Half-Breed Races
A collection of races that are a mixture of other races, and can often belong to multiple clans. Each with their own traits and weaknesses from their mixture of races.
Cambion
Appearance -
They resemble a human very closely, with few differences due to their parentage. They commonly have small wings often to the lower back, along with a short tail that is thin like a whip. They are commonly rather beautiful due to their genetics and have a naturally alluring figure.
Information -
A race of people that is a mixture between a human, and a succubus/incubus, making them half of both, yet fully neither. Creating a brand new race that is commonly called Cambion, but others tend to call them Halfubus too, in a derogatory manner.
Due to being a mixture of two races, they aren't seen as either of these races, making it much harder to fit into either of these places. However, while humans might be more judgmental at times, succubi/incubi are more than accepting of these kinds. With the Demon Clan being rather accepting of half-breeds of their species, they have no issue with Cambions living among them.
Much like their demonic parent, they have a higher sexual drive than the common human, with the ability to gain energy through sexual actions. However, unlike their demonic parents, thanks to their human blood, they aren't required to do this to live, being able to survive on normal food just fine.
Cambions are a combination of human and succubus/incubus, and while not very common, due to how difficult it is for a succubus/incubus to have children, they aren't completely unseen and have been appearing more and more in recent times.
![8d8312ab427254a7e38f05f940f8a66c[1].jpg](https://static.wixstatic.com/media/5e7059_cf85428203e745b88f76145ef9aa9e71~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/8d8312ab427254a7e38f05f940f8a66c%5B1%5D.jpg)
Abilities -
Common:
-
Enhanced Stamina – Their demonic bloodline grants them 3x the stamina of an average human.
-
Vitality Feeding – They can absorb energy through intamate actions, such as holding hands, flirting, kissing, hugging, and so on, which restores their energy and enhances their vitality.
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Half-Demonic Physique – They have enhanced strength and durability, being 2-3 times stronger and tougher than a normal human.
-
Passive Allure – Their demonic heritage naturally makes them attractive and charismatic, making it easier to persuade and charm others without using magic.
Uncommon:
-
Seduction Influence – Some Cambions can enhance their charm through subtle magical suggestion, making people more susceptible to persuasion. Does not work on strong-willed individuals or those uninterested.
-
Vitality Empowerment – They can consume all stored vitality to double their physical abilities for 4 turns before being fatigued for 6 turns.
-
Emotion Reading – Some Cambions can sense and subtly influence emotions in those nearby.
Rare:
-
Emotional Bonding – Cambions can form a deep emotional link with a chosen person, allowing them to share emotions, thoughts, and even minor capabilities across any distance.
-
Dreamwalking – Some Cambions can enter the dreams of those they’ve emotionally connected with, influencing their subconscious or communicating through visions.
Weaknesses -
-
Red Wine – Poisonous to them, causing severe illness if consumed.
-
Copper – Burns their insides, making ingestion extremely painful.
-
Salt Boundaries – They cannot physically cross salt lines.
Lifespan -
350.
Extra -
N/A
Wingler
Appearance -
They look rather human in form but can easily be distinguished from a normal human thanks to the 4 large black wings that decorate their back, located on the lower torso. Almost all of them are born with the birthmark of a broken chain located either on their wrists or their legs.
Information -
A race of people that are usually born from the procreation of a human and a fallen angel, resulting in a crossbreed that is called Wingler, a race that is both yet neither at the same time.
Originally thought to be impossible due to the fact that a Fallen Angel has never given birth with another race before, yet it was found to be possible a few thousand years ago when the first Wingler was born. The birth of this child was a massive discovery for the Fallen Angels due to the lack of the curse on them passing onto the child, making the child free of the chains that bind them.
Born with capabilities similar to a Fallen Angel, yet unbound by the chains that bound a Fallen Angel, they are able to grow into powers that were once thought to be lost to the Fallen Angels, the powers of an Angel.
Winglers are rare, extremely rare to the point that seeing one is more difficult than seeing a Fallen Angel, something that was simply due to how difficult it was for them to be born. Yet, every Wingler born holds unlimited potential.
![a4b0439b1ef61275dd3af28e1f8f90d0[1].jpg](https://static.wixstatic.com/media/5e7059_ec58a284889b42ac80cbfec66774a729~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/a4b0439b1ef61275dd3af28e1f8f90d0%5B1%5D.jpg)
Abilities -
Common:
-
Flight – They possess large, powerful wings that allow effortless flight. They can carry one additional person without strain, though heavier loads reduce stamina faster.
-
Light Absorption – They can passively absorb ambient light, slowly refilling a small portion of their mana in bright environments.
-
Light Affinity – They have a strong natural connection to light magic, boosting light-based spells by 2x and granting 10% resistance to darkness magic.
-
Enhanced Physique – Their strength, speed, and durability are naturally 4x greater than a normal human.
Uncommon:
-
All-Tongue – They can quickly learn and understand any common language they are exposed to.
-
Divine Sensitivity – They can feel the presence of divine magic, blessed objects, or divine beings within 50 meters.
-
Radiant Pulse – They can release a burst of blinding light every 5 turns, disorienting all enemies within a 10-meter radius for 1 turn. This pulse causes no direct damage.
Rare:
-
Veil Sight – Their eyes allow them to see through illusions, magical concealments, and barriers. They can also see beyond the veil.
-
Lightforge – Rare individuals can solidify absorbed light into temporary weapons, shields, or armor.
Weaknesses -
-
Iron Sensitivity – Direct contact with iron burns them, causing slow but painful damage.
-
Overexposure – Absorbing too much concentrated light without releasing it causes a backlash, stunning them for 1 turn.
Lifespan -
800.
Extra -
They can’t have children.
Tiefling
Appearance -
They very closely resemble a human in form with some noticeable demonic features. Some often have rather small horns that extend out from the top of their head, or forehead, while others have different color eyes that aren't commonly attributed to humans. In some very rare cases, they might even have a tail that extends from their hips or small wings from their back.
Information -
A race of people that is a mixture of demonic race, not all due to genetic incapability, and human, making them somewhere in between. Making a brand new race, rather than multiple, because of how the DNA mixes so similarly.
