In the known world, several races occupy the land. Their territories, kingdoms, locales — all of them vary in their own way. Of the many races, these are those deemed the most concurrent creatures, divided into their own categories for their unique aspects…
Of the many races of the world, these are creatures whose strengths and properties far outclass others.

The Arachne – Weavers Bound to Silken Shadow.
The Arachne are swift, silk-bound beings born of patience. They are masters of ambush and crowd control, weaving webs to dictate the flow of battle. When their prey is entrapped by silk, the arachne makes haste through poison and power to claim their bounty. Nimble and swift, they fail to hesitate.
Background: Trappers in the Nests of Darkness.
Any creature would observe a spider and find no hesitation in removing it from their sight. One would be wiser yet to avoid an Arachne, for those silk-weavers of the deepest dark shall find no hesitation in removing anyone else. From the depths of caverns marked by thick, silken cocoons and webs, the arachne have learned to traverse the moonlight and delight themselves with unsuspecting prey.
These nocturnal spiderlings observe their potential food from the day, stalking them as the day passes by. When the night rises, they take action. They recluse themselves long enough to create their nest of silk, waiting for their prey to fall into the weaver’s hands. Their fangs secrete lethal poison when they aim for the attack, and when in the face of danger, they gain the capability of controlling their environs through their own silk webs. They are trappers and ambushers at heart. The arachne are deadly when they thrive upon their own conditions. Their webs constrict and hinder, and their venom aids before the killing blow.
However, one great consideration that all arachne must accept is that, while they are born to thrive in the darkness, even the darkness itself is not a kindness. If even the most aware of arachne are caught off-guard, they themselves can become someone else’s sustenance. Within their agility, lies a severe frailty that has even warranted several to remain isolated from the world. However, while some choose to remain in the dark, others try to acclimate to the other conditions of the realm at the risk of becoming weaker.
And so, they acclimate to the changing of the stars. As the curious arachne seeks to explore the path ahead, they discover a place they can claim as their nest… but are they at risk of being caught in someone else’s web? Into the unknown, they must weave, if even just to save themselves.
Ability Overview
Perks
Ability: Silken Leap. Perform a long horizontal leap in the direction you face.
With their weightless bodies, the Arachne can jaunt forward with ease.
Ability: Webspinner. Create 5 cobwebs that spawn in your inventory. After casting this ability, you gain Cobweb Fatigue.
The Arachne spins their web with meticulous designs; they create their webs that capture and persist. Once their webs are formed, exhaustion takes place.
Small. You are a half-block smaller than other creatures.
Small are these web-weaving creatures, yet their size is no flaw to their ambushing ways.
Tailwind. Your walking speed is increased.
With their nimble bodies, Arachne can outrun most creatures.
Like Air. Modifiers to your walking speed also apply to your airborne speed..
Riding the breezes that follow them, the Arachne move swiftly.
Acrobatics. Your fall damage is nullified, regardless of the height of your descension.
Regardless of their heights, the Arachne is unwavering in their devotion to spin their webs. Falling is nothing worthy of concern.
Venomous Strikes. Whenever you deal melee damage to your target, you also inflict Poison.
The Arachne are lethal in the form of their toxins. Coating their claws and blades creates a poisonous edge for the spiderling to achieve victory within mere moments.
Master of Webs. You can navigate through cobwebs and sense their foes caught within them. Whenever you hit a creature with your fists, they are stuck in a cobweb for a short duration and can also be seen. Lastly, you have the ability to craft cobwebs.
Arachne have perfected the art of weaving their webs to such a standard that they utilize it however they so choose. From being able to traverse their webs to entrapping their foes, the Arachne revolutionizes the art of ambushing.
Silken Ascent. You are able to climb terrain vertically with relative ease.
Attaching their claws to the walls, the Arachne can climb to the stars with ease.
Predator's Sight. You have Night Vision.
Their eyes allow them to see the land in all shades, thus darkness is nothing to them.
Conditions
Cobweb Fatigue. You receive Hunger III, Slowness II and Mining Fatigue II for 1m after using Webspinner.
After weaving their webs into perfection, the Arachne grows exhausted and must seek nourishment.
Delicate Weaver. Your maximum health is reduced by 03 hearts.
The weaver-like bodies of the Arachne are built largely for combat, yet they are still frail.
Fragile. You take increased damage from all types.
As nimble and dangerous as the Arachne can be, they are susceptible to the world's dangers, far more so than others.
Lingering Flames. Fire persists on you indefinitely until you put it out.
Fire is a true danger to the Arachne.
Thin Figure. You take increased projectile damage.
Should these weavers succumb to damage from afar, the injuries are far worse.
Voracious. Your hunger bar depletes quicker.
The Arachne spin their webs with such a drain to their energy, more sustenance is required.
Sun-Weary. You receive Weakness I when exposed to daylight.
The darkness is the Arachne's domain, and so to expose themselves to the daylight is a risk onto themselves.

The Manticore – Unrelenting Hybrids of the Hunt.
The Manticore is a feral, venom-tailed being born of sun-scorched lands. Their hybrid forms intimidate and bring fear to those of weaker hearts. They thrive in direct combat, striking with overwhelming force. Enemies may try to outrun these hybrid creatures, but they will never be able to hide.
Background: Unstoppable Forces of the Blazing Sun.
Manticores are creatures once native to the hottest deserts of the world; where the sun bled into the dunes, they thrived. However, it was not until a deep-red moon emerged that they became bloodthirsty. Blessed by the crimson light, the cosmos thus granted them the properties of different creatures of power. And so, the manticore came to be -- a voracious hunter of the world. However, that descriptor of the manticore is merely suggested by rumors. The only truth residing from those rumors is that they are natural hunters for blood and sustenance, and perhaps even sport.
Manticores often bear the tail of a venomous scorpion; the mane of a crimson lion; and a face akin to a human being. Some records suggest they have wings of a gargantuan bat, but those records are very few and far between. Although certain manticore vary in their physical features, they all still retain some factor of heavy intimidation. They are masters of unrelenting force, striking fear with voracious eyes. Their talons and scorpion-like tail are poisonous, and when threatened, their thick fur provides excellent resistance against the incoming blows. However, even unrelenting forces must be aware to care for themselves; manticores must ensure they can claim their prey, else they grow exhausted and weak. They can leap forwards with haste, claiming their bounty with ease. However, should they prove careless, a small fall may prove fatal.
The manticore may be a natural hunter of the realm, but they are still creatures of the changing world. And so, some choose to stay their appetites in favor of joining the rest of the races in the oncoming world. Especially now, where the stars have shifted to guide them to something else entirely. In which case, these hybrid creatures must choose to follow the stars themselves. Will the stars lead them to new hunting grounds? Or will this unstoppable force of power meet something far greater than them?
Ability Overview
Perks
Ability: Tainted Lunge. Strike forward with a leap, dealing damage and inflicting Poison.
