowledge and the universe themselves. Moderately large creatures, many are bred for combat, being tactical fighters on the battlefield in order to gain the knowledge of new civilizations. As a society, these people are an enigma, only being seen few and far between on the material plane. Some see them as blights, but it seems many look to live a normal life in a modern society.
Dragonborn were once widereaching intellectual people that would give their information to the masses. However, upon their departure from the Loran Order during the Mortal Rebuilding, the dragonborn sought out a new home. Upon placing their stake within the mountains of Xylna, they began their work as very closed off societies.
A species of dragonborn that have never sought to leave the mountains they’ve overtaken, secluding themselves deep within the peaks.
Dwarves are among the origin races of Xylna, being broadly the symbols of craft, building the base of what would eventually become the blueprints of creation. A tenet of the dwarvish people is to fight for their beliefs. Right or wrong, a dwarf is willing to truly put their all into what they think is right. No matter the space, dwarves are willing to make it their own, bringing every bit their individuality to it.
Born of the ancient goldwalkers, these dwarves are naturally attuned to the hot and dry climates of deserts. They no longer must strive to survive, as they are evolved to favor the environment above all others.
Infused with the essence of volcanic rock and magma, these dwarves are calm and methodical. Their ancestors are said to have once angered a god, causing them to become the very thing that destroys their most treasured creations. Of broken dark skin with glowing red and yellow eyes, their beards are often encased in metal.
Wayward dwarven warriors cast out from their societies have found battle to be their home. These dwarves are always ready for a fight, much more willing to begin one than talk out a situation.
Elves were the first to be given the gift of magic during the Era of Devisal. Hierarchy and respect for those deemed “above” the rest of the races is a baseline ideal of elves throughout the world. Due to their long lifespans, aptitude for the arcane, and general charisma, the elves have found themselves as one of the premier races within Xylna when it comes to control and power.
Also known as “Dark Elves”, drow originate from elves cursed by the goddess Lolth. A former kingdom of powerful elves ventured within the Underdark, eventually returning to the light. Most drow follow the ideals of the Spider Queen or the Eclipser, keeping much more rigid to the ideals their ancestors held within the Underdark.
Blessed by the goddess Sillia, these elves are physical manifestations of the light of the Lenora. Often travelers and guides, home is no one place for Luster Elves. Anywhere that the moonlight reaches is a welcome place. Their fey origins grant natural charisma and persuasiveness, used not for their own game but to speak for others under the name of Sillia.
Ancient and secretive in nature, their magic and origin are enigmas to even the most well-versed researchers. These beings are infused with negative energy and nightmarish nature — unsleeping, instead taking visions of darkness and nightmares to their minds.
Lore coming soon — the scribes are still writing.
The ferran are the beastfolk of Xylna. Many have come from a vast array of origins, being almost “cousins” of sorts under the banner of the ferran.
Feline beastfolk with a wide range of bloodlines and practices. Two prominent variants walk Xylna:
The most common catfolk, often following the Feline’s Eye eidolon and found within tribes practicing herbalism. They have cheetah-like features and notable heterochromatic eyes, and refer to themselves as “we”.
Travellers at heart, following the Traveler eidolon. They have panther features with snake-like yellow eyes and a love for escapades and trickery.
Born of sewers and darkness, survival of the fittest is a key ideal for pestlings. Some born looking like rodents such as rats, other bloodlines end up in roachforms. Many civilized societies see these people as less than, causing pestlings to adapt — gaining the magical ability to make their steps far quieter to stay away from city lights while traveling.
Vulpine have earned a consistent reputation for being sly dealmakers. These folk find their happiness in messing with the average folk of a city and manipulating minds through words. Their mouth can get them through almost any situation — and when that fails, they try to lie some more.
These crafty folk are known for their love of hobbies and creations. Gnomes love exploring new cultures and societies, ingraining themselves deeply within them. For this, they become quite capable and wise people in their latter years, often gaining very keen reputations and notability throughout their realms.
The gnomes of the deserts have developed an advanced form of travel throughout the arid wastes. Forms of sailing across the deserts have been developed by these people, allowing them to get to cities and coasts much easier than many others.
Giants have left their touches upon the land in many ways, notable of which is their humanoid spawn. These creatures were of extreme importance in the mortal rebuildings, being one of the first to step forth to rebuild civilization once more in spite of the destruction.
These giant spawn’s ancestors forsook their allegiance to the giants during the Collapse of the Idols, instead becoming devout caretakers of the lands blessed by the naturous powers of the Owl Mother. The societies of Firbolgs have become people that look to invest their lives into the land and the people that graze them.