Tieflings aren’t as rare as other half-breeds due to the vast amount of demonic races and humans, but they are also not that easy to differentiate from normal demons due to their similar traits. While they aren't hated to the point of discrimination, most older demons and humans see them as a disgrace to their bloodline, due to the mixing of genes. This disparity between the old and the young can often lead to some complicated situations, but they aren't prominent enough to be an issue.
The capabilities of a Tiefling can range from a wide amount based on their parentage, with some having dream-related abilities due to being related to Alps, and others having better magical capabilities due to being related to others.
One common trait among all Tieflings, is their physical and magical boost compared to a normal human, but, in exchange for this, they are more likely to have mental instability.
![38573de02a56161aca239c9e77da417b[1].jpg](https://static.wixstatic.com/media/5e7059_63202c6d8a694cc3a779081c2a217c89~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/38573de02a56161aca239c9e77da417b%5B1%5D.jpg)
Abilities -
Common:
-
Magic Mastery – Their demonic blood grants them a higher affinity for magic, allowing them to learn spells and use spells with 2x the efficiency of a normal human.
-
Lesser Strength Boost – Their strength is naturally 3x greater than that of an average human.
-
Lesser Durability Boost – Their bodies are 3x tougher than human flesh.
-
Lesser Regeneration Boost – They recover from wounds 2x faster than a normal human, though not enough to regenerate lost limbs.
-
Demonic Trace – They carry faint traces of their demonic parents’ aura, making them able to detect other demonic beings around them.
Uncommon:
-
Parental Lineage – Some can inherit one common racial trait from the type of demon their parent belonged to.
-
Mental Fortification – Some learn to suppress the chaotic impulses, using magic to stabilize their mind against fear, rage, or confusion effects.
-
Blood Calling – Rare individuals can momentarily tap into their demonic heritage, gaining a 2x boost to strength and durability for 3 turns, with a cooldown of 10 turns.
Rare:
-
Ancestral Bloodline – In rare cases, they inherit all common racial traits their demonic parent possessed.
Weaknesses -
-
Demonic Weaknesses – They inherit all basic weaknesses common to demonic races, though at slightly lesser intensity.
Lifespan -
650.
Extra -
N/A
Demonic Beastkin
Appearance -
Demonic Beastkins have a humanoid form with animal and demonic traits, such as tails, fur, horns, or scales. Their features vary depending on their lineage, with some having slit eyes, claws, or retractable fangs. A defining trait is their horns, one, two, or in rare cases, three, which symbolize the balance of their beast and demonic heritage.
Information -
Demonic Beastkins are a unique hybrid race born from the rare union of beasts and demons. Their creation combines the primal nature of beast races with the essence of demons, resulting in individuals who possess traits from both parents. Not every pairing produces viable offspring, and the few born from these unions are considered very rare.
Due to their appearance and origins, Demonic Beastkins struggle with acceptance. Many view them as unnatural, making it difficult to integrate into either beast or demon societies fully. however, their resilience and adaptability mean they often rise to positions of influence in both clans, proving their worth over time.
They possess exceptional physical abilities combined with magical potential, making them powerful compared to their single parents. The fusion of two distinct heritages allows them to access abilities unavailable to most pure-blooded demons or beasts.
Demonic Beastkins remain rare, but their numbers have increased with improving relations between the Beast and Demon clans, as they become known more and make a name for themselves in the world.
![e0b34e3815f636b844b0efbcc2638a50[1].jpg](https://static.wixstatic.com/media/5e7059_41c18188cd8a48b78a82d8d04195e0a0~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/e0b34e3815f636b844b0efbcc2638a50%5B1%5D.jpg)
Abilities -
Common:
-
Enhanced Physical Capabilities – Their strength, speed, and reflexes are naturally 3x that of an average human.
-
Animalistic Instincts – They inherit sensory abilities from their animal lineage, such as night vision, heightened smell, or heightened reflexes.
-
Demonic Essence – Their demonic blood grants enhanced magical control, boosting spellcasting and mana capacity by 2x that of a human.
-
Natural Regeneration – Their bodies heal minor wounds naturally within minutes, though major injuries take longer compared to full demons.
-
Instinctive Awareness – They have an innate sixth sense, allowing them to detect nearby hostile intent within a 15-meter range.
Uncommon:
-
Parental Lineage – Some inherit one common racial trait from their demonic parent.
-
Partial Transformation – Can temporarily enhance a body part with beast or demon traits for 5 turns, gaining a 2x boost to power in that limb, with a 10-turn cooldown.
-
Pack Bond – They can mentally link with nearby allies within 20 meters, increasing coordination and reaction time, lasting for 6 turns.
Rare:
-
Full Beast-Demon Form – In critical moments, they can transform into a powerful hybrid form, gaining 5x strength and speed for 6 turns. Afterward, they suffer 12 turns of exhaustion and reduced healing.
-
Mana Overcharge – They can absorb mana from their surroundings, boosting magic power by 2x for 4 turns. Afterward, physical abilities are reduced by half for 5 turns.
-
Feral Domination – Can exert dominance over lesser beasts and weak demons within a 25-meter range once every 30 turns, binding them to simple commands for 2 turns.
Weaknesses -
-
Demonic Weaknesses – Inherits most demonic vulnerabilities.
-
Animalistic Weaknesses – Retains the vulnerabilities of the animal they are.
Lifespan -
350-600.
Extra -
N/A
Lampore
Appearance -
Lampores are humanoid in shape, with tall and slender frames resembling snakes. Their bodies are fully covered in scales, with sometimes hooved legs and a long, muscular tail. They possess large, pupil-less eyes with glowing irises and a forked tongue that enhances their senses. Most Lampores have two arms, but some uncommon variants are born with four, and in rare cases, six.
Information -
Lampores are born from the rare union between a demon and a lamia, producing a unique hybrid rather than one of the parent races. This combination gives them attributes from both sides, blending the physical prowess of demons with the sensory acuity of snakes.
Due to their heightened senses, Lampores find crowds overwhelming and often prefer isolation, even from those they care about. Despite their solitary nature, they aren’t generally disliked by other races, though some individuals covet their flesh, believing it has healing properties. This has led to them being hunted on rare occasions, though this practice is frowned upon by most.