With toxic tail and claws unleashed, the Manticore strikes with no hesitation.
Large. You are a half-block large than other creatures.
Manticore are intimidating beings of larger heights.
Chitinous Hide. Gain natural armor equal to the effects of Resistance II.
The dense coat of the Manticore makes them nearly-impervious to small blows.
Quickburn. Fire dies out on you faster.
Nothing will stop these hybrid beings -- not even the flames which burn still.
Might. Gain natural damage equal to the effects of Strength I.
Every strike they perform is dangerous, even if they are glancing blows.
Venomous Strikes. Whenever you deal melee damage to your target, you also inflict Poison.
The Manticore injects their foes with toxins most lethal, wearing them down and blistering their strength through poison.
Natural Hunter. Creatures with low health will be revealed to you.
The Manticore are hunters with a near-perfect sense to their foes. There is no hiding from them.
Bloodsense. Wounded creatures will stand out to you.
The scent of blood enhances their drive to satiate their hunger; their targets are a unique scent.
Predator's Sight. You have Night Vision.
Their bloodlust eyes allow them to witness the world of day and night at its entirety.
Conditions
Crushing Impact. You take increased fall damage.
Manticore are heavier creatures and sustain heavier injuries should they fall.
Hollow Guard. You take increased projectile damage.
Although their hide is sturdy from slashes and bludgeons, the Manticore can sustain severe damage from piercing or from afar.
Soaked. Gain Slowness I and Weakness I while in the rain.
Manticore are adverse to the water from the sky, thus their hide becomes denser and they become weaker.
Cramped. You become weak and slower when enclosed by tight spaces.
Manticore are creatures meant to destroy and terrorize in open spaces. Tighter areas will conceal their strengths.
Carnivorous. You can only eat meat and poultry. You can still consume drinks.
The Manticore thrive only through consumption of meats.
Devourer. Killing a creature restores a small part of your hunger bar.
Thriving on the Hunt, the Manticore claims their bounty and restores their nourishment from battle alone.
Voracious. Your hunger bar depletes quicker.
The Manticore require additional sustenance in order to maintain their hunt.
Picky Eater. Consuming regular food will drain your hunger.
The Manticore have a unique stomach that prevents normal food from digesting nutrients properly.

The Wyverian – Winged Beings, Born of Flame and Fire.
Wyverians are winged, scale-clad beings born of ancient flame. With powerful frames and grounded wings, they skim low through the air rather than soar. Their hardened scales shrug off blows, and their breath manifests as fireballs that instinctively adapt to what they face. They move like living embers: heavy, relentless, and built to endure.
Background: Children of the Sunflares Brought to Light.
High above where the skies shine eternal, scaled wings cast a shadow over unsuspecting prey. As crimson flames descend upon them, the Wyverian claims their bounty with nothing but eternal fire igniting their own body. And once they have had their fill, they ascend to the skies once more and seek their next victory.
Fables of the carnivorous wyverian often suggest a violent winged creature born of flame and fire, but they are truly much more than that. Wyverians are creatures native to the burning locales of the world, blessed by the sun itself to which they have earned their hardened scales and burning hands. They are equally viewed as guardians, or as bringers of destruction. Either way, the wyverian cares only for how far their wings can spread, a show of their freedom and prowess.
The average wyverian is roughly larger than most others, their winged and scale-clad physiques also providing a sturdier defense. Their particular size serves as a factor of intimidation to some, but their greatest aspect is their blazing heart -- literally. As they are connected to the sun’s flares, wyverians are able to breathe fire and ignite their foes with ease. It is a simple truth in that: wyverians are not creatures to be trifled with.
In which case, wyverians do not simply fly the skies unknowing of their weaknesses. As their connection to fire is their greatest strength, water itself is their greatest adversary. More importantly, while almighty, their dulled precision often prevents them from striking where it truly hurts. Nevertheless, the wyverian should know their strength and frailties, thus they choose their living cautiously.
As the stars confine themselves and all others to a trail above the sky, the traveling wyverian questions cannot help but caution themselves with the unknowns of uncertainty. How far will their wings take them? More importantly, what freedom will they find here? Against uncertainty, the wyverian still must take flight.
Ability Overview
Perks
Ability: Scorchshot. Launch a three-shot burst of Wyverian fire.
Bellowing from their breaths, the Wyverian unleashes its flames upon those who are too late to run.
Ability: Twin Gust. Launch a two-shot burst of compressed wind in a tight spread.
In unified effect, the wings and breath of the Wyverian cast down a burst of wind that grounds their foe.
Large. You are a half-block larger than other creatures.
Wyverians are beings born of the those whose wings spanned the world. Naturally, they are larger than all others.
Draconic Wings. You wear an elytra, allowing you to fly.
Their wings span their length and cover the realm.
Scaled. Gain natural armor equal to the effects of Resistance I.
Their scales are durable and capable of tanking damage to a slight extent.
Infernal Resilience. You have fire resistance, gaining immunity to the damaging effects of fire and lava.
Born of the flames deep beneath the world and in the ashen craters, the Wyverian thrives in the hottest environs -- literally.
Might. Gain natural damage equal to the effects of Strength I.
The Wyverian is naturally stronger, and coupled with their unyielding fire they become unmatched.
Ashen Strikes. Whenever you deal damage to your target, they are set on fire.
The Wyverian sets ablaze their targets with ease.
Conditions
Blunt Force. You cannot perform critical strikes.
Wyverians are brute forces, lacking the mastery of precision; their blunt power is all they can muster.
Heavy-Blooded. Your movement speed is reduced.
The Wyverian's place is in the skies. Anywhere else: they are vastly hindered in movement.
Firework Denial. Fireworks cannot be used to propel yourself.
The heavy-weight nature of the Wyverian makes sky propulsion by certain means impossible. Fireworks, ironically, fail to lift them.
Hydrophobia. You take continuous damage from water sources.
The greatest weakness of the Wyverian are sources of water that outsize them Should they submerge themselves in water or even encase part of their body in it, they begin lose their flaming life force.
Cramped Skies. You become weak and slower when enclosed by tight spaces.
With little space to span their wings, Wyverians are rendered weakened and slowed.
Carnivorous. You can only eat meat and poultry. You can still consume drinks.
Wyverians naturally digest meat as part of their diet. Other forms of food cannot be processed.
Ravenous Flame. Your hunger bar depletes quicker.
Channeling their flames requires intense energy, and so they require intense sustenance.
When the world is at its cruelest, there are those who seek to protect themselves – and perhaps others – at whatever cost.

The Fenrkin – Great Wolves Howling Beneath the Blazing Sky.
The Fenrkin are children of Greater Wolves. They are hunters by inheritance, and always choose themselves and those they trust. Large in stature, these wolf-like creatures are resilient and unyielding. Their nature yearns for them to quickly hunt for sustenance before retreating into the warmth of the sun.