Once powerful rulers of the mountains, dethroned by the dragonborn and cast to the wilds, the goliath split into two factions: the Burdened, who sought to reclaim their lands and were wiped clean, and the Voyagers, who spread into tribes across Xylna — some pillaging, some devoting to deities, some seeking to reclaim former power.
Goblinoids are beings whose lineage traces back to the dark lands of the fey realm. Creativity and craftiness through adversity is the overarching symbol of these people.
Once fierce soldiers in the darkness of the feywild serving the Queen of Air and Darkness, bugbears were banished to the material plane in an event they call “The Betrayal”. Now, many societies look to find leadership and purpose — many join armies, while others seek to help those who once worked alongside them in darkness.
Once toys of the Queen of Air and Darkness, a large majority of fey goblins escaped to the material during the mortal rebuilding. Though groups of goblins run deep with commitment towards each other, they are often still looked at as the beastly, chaotic folk of ancient times, driven away from most cities.
Cousins of goblins that instead gained favor from the Queen of Light, becoming travelling guides and storytellers of fortune and favor. Sent forth to Xylna in her name, hobgoblins are now a hearty folk that bring lavishness and light to the areas they occupy.
In former times, halflings were gifted scholars, entrusted with much of the naming and ordermaking of the world during the Era of Devisal — notably credited with the creation of the Xylnan calendar. Though their size is meager, their hearts are triple that of most others, leaving their mark on any that cross their paths.
Nimble travelers of the night that seek to explore secrets and investigate that which is hidden in the name of bringing light upon knowledge. These halflings travel in small groups, often avoiding to fight, instead using their cunning and intellect over a blade.
Lore coming soon — the scribes are still writing.
Humans, being one of the first creations of the gods, are the most wide reaching people throughout Xylna. Finding reason to live in even the most dangerous of lands, the wide berth of capability behind humans is where their strength lies — from the littlest mage to the most powerful fighter.
Rare humans afflicted by a curse of the ruinmakers — some gross attempts at replication of the Enclave’s early makings, failed and doomed to walk the world as dark martyrs for the hatred of the Enclave’s creations.
The sea calls! Before any others, the kerobi answer. These lobster-like creatures love their underwater origins, and bringing the chaotic and beautiful natures of the seas they tread to the mainland. Though very wonderous at heart, these figures are imposing and strong, not to be messed with without consequences. Land or sea, the kerobi command the best of both worlds.
Adept with trickery and getting through life with their illusions, these creatures succeed through their quick wits and even quicker feet. Oftentimes wealthy through either natural or stolen means, leprechauns end up with large hordes of gold in their places of residence — sometimes lining the shoes they make with bits of their coin as a hiding place.
Creatures often think that life ends when they die. Liminal Spirits know otherwise. Most come back with a purpose in order to move on — unfinished business that prevents them from even the most powerful influence’s grasp. Adept in moving through public places, some grow in capability enough to focus their willpower into seeming like an average mortal. These creatures are beyond death, but similarly beyond life.
Orcs of Xylna live together in clans or packs, defined by wolf society. The modern iteration of orcish society finds them taking up a new and rare power — arcane infused runes. Orcs use these runes as a source of newfound power and proof that magic is not necessary in all facets of power.
Many orcs find themselves in a tradition of exploring beyond their societies, seeking to settle new family beyond their packs. Half-orcs are often seen as beautiful expansions to their packs. There are many that never know their origins, instead finding themselves representing their people with their actions — an everlasting love letter to their ancestors beyond the primal ideals they are represented by.
Their origins unknown — some posit these were humanoids infused with the magic of the primordials, some believe they are the mortal children of such. Their power and attunement to magic is only less than very few. There are no known large societies of these people; they ingrain themselves within large cities, and often take pilgrimages to elemental sources of their primordial pasts when coming of age.
Animated trees are a rarity, and due to their size and limitations, ents are unable to gain most abilities. Salfath have been born with an innate connection to the weave, giving them higher arcane and martial capability — a dangerous combination against foes.
Mutated from the blood and magic of ancient dragons, the Saurian have naturally evolved to the closest point of dragon-like anatomy. These mutations allow the Saurian great boons depending on the type of draconic influence that was brought over them.
With lineage tying to the hells, these devil-kin are attuned to the dark hellish natures of their origins. These figures often exist in the darkness, being looked down upon for their lineage by many higher figures. Untrusting of many, tieflings are used to being used and double crossed — many have turned to dark patrons in search of purpose and power to overtake their oppressors. Their large hearts make up for their darker heritage.