Lampores are renowned for their unparalleled sensory abilities, with senses sharper than even those of vampires and the ability to produce a dangerous, paralyzing venom. They are also known for their agility, using their tail for both movement and combat.
Due to the difficulty of producing offspring from demon-lamia pairings, Lampores remain exceedingly rare, and the fact that they can not naturally reproduce does not help this fact.
![0c4f615f20b3004b015036afd913f13f[1].jpg](https://static.wixstatic.com/media/5e7059_ecd171ffb8f342fc8545faf087e38cb3~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/0c4f615f20b3004b015036afd913f13f%5B1%5D.jpg)
Abilities -
Common:
-
Demonic Abilities – They possess most standard demonic abilities, including half the physical capabilities of a pure demon.
-
Snake Abilities – They gain natural snake traits, such as flexible movement and constriction using their tail.
-
Jacobson’s Organ – Their tongue can detect smells, sounds, and even emotional states up to 50 meters away, allowing them to track prey with precision.
-
Tail Mastery – They have fine control over their tail, which they can use to strike, trip enemies, or even climb surfaces.
Uncommon:
-
Venom – Some Lampores can inject venom that temporarily numbs the body, causing paralysis for 2 turns or inducing a fever that lingers for several hours.
-
Harden Scales – They can harden their scales to the durability of 8x human for 5 turns, making them resistant to most physical attacks. This slows their movements and has a cooldown of 8 turns.
-
Camouflage Scales – Some develop the ability to blend into their surroundings, becoming nearly invisible while remaining motionless for 6 turns, with a cooldown of 8 turns.
Rare:
-
Serpent's Tongue – Rare Lampores can communicate with and command lesser snakes, gaining temporary control over any snake weaker than themselves.
-
Venomous Cloud – In extremely rare cases, some Lampores can expel venom in a gaseous form from their mouth, creating a 10-meter cloud that disorients enemies for 3 turns, with a cooldown of 12 turns.
Weaknesses -
-
Tail – They have very sensitive tails that can cause them pain if it is harmed.
-
Cold – They can’t survive in the cold for long times, often being weak to ice or snow.
-
Demonic Weaknesses – They have all the common weaknesses of most demons.
Lifespan -
750.
Extra -
They are unable to reproduce naturally.
Half-Orc
Appearance -
They are humanoid in form, with most looking very similar to that of a human, aside from a few things that make them stand out from the standard look for humans. They have sharp lower fangs, sometimes even upper ones, that poke out from their mouth and are easily noticeable, paired with their slightly pointed ears, which are the traits they receive from their orc bloodline. In some rare cases, aside from normal shades of human skin tone, some tend to have light green patches.
Information -
A race that isn’t very common due to how they are born, from the mating of an Orc and a human, two races that may seem compatible at first glance, but by human, and orc standards, the other just doesn’t fit.
Disregarding their differences, life finds a way, leading to the creation of what’s commonly called, Half-Orcs, people very similar to both orcs, and humans, yet not one or the other. Due to the nature of Orcs, they do not see Half-Orcs as their own race, and often shun them, and due to the nature of Humans, they also hate them. Leaving Half-Orcs in an odd position with no way that truly accepts them.
Half-Orcs however is much stronger than the average human, getting their strength from their Orc Bloodline, yet not having any of the weaknesses the common Orc would have. Making them great warriors.
Half-Orcs are quite rare, due to a multitude of reasons such as birth rate, racial differences, and much more. But they do still exist and are commonly seen as outcasted from their families due to how they are.
![737f9ca5780713869f872d187904d00c[1].jpg](https://static.wixstatic.com/media/5e7059_08699ab48f874ca7a9784a46915b1b33~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/737f9ca5780713869f872d187904d00c%5B1%5D.jpg)
Abilities -
Common:
-
Orc Strength – They possess immense strength, able to lift 4 to 5x that of a human naturally.
-
Hardened Skin – Their skin is naturally as tough as 4x that of a human, and resistant to blunt force.
-
Will of the Orc – Their stamina and willpower are exceptional; they can fight, work, or endure hardship for hours with minimal fatigue or mental strain.
-
Battle Instincts – Even without formal training, they possess a raw, animal-like sense for battle, making it harder to be caught off-guard by surprise attacks.
Uncommon:
-
Orc's Roar – They can unleash a thunderous roar, disorienting enemies with weak or average willpower for 2 turns with a cooldown of merely 5.
-
Skin Hardening – They can temporarily harden their skin to be as strong as 2x normal for 6 turns, reducing mobility slightly with a cooldown of 8 turns.
Rare:
-
Fight Through the Pain – In rare bloodlines, they can ignore pain, stamina depletion, and non-fatal wounds for 10 turns, gaining relentless momentum. Afterward, they suffer double the accumulated damage and are left severely weakened for 6 turns.
-
Last Stand – Once per fight, when critically injured, they can enter a berserk state that boosts their strength by 4x for 3 turns. However, they collapse immediately after, unconscious or near death.
Weaknesses -
-
Mental Resistance – Orc-blooded individuals tend to have weaker resistance to illusions, mind-affecting magic, or highly strategic deceptions.
-
Overconfidence – Their strong will sometimes borders on arrogance, making them prone to rushing headfirst into traps or overwhelming odds without caution.
Lifespan -
300.
Extra -
N/A
Dawnmaker
This is a permission only race
Appearance -
They are humanoid in form, much similar to humans with very little variation. They often have brown-colored skin, some having other dark shades of skin. A noticeable trait they all have is that their eyes constantly glow with either a brown, yellow, orange, or even reddish hue. Their most notable trait is a tattoo all of them are born with, in the shape of a moon wrapping around a sun, on the top of their forehead, or somewhere on their body.
Information -
A race that can be born from a Shadow Walker and a Sungazer, resulting in what is commonly called Dawnmakers, due to their combined traits. This race is so rare that it is statistically unlikely to happen.
The exact reasoning behind their birth, or the way they work, isn’t exactly known, not only due to their rare chance of being born, but also because of how unstable their abilities are, often resulting in them, or people around them, dying from the slightest misuse of power. Due to this instability, they aren't seen in a good light, often seen as a bad omen or curse, and are disliked by most who know of them.