Background: Venerable Children of Greater Wolves, Unwavering in Loyalty.
They thrive upon the bounty gifted by the sun. As night falls, they retreat into caution; patience claiming them until dawn rises for them to roam again. When the creatures of darkness approach, they invoke the wilds deep within their hearts to protect themselves and their cherished friends. Their fangs bared and eyes glowing with intent, the Fenrkin strikes quickly and precisely.
These sunbound creatures are social creatures of the known realm, often found together in packs or, less often, alone. They are large beings rumored to be descendants of the Greater Wolves, a race of grand beings who once towered over structures and thrived in the embrace of the sun. The whereabouts of the Greater Wolves is largely unknown, but traces of their prints have left many to speculate. Regardless, the fenrkin take after their towering ancestors, standing tall and brave against the odds.
Fenrkin are quite strategic in their hunt, but not in the sense of trickery or guile. In fact, the fenrkin take on a far more direct approach: once they spot their prey, they execute on sight. Utilizing every ounce of energy they have; they unleash the blessings of the Greater Wolves to empower their strength and physique tenfold for a brief moment. Such a skill takes a substantial toll on the fenrkin, rendering them exhausted and at their weakest. Even then, a weakened fenrkin is still strong enough to take a stand. But will it truly be enough in the end?
The curious fenrkin travels the world to investigate the stars that have guided so many others to one space in this moment of time. As the ominous call of cosmic light whispers possible uncertainty, with hints of bounty and endless hunt, will they choose to act on it as swiftly as possible? Or will they wait, biding their time with the pack they may confide in? One howl to action is all it takes.
Ability Overview
Perks
Ability: On the Hunt. Invoke the power of the Greater Wolves, gaining Speed II, Haste II, and Strength II for 1.5 Minutes. Additionally, you can see the auras of other creatures. After the duration, receive Resistance II and receive Fenrir's Retreat for a duration.
Howling for the blessings of the Greater Wolves', the Fenrkin becomes enchanted by the wilderness to hunt down their prey with ease. Their strengths enhanced, it feels as if nothing can stop them.
Ability: Pounce. Jaunt forward in the direction you are facing.
Fenrkin can pounce forward with great ease, albeit not as gracefully as most others.
Large. You are a half-block larger than other creatures.
Fenrkin are the legacies to creatures larger than great thickets, and so they are larger than most.
Tailwind. Your walking speed is increased.
Fenrkin move with haste as they traverse the world.
Dire Resilience. You gain natural armor equal to the effects of Resistance II.
The fur of the Fenrkin is tough and coarse, and so they are able to shrug off small blows.
Rain-Hardened Fur. While exposed to the rain, gain the effects of Resistance I.
The rain mats the Fenrkin's already-dense fur into a much more protective layer, dulling further incoming attacks.
Fenrir's Protection. When you are on low health, gain the effects of Absorption. This effect cannot trigger again after 05 Minutes.
When situations grow worse for the Fenrkin, they steel their resolve to perform their absolute best. No matter the cost, they still stand strong.
Pedator's Sight. You have Night Vision.
The hunter within the Fenrkin allows them to perceive through the darkness in the world.
Conditions
Fenrir's Reatreat. When On the Hunt ends, receive Mining Fatigue I, Slowness II, and Weakness I for 01 Minute.
Whether the hunt is complete or not, the Fenrkin becomes exhausted from their attempts.
Iron's Resentment. Wearing armor or using weapons above the qualities of Iron will cause you to take damage.
Fenrkin are capable of manipulating the properties of iron, but by adhering to such a metal, stronger magical materials such as diamond become their weakness.
Soaked Fur. Receive Slowness I while exposed to the rain.
The water hinders the Fenrkin movements, despite their tolerance to the weather.
Moon-Weary. Receive Slowness I and Weakness I while exposed to moonlight.
The night is the Fenrkin's time to seek respite, not combat. Their bodies grow heavy and sluggish beneath the moonlight.
Carnivorous. You can only eat meat and poultry. You can still consume drinks.
The Fenrkin thrive upon the nutritious hunt of meat and bones.

The Gorgon – Serpents of the Living Stone.
Gorgons are serpentine fables who bear semblance to ones who could petrify their foes to stone. Their eyes are sharp and powerful, capable of rendering their foes into living stone. At the height of danger, the gorgon can siphon the energies of those around, allowing them to fend off their foe, or escape unscathed.
Background: Ophidian Guardians of the Moving Stone.
One popular story tells of great serpents who lived in spires of quartz and stone. They were beings who safeguarded treasure left behind by ancients far elderly than them. Travelers who dared to trespass would be met with a stare so horrifying and powerful, they would be turned to stone. And from those stones, those serpents would create their children -- the Gorgon would emerge.
The gorgon’s origins are a large mystery. One truth-worthy note of every story told is that they are creatures descended from ancient serpents, born of magic and power. Their bodies are riddled with scales and their pupils are sharp. Gorgons are attuned to the world through their own magic, derivative of the powers to transmute.
They are vicious, cunning, and dangerous to observe. Their eyes glitter like the stars, shining brightly when they are threatened enough. Their eyes and magic of the ophidians unify as one, glancing into their target’s eyes to temporarily turn them into living stone. Even more, they can siphon the momentum of their foes, allowing them to act with haste whilst debilitating their enemies.
Gorgons are able to defend themselves quite well versus potential enemies and potential predators, however there comes a cost to their natural protection. Gorgons naturally require further sustenance to maintain their daily movements, and due to their unique anatomy, raw food is their only means of nourishment. Additionally, they bear a strict aversion to iron, as such metals strictly interfere with their attunement to their own magic. Needless to say, the gorgon thrives upon some level of chaos, whether intentional to their allies or foes.
And thus, for the gorgon traveling to follow the stars, how will they survive the tests that change their way of living? With so many other walks of life entering this strange part of the world, what can the gorgon achieve -- will they see their way through by means of stone and trickery, or be a part of something much bigger than their eyes perceive?
Ability Overview
Perks
Ability: Semi-Petrify. This ability has two charges. Press the Primary Action Key to entrance a target in your view, hindering them for a short duration. For 20s, affected targets receive Slowness VI and Weakness IV. (Cooldown - 2m once all charges have been used)
Serpentine eyes glare down and turn their foes to stone -- the Gorgon transfigures their foes and turns them to a nearly-still image of cold grey.
Ability: Speed Siphon. This ability has two charges. Press the Secondary Action Key to drain the energy of your target. For 15s, the target in your view receive Slowness I while you receive Speed Boost I. You can expend your second charge to target the same target to give them Slowness II while you recieve Speed Boost II. Alternatively, you can utilize both charges to affect two separate targets, granting each Slowness I while you receive Speed Boost II. (Cooldown - 40s once all charges have been used)
To protect themselves, Gorgons utilize their magic to hinder their foes and enhance their movement. Punishing those who dare stumble too closely, the ophidian creature siphons their momentum.