They are called Dawnmakers for the special reason that they combine both light and shadows to make a new substance that resembles dawnlight, and control this dawnlight. In order to control this type of magic, they use something called Dawn Mana, a type of mana unique to their race, which their bodies make naturally by absorbing mana and changing it.
Dawnmakers, while powerful, are extremely rare and have difficult lives due to how hard their abilities are to control. However, if they are able to overcome this, they can become extremely powerful.

Abilities -
Common:
-
Dawn Mana – They naturally absorb mana from both sunlight and moonlight, generating two distinct types of mana. Sunlight fuels warm, vibrant magic that enhances healing and vitality, while moonlight fuels cold, silent magic that boosts stealth and offense.
-
Dawn Manipulation – They can control translucent mana made from a blend of light and shadows, reshaping it into barriers, weapons, or tendrils. Its solidness and density can be altered freely within a 30-meter radius.
Uncommon:
-
Dawnstep – They can teleport through sources of light or shadow within a 50-meter range with a cooldown of 2 turns between each jump.
-
Dawn Body – They can turn their entire form into dawn mana, becoming non-physical and immune to physical attacks for 6 turns and semi-translucent with a cooldown of 8 turns.
Rare:
-
Dawn's Embrace – They can create a powerful dome blending sunlight and darkness. Within it, their mana becomes infinite, and their spells are empowered by 4x. Lasts 4 turns, but afterward they suffer severe mana loss, weakening all abilities for 8 turns. With a cooldown of 35 turns.
-
Twilight Echo – Once per battle, they can summon a spectral duplicate made of dawn mana to fight alongside them for 5 turns. The duplicate has 50% of their physical strength and spell strength.
Weaknesses -
-
Dawn Dependency – If unable to absorb either sunlight or moonlight for 12 continuous hours, their body begins to break down and die.
-
Mana Instability – Overextending Dawn Manipulation past its natural range or density causes an instant collapse, dealing heavy internal damage.
-
Energy Crash – After prolonged battle (20+ turns without resting), their internal mana becomes unstable, causing unpredictable surges or collapse unless stabilized.
Lifespan -
900.
Extra -
They are unable to reproduce due to how unstable their mana is.
Twilight Elf
This is a permission+ only race
Appearance -
They are humanoid in form with traits that can be noted from both Moon and Sun Elves, blending together to create new features. They have a slender frame with compact muscles; most often, they are tall, but in rare cases, they can be average height. They have tanned orange skin that is covered in a variety of glowing orange tattoos, with matching eye colour and hair colour. They have medium-length ears that point upwards and drop at the end, matching a combination of both Sun and Moon Elves.
Information -
Twilight Elves are a special and very rare race that can be born from the union of a Moon and Sun Elf, resulting in an entirely new yet similar form of magic that originates from both the Sun and Moon, called Twilight.
Being born from a Moon Elf and Sun Elf union, two races that inherently dislike each other, they are already very rare and unlikely to encounter, but to make them even more rare is the fact that their birth is pure chance, often not happening at all due to how difficult it is for Sun and Moon mana to perfectly intertwine. born of the rare union between Moon Elves and Sun Elves.
Being a hybrid race, Twilight Elves are a race that holds capabilities of both their parent aspects, resulting in not only a deepened understanding of Magic but also great Physical capabilities, and rather than the two weakening each other, they instead strengthen each other, making them even better.
They tend to be more sociable than their parent races, seeking connections with other beings and promoting unity in their communities. And even though they are rare, so rare in fact that encountering one is unlikely, they are not inherently reclusive.

Abilities -
Common:
-
Twilight Physique – Possessing a balanced combination of physical and magical attributes, Twilight Elves have strength and magic beyond that of a normal human. Their physical capabilities are around 13 times that of a human, and their magical capabilities are 6 times.
-
Dual Mana Absorption – Twilight Elves can absorb both moon and sun mana, gaining energy and strength throughout the day and night. This enables them to adapt to various conditions. During the day, they gain a boost of 2x their physical capabilities, and at night, they gain a boost of 2x their magical capabilities.
-
Twilight Magic – Proficient in both moon-based and sun-based magic. They can seamlessly integrate both types of magic, allowing for unique combinations and heightened spell effectiveness.
Uncommon:
-
Twilight Domain – Some Twilight Elves can create an area within a 150-meter range around them, invoking a state of twilight, blending features of both night and day. This artificial twilight can last up to 7 turns with a cooldown of 25 turns.
-
Sun and Moon Intertwine – Twilight Elves can harmonize with their surroundings, balancing the energies of both moon and sun. This ability enhances their overall magical and physical capabilities by 2x for 5 turns with a cooldown of 30 turns.
Rare:
-
Equilibrium Form – By channeling the balanced essence of both moon and sun, Twilight Elves can enter a state of equilibrium. This form grants them a substantial boost to both physical and magical abilities, reaching up to 4x times their original capabilities for 5 turns, with a cooldown of 40 turns. Afterwards, it will burn away at their body and mind.
-
Bloodline Truth – The Twilight Elf is one of the beings closest to their origin, having the essence of both the Sun and Moon they have a deeper connection to their origin source.
Weaknesses -
-
Extreme Conditions – Twilight Elves are vulnerable to extreme environmental conditions, experiencing weakened physical and magical abilities in extreme heat or cold.
-
Lunar and Solar Sensitivity – They can be affected by both intense moonlight and sunlight, experiencing discomfort and a potentially temporary weakened state.
-
Reproduction Challenges – Twilight Elves can only reproduce with members of their own race, leading to potential difficulties in sustaining their population.
Lifespan -
Unaging.
Extra -
N/A
Drolin
Appearance -
They are humanoid in form with a key feature of their race being their darkish green skin, symbolizing their connection to both the Dark Elves and Goblins. They are usually anywhere between 4 to 5 feet tall, with some being as tall as 6 feet, but no taller. They have a slim frame with a body that lacks muscles, often finding it hard to gain muscle as their bodies are not made for it. Their eyes are usually purple or black in color; in some rare cases, they can even be green or blue. Combined with their pointed ears, it shows their racial traces.
Information -
The Drolin is a rare hybrid race that is born from the combination of Dark Elves and Goblins, an unusual combination to be sure, but one that brings about an interesting mixture of both magical conjuration and technomancy.