Medium. You height is average, akin to that of a human being.
Gorgons take on humanoid forms of their own volition; the only giveaways are their serpentine scales and terrifyingly-beautiful eyes.
Serpentine Grace. Your walking speed is increased.
Gorgons traverse the world through slithering and hastened movements.
Tough Skin. You take less damage.
The scales of the Gorgon are enchanted to withstand damage from all forms, rendering them naturally-defended.
Fire-resistant Flesh. Fire dies out on you faster.
Their resistance to damage is amplified by their innate skills of dousing flames.
Venomous Strikes. Whenever you deal melee damage to your target, you also inflict Poison.
The Gorgon is as venomous as a snake; their toxins are lethal and can swiftly remove the life force of their target should they ever be threatened.
Vampirism. Killing a creature restores a small part of your hunger bar.
Draining life from their slain foes, Gorgons sustain themselves further.
Conditions
Iron's Bane. Carrying iron will wither your life force away. Certain decorative items that serve no functional purpose will not harm you.
Iron disrupts the Gorgon's connections to their native magic, tearing their life force asunder if they maintain contact with the silver metal.
Limp. Whenever you take fall damage, you become slow for a brief moment.
Gorgons become hindered when sustaining fall damage due to their ophidian physique.
Bloody Diet. You can only eat raw food. You can still consume drinks.
The diet of a Gorgon is purely raw items, as their anatomy only accepts it.
Gluttonous Snake. Your hunger bar depletes quicker.
Gorgons burn their energy to maintain their magical skills, in addition to simply surviving this world.
Veiled Weakness. You cannot see creatures who are concealing their face entirely (wearing pumpkins)
A strange and complete obstruction to the Gorgon's abilities and even perception is when a creature's eyes are hidden from their sight.

The Lichling – Life Bestowed Upon Death.
Lichlings are the death-defying beings whose frames are tied to the necrotic energy pulsing in the world. Their undead bodies are far more resilient to the dangers of the land, and their ties to death magic make them a cautious force to be reckoned with. However, they must remain cautious, for life itself can be a danger to them.
Background: Unwoven by Life, Eternal by Death.
To almost every living creature of the known world, death is believed to be the finality of life. Many believe there is no conclusion more natural than the end itself.
But there are those who defy that belief, such as the Lichling, a being who has unwoven their soul to become the deathly aspect of life itself. These are undead beings who have, by some means necessary, unraveled their mortal frame into something beyond life itself -- they are death incarnate, existing through dark, necrotic forces. Lichlings can be considered immortal beings, defying life and death itself.
Their bodies vary, as where they came from or who they were before death also vary, but they all embody the aura of the unliving. Their necrotic souls allow them to thrive against circumstances most would find fatal. Should they fall, they could simply recover their life force and carry on as if they were entirely unharmed. Effects that would endanger the living would thus have no effect on a lichling. Their touch is as cold as ice, debilitating foes who dare make contact with the undead.
In many ways, they overpower any living being, but likewise, they inherit weaknesses. For instance, as lichlings are classified as undead, they are severely weakened by sunlight, and, effects restoring life - effects not akin to the lichling’s own - can wound their necrotic body. Even iron, a pure metal in this known world, is a weakness to them. Nonetheless, most would be wise to stay clear of the lichling, for they are the antithesis of life itself.
Although undead, Lichlings are still beings of the known world. As the known world is forwarding themselves to the stars that guide, the lichling follows from shadow. Will their death-bound souls be able to reach for the stars? Will they even be able to survive amidst the living? Only through death, the liching will find life -- and the answer.
Ability Overview
Perks
Ability: Death Defiance. This ability affects you while downed, or a downed target you can see within 5 blocks. Pulse life energy onto the target, surging them back to life. The target is revived with full health and hunger, and they receive Resistance III for 1.5 Minutes (Cooldown - 06 Minutes after being revived).
Lichlings cling to life as if they truly depended on it; ironic, then, that they would manipulate death magic to invoke life once more. Life is plunged onto them - or even someone they value - and so, they cheat death.
Ability: Shroud of Necros. Embody yourself in a shroud of spectral energy. While Shroud of Necros is active, You become translucent, allowing you to pass through blocks with great ease. Additionally, you become immune to sunlight. However, you cannot interact with blocks or entities, and entities can interact with you. Lastly, your hunger drains extremely quicky. This ability can be toggled off at any time.
Invoking the hexes and enchantments of death, the Lichling enters the Necros Shroud to fade from the living realm and into the ethereal. However, these powers are not quite at their highest potential, and so they are still bound to the world of the living.
Medium. You height is average, akin to that of a human being.
Lichlings are creatures that match the basic height of most others.
Undead Fortitude. Your maximum health is increased by 04 hearts.
The twisted echoes of death and life embrace the Lichling, and so their life force is expanded.
Crippling Strikes. Whenever you hit a creature with your fists, they receive Weakness I.
A necrotic touch sends a chill down their foe's spine, inflicting frailty upon them.
Unliving Purity. Negative status effects do not affect you.
These undead beings shrug off the effects of what others would consider 'terrible.' For the Lichling, these effects are trivial.
Cold Embers. Your hunger depletes slower.
These creatures born of undeath are not too concerned over their need to nourish.
Conditions
Undead. You are classified as an undead creature. You cannot drown and healing/harming effects are inverted. You are vulnerable to Smite.
Like their fellow undead, Lichlings follow similar restrictions to life and death. Weapons blessed by purifying means are the bane of undead existence. What some consider healing, is a danger to the Lichling, and vice versa.
Iron Scourge. Carrying Iron gear or weapons damages you.
The potency of iron undoes the Lichling's necrotic power. It is thus unwise for them to possess such metals.
Iron Vulnerability. You take more damage from Iron weapons.
Just as iron armor wears down the soul of the Lichling, receiving damage from blades lined with iron will render them asunder.
Lingering Flames. Fire persists on you indefinitely until you put it out.
As with many of the undead beings roaming the world, fire is not a kindness to the Lichling.
Sun-Bound Decay. Sunlight sears the necrotic energy from you, dealing damage to you. Wearing a helmet can shield you from damage temporarily.
Their physical forms cannot withstand exposure to the daylight, and so they must resort to shadow. Failing to return to shadow will cause them to burn to a crisp.
Sun-Rotted Husk. You receive Weakness I and Slowness I during the day.
The heat of the day weakens the Lichling, rendering them weaker and slower as the sun peaks upon the world.
Grave Hunger. You can only eat raw food items. You can still consume drinks.
Lichlings can only sustain themselves upon the most basic of foodstuffs -- raw foods, to be exact.
When the world is changing, whether quickly or slowly, creatures of the known world exist to move beyond the now and then.