Drolins are a very rare race to encounter. Not only are they a hybrid of two uncommon races to begin with, but they are a hybrid that is unusual to happen in the first place due to the differences between both races. But, in the chance that they do happen, they are naturally very reclusive and tend to be alone at times, focusing on their crafts.
Born from both a Goblin and Dark Elf, they are known to have not only physical traits of both races, but also share magical traits as well. They are said to have a special type of magic, born from the mixture of the Dark Elves' summoning capabilities and the Goblins' technical abilities, called Technomancy.
Drolins face occasional prejudice from both the Dark Elf and Goblin communities due to their differences, especially from purist factions within the Elven Races. However, their exceptional blend of magical abilities and practical skills has garnered them respect in certain circles.

Abilities -
Common:
-
Technomancy – Technomancy is a type of magic that is born from the combination of the Dark Elves Summoning Magic and the Goblins' Tool Mastery capabilities. This ability allows the Drolins to have the special ability that allows them to summon and control a wide variety of tools as if they were living extensions of themselves. These tools have no free will or thought, they simply act as an extension of the user. With a max of 10 basic tools being able to be summoned at a time.
-
Eyes of Knowledge – The eyes of a Drolin are special, having combined the True Sight of a Dark Elf and the Smarts of a Goblin, it is able to look at an object or thing and learn basic information about that thing. This has limits, and only works on reasonable things, but it is still quite useful for common things.
-
Enhanced Limbs – They have 5x the speed, stamina, and flexibility of a normal human.
Uncommon:
-
Advance Technomancy – Like Technomancy, Advance Technomancy is something some special Drolins can learn, allowing them to summon a special type of constructed golem that is able to serve them in various ways. These Golems have the physical capabilities of 4x Strength, 5x Durability, and 2x Speed, and they die when the core in their chest is destroyed. They can summon a max of 5 of these Golems at a time, with a cooldown of 15 turns after summoning them.
-
Mental Scope – Some special Drolins are able to create an inner palace in their mind, allowing them to store information they learn in such a way that they will never forget that information normally. Allowing them to access and use that information at any time.
Rare:
-
Mark of the Magic Tool – Some Drolins are able to call forth a magical tool that, when used, boosts their magical capabilities by 2x and their mana regen by 5x. This tool also has capabilities of its own, depending on the user.
Weaknesses -
Fire and Ice – They dislike the heat and cold. They are very sensitive to fire, and they burn easily. Ice makes their blood slow, and they get sick easily.
Salt – It burns them to touch it.
Red Wine – It is poisonous to them.
Lifespan -
450.
Extra -
Can't reproduce.
Dwoblin
Appearance -
They are humanoid in form with a short and somewhat stumpy body, standing at the average height of anywhere between 3 and 4 feet; often, they are no taller than 5 feet. They have traits resembling both those of a Goblin and a Dwarf, such as their natural hair growth, green or grey skin, and even their large ears.
Information -
Dwoblins is a rare race of hybrids that is the result of the crossbreeding of a dwarf and a goblin, two races that is known for their genius and crafting capabilities, resulting in a new race that not only takes on both of their traits, but goes even further along the path of being a master crafting species.
Dwoblins are a very rare race to encounter due to how unlikely they are to be born. The union between a dwarf and a goblin is not a common one to happen in the first place, but even then, they are unlikely to have a child due to how difficult conceiving one amongst their races are, and if they do somehow conceive a child, the likelihood of a miscarriage or stillbirth is very high. These conditions all result in Dwoblins being a very rare race.
As a race that is born from two highly intelligent species, both known for their abilities to craft and make things, they inherit these traits from both their parents. In fact, they push the line even further, having
abilities that go beyond simple mastery over crafting or knowledge.
Contrary to what one would believe, Dwoblins are widely accepted and praised by not only the Dwarven and Goblin community, but also the world as a whole due to their capabilities, many seeking them out for the crafting of items.

Abilities -
Common:
-
Crafting Mastery – They are a race that excels in crafting, combining the capabilities of both a dwarf and a goblin; they are able to craft a wide variety of things and understand the usage of tools to craft them with ease.
-
Tool Affinity – They know the workings of almost anything they craft perfectly, and can understand how to use most items and tools by simply touching them once. Naturally, it has limitations, but upon simply touching the most common or even uncommon things, they can get a detailed understanding of how to use and even make it.
-
Compressed Physique – They have a body that is compressed and capable, being 6x better than a normal human in all physical aspects.
Uncommon:
-
Detailed Memory – Some Dwoblins have such perfect and detailed memory that they are able to easily replicate the process to make something by simply crafting it once before or seeing a detailed process of making it. Cutting down the time they need to craft that thing by a large amount.
-
Enchanted Tools – In special cases, a Dwoblin can summon a wide variety of tools at will and control them with simply their mind, using them to be able to not only craft but do other things with them. These tools are bound to the user, and they can summon up to 15 different common and uncommon tools at will. The user can also replace one of these tools with a crafted tool, being able to use it in the same way.
-
Runic Mastery – Some Dwoblins are able to engrave detailed runes into the items they craft, granting them special magical capabilities.
Rare:
-
Enchantment Mastery – Some Dwoblins, in very rare circumstances, are born with the ability to give up to 6 enchantments to an object, with an extremely long process requiring considerable effort.
-
Price Of Enchanting – Some Dwoblins have the very special ability to pay a portion of their lifeforce, soul, and capabilities to enchant one enchantment into an object. This enchantment does not take up a slot on that object but can only be used once per object. If this ability is overused, it will kill the user.
Weaknesses -
-
Cold – They are sensitive to the cold and get sick easily.
-
Magic – They aren’t the best at non-enchantment magic.
-
Red Wine – It is poisonous to them.
Lifespan -
350.
Extra -
Can't reproduce.
Nymphalis
Appearance -
They are often humanoid in form with a blend of features from both the Merfolk and Succubus/Incubus races. In most races, they have somewhat pointed ears and horns, and depending on whether they are on land or water, they can change between two different forms. While on land, they gain a fully humanoid form with normal legs, demonic wings, and a tail; however, while in water, their legs become a fish-tail and they lose the wings. Their eyes radiate an alluring charm at all times, glowing slightly under the darkness, and their skin may shimmer with a faint aquatic glow. Some may even have gills or aquatic patterns on their skin.