The Faerie – Lights Dancing in the Fey Drift.
Faeries are tiny, luminous beings born of the wind and air. With delicate wings and sharp curiosity, they dart through the air like living sparks. Their agility and daring instincts are shown when in the face of danger; they may flee to the skies with haste, or wear down their foe by outmaneuvering them.
Background: Wings Darting through the Stars.
In distant reaches of the world, the creatures of Fey all thrive within their own dominion. And yet, they mostly choose to tinker with the devices of the rest of the world. Such is the Faerie, a Fey crowned for their whimsical nature and attunement to the forests. Small, nimble, agile, and quick, faeries roam the world to entertain, create bonds with other races, or cause mayhem and mischief.
Their wings are told to be imbued by the great stars above, allowing them to dart across the air freely. Even more, their descension from any height is nothing worthy of concern, and so they may journey across the realm with no fear of falling. Although they find themselves reaching for the stars, their true place of comfort is nestled between the plants that surround them. Faeries fade into obscurity within the plants and trees, revealing themselves only when they choose to.
They truly become the tricksters of the starlight when the opportunity strikes; darting across the skies to avoid their foes or hiding in the shadows of nature. However, faeries must be cautious regardless of their agility, for they are still small and frail. One mistake in their haste may spell disaster… but more disastrous is their own curse.
While the stars have blessed their wings and body to attune to the world, they are highly adverse to iron, a deep poison to any faerie. Upon contact, faeries lose their connection to the Fey - their very domain - and lose their very being until they expel the item. Knowing the dangers, however, most faeries choose to follow a path most dangerous.
So then, as the stars guide these winged creatures of light to a realm far wilder than them, will the creatures of the Fey be able to survive the uncertainties hidden in the shadows ahead? Or will their light and nature as Fey be enough to shed some truth at all?
Ability Overview
Perks
Ability: Slipsteam. You can perform four leaps in any direction.
Faeries can ride the currents of the wind, allowing them dart in the air freely.
Ability: Float. Gain Levitation for 30 seconds. Can be cancelled early.
Faeries flap their magical wings, expelling the energies of the Fae to float for a lengthy period of time.
Small. You are a half-block smaller than other creatures.
Faeries are like the stars: smaller in size, yet just as bright like the stars.
Tailwind. Your walking speed is increased.
Faeries are light on their wings and feet. Your walking speed is enhanced, making you faster than others.
Like Air. Modifiers to your walking speed also apply to your airborne speed.
The wind and land are all the same to the Faerie.
Acrobatics. Your fall damage is nullified, regardless of the height of your descension.
Freely facing the world, Faeries have no fear of falling.
Faelight. You emit a glow, like a star in the distance.
Faeries glow akin to the lights in their home, like distant stars caught in their skin.
Nature's Blessing. You can turn invisible while hiding in crops, grass, or flowers. Your Faelight aura is also hidden.
Faeries have a connection to nature, allowing them to hide in bushes of grass or even crops.
Conditions
Iron's Bane. Carrying iron will wither your life force away. Certain decorative items that serve no functional purpose will not harm you.
Iron is arguably the greatest weakness of a Faerie. Even brief contact can disrupt their connection to their home, sapping their life essence to nothingness.
Delicate Form. You deal less damage and receive more damage. Additionally, you cannot critically strike.
Faeries are not naturally-combative creatures despite their trickster nature. As a result, their combative skills are dulled in comparison to most others.
Aerial Hands. You are unable to use crossbows or bows.
Their flimsy nature prevents the usage of ranged weapons.

The Satyr – Wiliest of Beasts, Whimsiest of Creatures.
Satyrs are lively, untamed beings driven by motion, music, and instinct. They excel at speed, agility, and disruption, thriving in chaos rather than structure. Their hooves are bound to the ground, horns sharpened for removing obstructions when necessary. Their whimsical nature brings warmth that could either comfort or disorient many.
Background: The Swiftness of the Fey, Attuned by Wind and Sun.
In fables concerning the swiftness of two beings, oftentimes “the slow and steady win the race” yields truth. The satyr is the exception to those stories. Satyrs are creatures of whimsy, unpredictable in their nature just as all of the Fey. They are as swift as lightning, capable of outrunning even the hastiest of creatures. More akin to faeries, they are truly whimsical beings who are drawn to chaos and change. Music, motion, and the instinct to simply stir anything is what draws these mystical beings to the front.
The most notable aspect of the satyr is their incredible movement. Their attunement to the winds allows them to trek faster the farther they go. They utilize their momentum to leap, dash alongside the whispering winds, or even ram into potential foes that may hinder them. Of course, as they expend an incredible amount of energy galloping across the land, satyrs also require substantial sustenance to maintain themselves at pace. Additionally, even though they can speed through the land with ease, they often steer clear of water, as most are averse to swimming.
Apart from their incredible speed, they are able to fine-tune their sense of sight to perceive the world as if they were home in the Fey. In which case, satyrs can perceive the world with no limitation, trekking across distant lands with very little to worry over.
However, the world is still often a wild place, even for these carefree beings. Danger is one thing satyrs are accustomed to facing when they travel the world, but they must understand that true carelessness may lead to their own demise. And so, as distant stars call the world forth, can these whimsical, chaotic beings answer it with haste? And should they answer, will they run into danger and seek to push through, or will they instead outrun what’s followed them? Only a satyr knows when they may win the race of uncertainty.
Ability Overview
Perks
Ability: Fleethoof. Your running speed is increased the further you run. As you run, build up your energy to perform various maneuvers which allow you to Leap or hop to maintain your energy.
• Airtime. At your maximum speed, crouch down and then jump in quick succession to Leap into the sky, gaining Airtime. Landing in a crouch while Airtime is active performs a rapid pounce. You are also able to jump off creatures, dealing damage and gaining additional Airtime, allowing you to perform three normal bounces, or a single rapid bounce plus a normal bounce, which resets your Leap cooldown.
• Buildup. Crouching down builds power in your legs and allows you to hop forwards. This resource charges up automatically during Airtime.
• Ram. At your maximum speed, crouch down and use your active key to rush forward and send potential targets upwards.
Their speed in the world is unmatched. The farther they go, the faster they become. With their legendary legwork, any Satyr can jaunt the world with one leap.. or multiple, if they so choose.
Ability: Foresight. Toggle to receive Night Vision and clear blindness effects.
Satyrs can tap into their home of the Fae to undo impairments to their vision, in addition to seeing beyond the darkness. Almost as if they could see the future, they move along the world with no worry.
Small. You are a half-block smaller than other creatures.
Satyrs are smaller creatures, much like some other Fae-kin.
Sure-Footed. Your fall damage is nullified, regardless of the height of your descension.
Satyrs absorb the impact of their fall through their hooves and sturdy legs, nullifying the damaging effects of the heights that would otherwise be lethal to others.
Conditions
Delicate Frame. Your maximum health is reduced by 02 hearts.
Satyrs are unyielding in their movement, but their agile nature comes at the cost of a weaker frame.
Fragile Build. You take increased projectile damage.
Satyrs are able to outmaneuver most attacks, but ranged options can deal a substantial blow should they fail to avoid them.
Bare-bound. Boots or shoes cannot be worn, nor do they offer any benefit or protection.
The hooves of a Satyr must stay bound to the ground to keep their momentum, thus they forbid themselves from footwear.
Land-Bound Swimmer. Your swimming speed is reduced.
Satyrs have stayed on the land for most of their time, and so swimming is an aspect of life they often avoid.
Vegetarian. Your diet is restricted to fruits, vegetables, and other non-meat items. You can still consume drinks.
Satyrs sustain themselves from the nutrients of nature bestowed by the trees and the roots.

The Veilborn – Phantom Eyes Hidden Between All Seasons.
The Veilborn are the children of the boundaries of the twilight haze, residing between the cycles of day and night. They are capable of slipping through shadow and night, moving unseen where the cracks of reality are thin. They play a dangerous game, dancing between these slips in the light, rarely choosing to stay for too long.
Background: The Lurking Dreamers of Twilight.
Like the sun’s flames, they appear with haste. Like the moon’s shadows, they linger in silence. And like the stars that shine, they flicker and fade into the in-between. This cycle is natural for the Veilborn, creatures native to the darkness who are capable of tapping into the boundaries that encapsulate the cycle of night and day.
The Veilborn are a race of night creatures whose history is vastly unknown to outsiders. Their origins are shrouded in truths and deceptions only they understand. However, it is known that most veilborn are mere travelers or wanderers of the known cosmos. Some suggest the veilborn have descended from the curtains of the unknown to exist in the material plane. Others suggest they are native creatures, drawn out only by special circumstances. No one truly knows, yet they are as much a part of the known world now as even the eldest of races could be.
Veilborn are large, translucent beings; their bodies more-or-less visible as time cycles through. In which case, the connection to the threads binding night and day is integral to their being, and because of this connection, they are capable of weaving through it. What they pass through is known as the Veil, an ethereal boundary that ‘bridges’ the dawn and dusk - twilight, essentially - to the day and night. Thanks to their unique physique, they can enter the Veil to travel between spaces at an instant. While this is their typical means of travel, they are aware to avoid stepping too quickly through the Veil, as their mind may be warped by the fabrics weaved between light and darkness. Peering too deep into the boundaries that separate day and night yields uncertain results…
No matter, they remain a unique and mysterious force in the world, and yet… as the stars collide into a pathway to an unseen part of the realm, will they soon discover something far more mysterious than them? Soon enough, time will tell.
Ability Overview
Perks
Ability: Veilstep. Teleport to a target location by stepping through the Veil. After teleporting, your mind becomes wracked by light and darkness for 15 Seconds. Teleporting during this time will inflict you with damage and Reality Shatter.
Veilborn snap from the boundaries of light and darkness to emerge elsewhere. Although boundaries are different, they wind up in the same plane as all others persist in. Cautious, they should be, for stepping in and out of the Veil will yield dangerous outcomes.
Ability: Shadow Swap. Swap positions with the entity you are facing.
The phantom-like being snaps the Veil between themselves and their target. Reality shifts, and somehow, they are standing in opposite positions.
Ability: Veil Slip. Slip into the Veil of the Night to become Invisible for a time. Striking an enemy breaks the invisible curtain. Only works during the Night.
Their spectral-like bodies allow them to slip into the Veil to become like the night itself: present, yet unseen.
Large. You are a half-block larger than other creatures.
Veilborn are creatures who tower over others; their translucent bodies haunt those of weaker minds.
Tailwind. Your walking speed is increased.
Like lights flickering on and off, the Veilborn traverse the world quickly, almost instantaneously.
Night-Bound Leap. Gain the effects of Jump Boost II during the night.
Their agility shines below the moonlit canvas. As if they could reach the stars, Veilborn barely soar the skies.
Translucent. You have a translucent body.
Veilborn are creatures born of the boundaries between day and night; their bodies are translucent akin to the lights of the twilit realm.
Conditions
Reality Shatter. The effects of stepping too quickly into the Veil had damaged your mind temporarily. If you teleport 15 seconds after the previous teleportation, you gain the effects of Nausea II, Weakness II, and Slowness II for a brief moment.
Stepping in and out of the Veil too quickly yields unpredictable outcomes to the Veilborn.
Veiled Fragility. Your maximum health is reduced by 03 hearts.
The Veilborn's life force is tethered to the Veil which permits their passage. As such, they are quite brittle beings.
Anchored by Steel. Wearing Iron armor or above will reduce your movement.
Veilborn are wise to dress lightly, as donning armor of even iron or higher qualities reduces their swift movement.
Unwieldy. Shields cannot be worn and do not provide any benefit.
Their physique is unique; they cannot possess off-hand armaments due to their ethereal being, as such items obscure their connection to the Veil.
Hydrophobia. You take continuous damage from water sources.
Water is a property of the world that weakens the Veilborn's life force and connection to the Veil. If they find themselves surrounded by water, best they seek a means to escape or else.
Void Starvation. Your hunger bar depletes quicker.
Veilborns exert extensive energy to manipulate the Veil to their favor, and so additional sustenance is required.
Sun-Weary. You receive Weakness I when exposed to sunlight.
The cracks of the Veil seal during the day, blocking part of the Veilborn's connection to their native domain of power.
Danger and pain occupy segments of the world, and so there are those who wish to enlighten and rejuvenate others from the harm.

The Nereid – Menders of the Deep Sea.
Nereids are often regarded as ‘sea spirits,’ and truly are aquatic creatures sustained by water and depth. Whereas they are often adverse to the land, their aquatic territory grants them the innate abilities to heal and empower themselves and allies. As the ocean is vast, thus is their home.
Background: Rejuvenators of the Depths and Sea.
The oceans are often cruel to even the most experienced sailors. When the depths try to claim them, many are quick to lose hope, and such hope flickers quickly.
But in certain times, the ocean may be kind enough to rekindle flame. There are creatures who carry victims from the deep depths to safety -- thus the Nereids arrive, those rumored to be blessed by the life-providing sun, mending those who have become victims of the ocean’s crueler intentions.
Nereids are sea spirits of the ocean where the sun carefully graces them; enchanting individuals capable of channeling the regenerative properties of the depths to heal and restore the life force of those willing. They often roam the world on their own volition, mediating conflict as necessary yet always straying from potential danger. Their perfect attunement to the waters has given them their own resistance to elements that dare threaten them. In times of need, nereids may volunteer to mend the wounded and travel alongside seafarers for their protection. In any group of travelers, nereids are the greatest natural support in the open waters.