Information -
Nymphalis are a unique half-breed race that is born from the crossbreeding of a Succubi/Incubi and Merfolk. Two races that are known for their charm and allure, making them one of the most charming and alluring races in the world, they are often sought after for their appearance and voice.
Nymphalis are a very rare race to encounter on land or in the water due to how difficult they are to be born. Both races, to begin with, naturally do not have high birth rates, but even then, they can live on both the land and water freely, allowing them to avoid encounters with most people.
They are a race that is the very meaning of charming and alluring. It is in their blood and very being, not only their physical appearance, but also their voice, and even their magic. Nymphalis, unlike Succubus/Incubus, do not need intimate activity to survive; instead, they feed on the emotion created by those who feel attracted to them, using that to grow stronger and survive.
Nymphalis are very widely known for their appearance and, in fact, sought after for it. While this allows them to be accepted and even praised by most easily, it also endangers them, as often people try to capture them for their own benefit, making them a race that tends to avoid exposure.

Abilities -
Common:
-
Enchanting Aura – Nymphalis passively exudes an aura that captivates and attracts others even without them knowing it. This makes anyone around them more likely to be friendly to them, and weak-willed ones can even outright fall in love with them.
-
Enticing Water – Nymphalis can manipulate water at will within a range of 50 meters around them. This water is not normal, however, instead it possesses the property of enticing anything it soaks to be more inclined with the will of the user.
-
Adaptability – Nymphalis can adapt to both underwater and terrestrial environments. They can survive in both environments without issue, and while in either, they gain a 5x boost to all the traits required to live in them.
Uncommon:
-
Emotional Resonance – They can sense and influence emotions to a certain extent in those around them with a weakened will. They also have a resistance to those that can mess with the mind by 3x that of a normal human.
-
Hybrid Vigor – Their physical and magical capabilities increase when surrounded by emotions that favor them, such as love, friendship, hope, praise, and other emotions directed at them. Boosting physical capabilities by 4x and magical by 2x.
Rare:
-
Morphic Fusion – Nymphalis can temporarily merge their aquatic and demonic forms, surrounding the area around them in 100 meters in water, in which they gain a boost of 4x all stats. This lasts for 5 turns with a cooldown of 25 turns.
Weaknesses -
-
Emotional Vulnerability – Extreme emotions can affect Nymphalis more intensely.
-
Dandelion – Burns them to the touch.
Lifespan -
1200 years.
Extra -
Very difficult for them to reproduce.
Insemun
Appearance -
They are humanoid in form with the combined traits of a human and an insectoid. While their bodies are primarily that of a human, from their hair, skin, eyes, and so forth, they can also exhibit traits that are commonly found among insectoids, such as insect wings, antennas, extra eyes, or other bug-like features.
Information -
Insemun is an unlikely half-breed race that one would not expect, but where there is a will there is a way. The Insemun is the product of the unlikely cross-breeding of a Human and an Insectoid, resulting in a new race that has more human traits than a normal insectoid but more bug-like features than a human.
They are quite a rare race, as the combination of Insectoid and Human isn't a common one to begin with, and the birthrate amongst them is rather low. This results in their rarity, making encountering them, or even knowing about them, quite uncommon. Most Insemun can even blend in with normal humans without any issue, making it even harder to spot one.
Insemun is a race that isn't particularly skilled in anything, but also not particularly hindered by anything, taking this trait from their human bloodline. This, combined with their insectoid features, makes them quite an adaptable and survivable race, able to survive in most situations thanks to their body and features.
They are a race that is not widely known, in fact, only those who have met one or read about them would actually know they exist, as most common people would likely never encounter one in their life, and if they do encounter one, they would never know unless told due to how easily they blend in.

Abilities -
Common:
-
Adaptability – Inherited from their human side, Insemun excels at adapting swiftly to various environmental conditions and can survive in even cold or hot weather without many issues.
-
Insect Nature – Reflecting their insectoid lineage, they possess the innate abilities and skills of the insects they are descended from.
-
Enhanced Senses – Insemun often has enhanced senses, having 7x human sensing capabilities.
-
Chitinous Resilience – Insemun boasts enhanced durability with a chitinous exoskeleton, providing natural armor against physical harm. This grants them a 4x human durability.
Uncommon:
-
Scatterbug Fusion – Some Insemun can transform into a swarm of insects, akin to the Scatterbug ability of Insectoids. This transformation lasts for 4 turns, with a cooldown of 6 turns before it can be used again; they can also cut it short by reforming.
-
Rapid Regeneration = Some Insemun possesses an accelerated healing ability, allowing them to recover from injuries at an increased rate of 6x that of a human.
-
Mimicry Mastery – Some Insemun can mimic the appearance and behavior of specific insects, granting them camouflage.
Rare:
-
Metamorphic Fusion – Exceptional Insemun can undergo a controlled metamorphosis, adapting their physical form to match specific insectoid traits.
-
Flight of the Swarm – Rare Insemun can transform into a swarm of insects at will, offering enhanced mobility and strategic advantages.
Weaknesses -
-
Insect Weakness – They are vulnerable to whatever weaknesses are associated with their specific insect lineage.
Lifespan -
250.
Extra -
N/A
Ayakashe
Appearance -
They are humanoid in form with traits that blend together both from an Animusois and a Kitsune. Their bodies tend to carry a smoky outline at times, which can grow even thicker depending on their emotions or will, with appearances that are considered quite charming to most due to their Kitsune bloodline. They come in a variety of heights and sizes, but they all have the common traits of a fox-like tail and horns at the top of their head. Some even have sharpened teeth and glowing eyes.
Information -
Ayakashes are a special race of beings that are born from the cross-breeding of a Kitsune and an Animusois, two races that are known for their skills in the mental magic aspects, as well as illusions. Due to this combination of two skilled bloodlines, the Ayakashe is skilled in mental manipulation.
While not common, they are not completely rare either, as they can be born from two races that have little to no difficulties reproducing, and while the combination is an unusual one, it is not impossible. Due to this, encountering an Ayakashe isn't all that rare, even more so since most Ayakashe tend to tread the path of fame, often becoming singers, bards, and more.
Ayakashes are a race that is born from two races that are powerful in mental magic and illusions, due to this they take on both traits and become even stronger in them. Often praised for their mastery over the aspect of mental illusions and manipulation, they are feared just as much as they are honored.
They are a race that is wildly known due to how often an Ayakashe tends to become a celebrity or singer around the world, due to this, they are wildly accepted; in fact, very few cultures in the world have any dislike towards the Ayakashe, with the only reason one could find is fear for their power.

Abilities -
Common:
-
Mental Supremacy – Ayakashe possesses a 3x affinity with mental, illusions, and mind-related magic.
-
Illusory Presence – They can project illusions within a range of 15 meters, combining the Kitsunes' illusionary magic with Animusoises' ability to stimulate realistic illusions. This allows them to create illusions that can stimulate all the senses but touch.
-
Mind-Weave – They can weave subtle mental threads in their illusions, influencing the thoughts and emotions of those who perceive them to an extent.
-
Demon Fox – They have the body of a demon and a fox in one, giving them a boost of 4x to all their physical capabilities, and a 6x to their speed.
Uncommon:
-
Spectral Shift – Some Ayakashes can temporarily shift into a smoky, ethereal form, gaining increased agility and allowing them to pass through obstacles. This boosts their speed by 3x that of their original for a period of 9 turns, with a cooldown of 15.
-
Darkfire Manipulation – Some Ayakashes gain control over a special type of dark-fire, a magical fire unique to Ayakashe. This ability lets them control the fire within a range of 10 meters of them, this fire deals mental damage rather than physical damage.
-
Nightmare Charm – They can induce nightmares in up to 3 beings as long as the beings are asleep. Depending on how strong the mental abilities of the being is, they can be trapped in it for a period of time.
Rare:
-
Mental Plane – They are able to pull people within their own mental plane for 5 turns, and within this plane, they are completely in control of everything, even the layout, and any damage done in this plane is mental, not physical, with a cooldown of 50 turns.
-
Shifting Nightmare – Some special Ayakashes can infuse their illusions with nightmarish elements, making them even more potent and challenging to resist. This grants the illusions a physical aspect temporarily. Lasting 5 turns with a cooldown of 15.
-
Ethereal Fusion – In times of great need, they can temporarily merge their physical and smoky forms, gaining 6x heightened agility, 3x magical resistance, and physical immunity. This lasts 5 turns with a 15-turn cooldown.
Weaknesses -
-
Salt – They can't cross salt.
-
Red Wine – It is poisonous to them.
Lifespan -
3550.
Extra -
N/A
Ayakashe
Appearance -
They are humanoid in form with traits that blend together both from an Animusois and a Kitsune. Their bodies tend to carry a smoky outline at times, which can grow even thicker depending on their emotions or will, with appearances that are considered quite charming to most due to their Kitsune bloodline. They come in a variety of heights and sizes, but they all have the common traits of a fox-like tail and horns at the top of their head. Some even have sharpened teeth and glowing eyes.
Information -
Ayakashes are a special race of beings that are born from the cross-breeding of a Kitsune and an Animusois, two races that are known for their skills in the mental magic aspects, as well as illusions. Due to this combination of two skilled bloodlines, the Ayakashe is skilled in mental manipulation.
While not common, they are not completely rare either, as they can be born from two races that have little to no difficulties reproducing, and while the combination is an unusual one, it is not impossible. Due to this, encountering an Ayakashe isn't all that rare, even more so since most Ayakashe tend to tread the path of fame, often becoming singers, bards, and more.
Ayakashes are a race that is born from two races that are powerful in mental magic and illusions, due to this they take on both traits and become even stronger in them. Often praised for their mastery over the aspect of mental illusions and manipulation, they are feared just as much as they are honored.
They are a race that is wildly known due to how often an Ayakashe tends to become a celebrity or singer around the world, due to this, they are wildly accepted; in fact, very few cultures in the world have any dislike towards the Ayakashe, with the only reason one could find is fear for their power.

Abilities -
Common:
-
Mental Supremacy – Ayakashe possesses a 3x affinity with mental, illusions, and mind-related magic.
-
Illusory Presence – They can project illusions within a range of 15 meters, combining the Kitsunes' illusionary magic with Animusoises' ability to stimulate realistic illusions. This allows them to create illusions that can stimulate all the senses but touch.
-
Mind-Weave – They can weave subtle mental threads in their illusions, influencing the thoughts and emotions of those who perceive them to an extent.
-
Demon Fox – They have the body of a demon and a fox in one, giving them a boost of 4x to all their physical capabilities, and a 6x to their speed.
Uncommon:
-
Spectral Shift – Some Ayakashes can temporarily shift into a smoky, ethereal form, gaining increased agility and allowing them to pass through obstacles. This boosts their speed by 3x that of their original for a period of 9 turns, with a cooldown of 15.
-
Darkfire Manipulation – Some Ayakashes gain control over a special type of dark-fire, a magical fire unique to Ayakashe. This ability lets them control the fire within a range of 10 meters of them, this fire deals mental damage rather than physical damage.
-
Nightmare Charm – They can induce nightmares in up to 3 beings as long as the beings are asleep. Depending on how strong the mental abilities of the being is, they can be trapped in it for a period of time.
Rare:
-
Mental Plane – They are able to pull people within their own mental plane for 5 turns, and within this plane, they are completely in control of everything, even the layout, and any damage done in this plane is mental, not physical, with a cooldown of 50 turns.
-
Shifting Nightmare – Some special Ayakashes can infuse their illusions with nightmarish elements, making them even more potent and challenging to resist. This grants the illusions a physical aspect temporarily. Lasting 5 turns with a cooldown of 15.
-
Ethereal Fusion – In times of great need, they can temporarily merge their physical and smoky forms, gaining 6x heightened agility, 3x magical resistance, and physical immunity. This lasts 5 turns with a 15-turn cooldown.
Weaknesses -
-
Salt – They can't cross salt.
-
Red Wine – It is poisonous to them.
Lifespan -
3550.