However, their single-greatest cost of perfecting movement in the water is their aversion to the land. Leaving the water can prove an extreme danger, as they are frailer and are prone to dehydration. Needless to say, no effort is wasted by a mere nereid who would seek to maintain their allies. No cost is too great for them to mend the soul, whether from deep the depths or beyond it.
The stars align to reveal a part of the world never-before seen. The nereids and many others of the ocean travel to seek the end of the path. As they arrive upon a land of uncertainty, can the nereid seek to mend those from the dangers that lurk past the forests? Past the waves lined by seaweed and kelp? However they choose to proceed, best they do not adventure alone.
Ability Overview
Perks
Ability: Vital Strikes. Enchant yourself with the arcane depths to heal yourself and your allies. Your hits are transformed to grant Regeneration. Can be toggled off.
The Nereid sustains life through their healing touch; unto themselves and others, they become healers of the depths.
Medium. You height is average, akin to that of a human being.
Nereids are sea spirits that resemble humans, but their mermaid-like tail allows them to surf within the water..
Fins. Your swimming speed is increased.
They thrive in the ocean, swimming gracefully with ease.
Like Water. You do not sink in water unless if you crouch.
Nereids can control their matter whilst underwater, allowing them to control their movement.
Gills. You can breathe underwater.
Nereids are aquatic creatures, born of depths and sea.
Bottled Air. Consuming bottles of water will increase your breathing time on air.
Bringing a piece of home with them, Nereids can replenish their breathing duration with mere swigs of water.
In Your Element. You take less damage while underwater.
While in their element, they become resilient against all forms of damage.
Wet Eyes. You have perfect vision while underwater.
Their eyes are enchanted with the ocean's waves, allowing them to see everything the tides offer.
Aquatic Works. You have Aqua Affinity while underwater.
Nereids manipulate the ocean to offer them the path of least resistance, allowing them to break objects with ease.
Conditions
Tide-Bound Form. Your maximum health is reduced by 04 hearts.
Nereids are not combative creatures nor are they sturdy beings.
Out-of-Element. You take increased damage while out of water.
Out of water, Nereids become vulnerable to the elements of the world.
Gills. You have a limited amount of time to breathe on land.
Land is not a kind place to aquatic beings.
Land-Bound Frailty. While you are out of water, gain Weakness I and Slowness I.
Without water to sustain themselves, they grow slower and frailer.
Pescatarian. Your diet is restricted to fish, mussels and other non-meat foods. You can still consume drinks.
Aquatic life thrives on aquatic sustenance, so goes the Nereid's diet.

The Selkie – Gracegivers of the Ocean.
Selkies are unique seal-folk who thrive in the water, sustaining allies through their presence. Their mantle of life provides protection to those from harm, and they can dart through the waves like arrows. Although their kindness is a strength in it of itself, they do not shy away from protecting themselves should harm find them.
Background: Kindred Souls of the Oceanic Heart.
Unlike most aquatic creatures that persist within the depths, there are a certain number of beings capable of shapechanging into a form most suitable for land and water. Selkies emerge from the tides to embrace life on land, albeit momentarily. Selkies are seal-folk, social creatures who extend themselves to support others. Possessing a mantle that permits them to utilize their supportive magic and even grant them the talent of roaming land, selkies are no strangers to wandering the world. Quite fortunate are those who could befriend a selkie, for their gestures of kindness are often viewed as blessings from the depths.
It is often stated by seafarers that selkies are the caregivers of the ocean, maintaining its beauty and ensuring life flourishes. They are capable of providing those they value with nourishment and swiftness as they traverse the sea. In a simpler term, selkies mitigate hunger, granting sustenance without even providing food. Such is the blessing of the selkie.
However, due to their ‘passive’ nature, selkies do not offer much combative power in combat. Instead, they utilize their attunement to the sea as a means of shielding themselves when possible. They can join themselves to the ocean itself, effectively becoming invisible to the naked eye. And should they feel the impact of a blade, they are able to retaliate by weakening and siphoning their aggressor’s own state of nourishment. Thus, in the water, they are notorious for their supportive skills.
Although they may shapechange onto the surface, their attunement to the water forbids them from overstaying their welcome. And yet, a struggle such as this is no concern to the selkie, as oftentimes they choose the ocean over land. In which case, the ocean is truly as vast as the land, but with the stars that lead onto a new realm of uncertainty -- a part of the world with unexplored seas and beaches -- will the traveling selkie truly be able to satisfy the depths? Will they find a means to bridge land and sea as one so they may roam freely? However, the weight may be carried, surely, they will carry it with pride.
Ability Overview
Perks
Ability: Tidal Shift. The functionality of this ability depends on whether you are underwater or on land; both functions share a single cooldown. While underwater, shred through the ocean depths using your magic (Cooldown - 10 Seconds) . While you are on land, you can share your magical energy from the sea to a target, granting them Absorption IV and Saturation for 01 Minute (Cooldown - 45 Seconds).
In their traveling pursuits, the Selkie can choose to wade through the ocean depths with complete ease. And should they come across any allies upon the land, they may share their mantle of energy to support them.
Ability: Selkie's Ambush. For a brief moment and while underwater, you turn Invisible and increase the damage of your next attack. This ability deactivates upon exiting water or attacking (Cooldown - 30 Seconds).
The Selkie augments their mantle to become a shade within the ocean When they are ready, they can take the initiative and strike -- only as necessary.
Medium. You height is average, akin to that of a human being.
These seal-folk share a size akin to others of average height.
Born of the Tide Your swimming speed is massively increased.
The depths are no stranger to the Selkie. It should not be forgotten that the Selkie are among the fastest creatures of the sea.
Breathing Time. You can breathe underwater for a small duration (1.5 Minutes).
Between land and water, the Selkie can traverse the world.
Famine Hide. When you are attacked by a creature, that creature receives Weakness I and Hunger I.
In the face of danger, the Selkie retaliates by dampening their foe's attacks.
Wet Eyes. You have perfect vision while underwater.
The mantle they possess allows them to view the depths with ease.
Aquatic Works. You have Aqua Affinity while underwater.
Nereids manipulate the ocean to offer them the path of least resistance, allowing them to break objects with ease.
Conditions
Gentler Hands. You deal less damage.
Seal-folk such as the Selkie are naturally kinder creatures, and so their combative capabilities are something left to be desired.
Dryskin. Your walking speed is decreased while on land.
Although they can travel the land of the known world, their skin is partially sensitive to the dry air.
Dryland Sickness. When you exit water, gain Nausea after 03 Minutes. Additionally, gain Slowness I while on land.
Avoiding their watery home for too long will cause the Selkie to become weary and land-sick. The Selkie may choose to pursue the land still, but the longer they stray from home, the worse the feeling grows.
Pescatarian. Your diet is restricted to fish, mussels, and other non-meat foods. You can still consume drinks.
Whilst they can travel the land at times, the sustenance of the ocean is their main necessity.
Brine Burn. Your hunger bar depletes quicker.
Due to their hasty nature and need to maintain their mantle, Selkie require additional sustenance.
Drying Hide. While on land, your hunger bar depletes even quicker.
The effects of their need to self-nourish become worse when they are on land.

The Siren – Songweavers of the Depths.
Sirens are aquatic charmers who thrive at night, empowering those around them with their voice. They favor influence and positioning over direct confrontation. As with many waterborn kin, the siren becomes a force of nature when close to the depths.
Background: The Melodic Waves of Crashing Seas.
Tales spun of oceanic travel often speak of the waves humming alongside the movement of the ships and boats. Those melodies soothed any soul, no matter how hardened their hearts were. Within the mist, creatures as beautiful and illustrious as the celestial bodies greeted those passing by. Those travelers who were kind, were thus blessed. And those who believed their songs as deceptions were forever cursed. The oceanic weavers of the song, lulled those who threatened them to swim deep into oblivion forever, while those who responded with awe permitted passage to traverse forward. When those who survived, those remaining travelers, arrived upon the docks of their destination, louder were the melodies played by the ocean depths. A song of both a lesson, and a warning -- do not doubt the strength of a Siren.
Sirens are beings native to the deeper ends of the ocean who have expanded onto the rest of the world, from land to depth. Their unique nature and connection to the world permits them to traverse the land freely and their home depths for an extensive period of time. Given their natural charisma, sirens are ‘speakers of the ocean', utilizing their beautiful voices to inspire and bolster their allies as needed. However, the magic of their words only comes to fruition when the moonlight blesses them, and so sirens seek their activities amidst the darkness.
While they are superior in many ways whilst in water, they are significantly weaker on land. And despite their charismatic strength, they must remain aware that not all creatures share in their fancies. If a siren fails to enchant their targets, they may be subject to losing their voice. And while they may travel the land with ease, their air-exposed scales can leave them far more vulnerable to the elements. And so, are sirens truly capable of taming the dangers that lie ahead beneath the sea of stars? Or, are they truly more than the speakers of the oceans as they are described? As the stars coerce even these sea creatures, what songs will they sing of then?
Ability Overview
Perks
Ability: Siren's Inspiration. This ability has two charges. Press the Primary Action Key to enchant an ally you are observing within 5 blocks. For 1.5 minutes, that target receives Haste I, Strength I, and Resistance I. Press the key again to sing the tune once more, applying the previous effects to yourself and another ally. Once both charges have been expended, the ability goes on cooldown. Works only while you are on land. (Cooldown - 3 Minutes)
As moonlight reaches them, the Siren's voice echoes through the minds of their allies, inspiring them to take action. They and their allies become enchanted through song and wave, becoming powerful as one.
Ability: Sonar Screech. Press the Secondary Action Key while underwater and looking at a submerged target within 30-blocks to unleash a sonic wave towards them, dealing damage to them and giving them Blindness for a brief moment. (Cooldown - 20 Seconds)
Although not born combative, the water-travelling Siren has the unique ability to bellow the deep waves using their voice to ward off foes.
Medium. You height is average, akin to that of a human being.
Sirens are creatures of the ocean whose bodies are average like most others.
Siren's Speed. Your swimming speed is partially increased, making you faster than others, but not faster than other aquatic beings.
Their scales are heavy with shimmering trims. Although they traverse the ocean with ease, they do not exactly match the pace of others far more nimble than them.
Amphibious Lungs. You can breathe on land and in water.
Their adaptive nature to the world is a result of their moonlit blessings; breathing the world's air and the depths is nothing of concern to them.
Eternal Sight. You have Night Vision in both land and water.
Their pupils adapt to the ocean and land with ease, allowing them to observe the shades moving in the dark and the movements in the dark waves.
Aquatic Works. You have Aqua Affinity while underwater.
Sirens have no difficulty shaping the sands and stone while they bind themselves to the depths.
Aquatic Luck. Gain the effects of Luck III.
It's a pure mystery as to their natural luck of the depths, yet they seem to possess it.
Conditions
Fragile. You take increased damage from all types.
The downside of being a creature of both land and water is that their body fails to adapt to the various effects of life -- they sustain injuries worse than others.
Iron Vulnerability. You take increased damage Iron weapons.
Damage inflicted by weapons lined with silver or iron can severely hinder the Siren's life force, despite they can carry similar armaments themselves.
Lingering Flames. Fire persists on you indefinitely until you put it out.
Fire is not a kind aspect of the world to those born of water; the Siren is no exception.
Gentle Predator. You deal less damage.
Although carnivorous predators, a Siren's combat prowess is left in favor of their talented voice.
Languid Strikes. Your attack speed is decreased while underwater.
Wading through the depths through sheer force is not a task the Siren can achieve easily, and so how quick they strike is limited.
Siren's Frailty. While out of water, you gain Weakness I.
The scales of the Siren are exposed to air, partially weakening their resilient shimmer.
Carnivorous. You can only eat meat and poultry. You can still consume drinks.
Sirens thrive off the bounty of meat.
Some creatures are those who are unique in their own ways…

THE HUMAN BEING – Simple Souls of a Not-Simple World.
A simple soul in the world amidst unknown myths and fables. Humanity has thrived for generations, but have since severely dwindled over time. Their strengths may have lessened over time, but their ingenuity remains the staple of their people. Although they have the means to survive the world, their flesh-and-bone frailties hinder them. Can the human being truly survive what’s to come?
Background: Simply Surviving.
Humans are creatures who have persisted against the trials of the world since its creation, marking them as one of the oldest races in the known world. At least, this was true in accordance with ancient historical documents which may or may not be of any value at all. However, it is still true that humans are resilient creatures, ever-curious in their surroundings. Resourceful and ingenious in their designs to protect themselves, it is quite clear as to how humanity survived the changes of the world across time. They are as, in the views of many, simple as a living being could be -- great enough to exist, yet simple enough to live.
And while they may have survived the challenges of the world since times far behind, they are but a flicker in the uncertainties that guide us to the present day. However, humanity has found itself in declination. Their frames have weakened as of current times. With their population outnumbered by the races that now thrive, the future of the human being is uncertain. And as far as their very future is concerned, one begs to ask: how will they survive what comes next? Humanity thrives in their special, ingenious way. No strings attached. No eyes to observe. They are simply surviving, however they can.
Ability Overview
Perks
Medium. You are of average size.
Humankind's size is average in relation to themselves.
Conditions
Human Fragility. Your maximum health is reduced by 02 hearts.
The mortal frame of humanity is sturdy enough to survive the world today, but they remain frailer than most.
Dwindling Strength. You deal less damage.
Humanity's greatest strength lies in their ingenuity, not physical force.