Extra -
N/A
Florslimea
This is a permission only race
Appearance -
While often humanoid in form, they can shape their body to take on different forms as they please, with a flexible and changeable body. They take traits from both their elemental and slime parents, having a semi-translucent body that is made out of a goo-like liquid that is constantly flowing with an element, be it fluid like waving water, flickering with flames of a fire, harden texture of earth, or ethereal wisps for wind. They all have a core in the centre of their forms that is made out of a hard, crystal-like material.
Information -
Florslimea are a special and very rare race that is born from the combination and special conditions of an Elemental and Slime cross-breeding. They are special compared to their parental counterparts, taking on traits both races have, and combining them in new ways.
They are a very rare and unusual race to encounter, in fact, most people do not even know they exist due to the rarity of their combination. Not only are the two races required to make them unusual to begin with, the process to make them are also rather complex, requiring an Elemental and a Slime to combine their mana in a special rotation for multiple days on end until the core of a Florslimea is form, after which they slowly grow by being provided mana from the parents.
Florslimea are a very powerful race. They take on traits of a slime, making them flexible and fluid, allowing them to shift and shape themselves as they see fit to match the needed situations, while also taking on the elemental mastery from their elemental parts, allowing them to control the any one of the four common elements depending on their Elemental parents, be it fire, water, wind, or earth.
They are a race that is not widely known; in fact, they are only talked about in books, and encountering one is considered very rare. Many people do not even know they exist due to the rarity of their existence. They are also often mistaken for monsters, causing them to take a more hidden approach from people.

Abilities -
Common:
-
Elemental Body – Florslimea have a body that is coated in one of the four following elements; fire, wind, water, earth. The element depends on their Elemental Parent, and can not be changed. This grants their body special traits depending on the elements, such as flexible fluidity for water, flight and intangibility for wind, burning heat for fire, and a hardened body for the earth.
-
Shape Adaptation – Similar to Slimes, they have the ability to reshape their form as needed, integrating their elemental features; their core is always in the middle of whatever form they take.
-
Elemental Sensing – They can sense the presence of nearby elements that is inclined with their own within a range of 100 meters.
-
Liquid Resilience – Their slime-like form grants them enhanced resilience against physical attacks, making them highly resistant to conventional weaponry.
-
Elemental Resistance – They have a heightened resistance to elemental attacks of the same element, granting them 50% resistance to their own element type.
-
Elemental Mastery – They have a 3x boost to mastery over their own type of element.
Uncommon:
-
Elemental Armour – Florslimea can combine their element and slime properties to create a semi-solid, semi-liquid form of armor that grants them additional defense, and even attack properties depending on the elemental type.
-
Mimicry – They can mimic the appearance of creatures or objects they've encountered, looking exactly like it, and can use their abilities in that form.
-
Elemental Siphon – Florslimea can absorb ambient elements from the environment, temporarily boosting their own elemental powers or boosting their healing capabilities.
-
Elemental Aura – They can project an aura of their element in an area of 50 meters around them for 7 turns, influencing the immediate environment and providing benefits to allies or hindering enemies, with a cooldown of 15 turns.
Rare:
-
Elemental Fusion – Some rare Florslimea can have two elemental types rather than just one, being able to fuse them perfectly.
-
Core Transcendence – Rare Florslimea can temporarily transcend their core, allowing them to survive even if their core is temporarily destroyed, reforming after a brief period. This has a cooldown of once per month.
Weaknesses -
-
Opposite Element – The opposite element type does extra damage to them.
-
Mercury – Mercury does extra damage to them and burns to the touch.
-
Core – If their core is destroyed, they die.
Lifespan -
Unaging.
Extra -
N/A
Succutoct
Appearance -
They are humanoid in form with the traits of both their Succubus/Incubus bloodline and their Octupate bloodline, giving them an unusual form. From their demonic bloodline, they have the common traits of a demon, such as a tail, horns, or even wings, and with their Succubus/Incubus parents' traits, they inherit a charming look. From their Octupate bloodline, however, they inherited a somewhat slimy and scaly skin with tentacles for hair. Often they are in shades of odd colours, such as green, blue, or similar shades.
Information -
Succutoct is a rare and unusual race that is born from the cross-breeding of a Succubus/Incubus and an Octupate, resulting in a species that is called Succutoct, one that holds traits of both parents, combining them into something new.
They are a rather rare and uncommon species to encounter, this is due to the fact that both races they are born already face difficulties giving birth or are uncommon in general. Due to this, the population of Succutocts is rather low, with very few encountered. To further add to the unlikeliness of encountering one, they are able to live on both land and water, expanding the places they could be.
Succutoct is a rather unusual race in the sense that their combination isn't one that would normally be expected, due to this, they have a combination of odd capabilities related to both bloodlines, such as their natural charm and powerful tentacles and water magic.
Being able to live on both land and underwater, they are an unlikely race to encounter, and with their limited birth rate, many people do not even know they exist.

Abilities -
Common:
-
Enchanting Aura – The Succutoct has a naturally charming aura, and while it can make people more inclined to be friendly towards them, it is mainly effective on aquatic creatures and animals, making them more passive, friendly, or, if weak enough, even willing to do what the person wants.
-
Ink Manipulation – Drawing on the Octupate heritage, they can shape and control the ink they produce, using it for communication, illusions, or as a defensive mechanism.
-
Demonic Bloodline – They are from the bloodline of demons, after all, granting them all the physical capabilities of a normal demon, and in water, this is doubled.
-
Amphibious Adaptation – The ability to transition seamlessly between land and water, with enhanced agility and speed in both environments.
-
Water Mastery – They have a 2x boost to water magic.
Uncommon:
-
Charming Illusions – Some Succutoct can tap into their ink-like magic to create illusions that are semi-realistic within a range of 40 meters, able to play on the feelings of desire and love in people within that range, messing with all four senses but touch.
-
Tidal Resonance – They can manipulate water in the vicinity of 50 meters around them.
Rare:
-
Charming Tentacles – Combining both the Succubus/Incubus bloodline and the Octupate bloodline within them, some Succutoct are able to imbue their tentacles with the charming energy that normally radiates around them, making it so touching things with the tentacles can cause the thing touched to feel a stronger sense of desire or care towards the person.
Weaknesses -
-
Salt – They can't cross salt.
-
Red Wine – It is poisonous to them.
Lifespan -
800.
Extra -
They can't reproduce.