Physicality: The Amazons are tall, solid women, standing at an average height of 6’1”, though some have been noted to be as tall as 6’7” or as short as 5’9”. They are muscular and fit, due to their reliance on their physicality to deal with the terrain and their build varies between thick and heavily muscled to lean, slim muscle.
Psychology: The Amazons are a warrior race, therefore have a warrior mindset. Much like the Spartans of old, their society centres around the training of their young women to be warriors. They are not an unfeeling race and can be quite helpful, friendly and accommodating to those that they allow in their lands. Trespass or otherwise displease them and find yourself at their mercy – they can be very inventive when it comes to pain. Men, of course, are not allowed to remain in the camp, and it is unwise for a group of men to travel alone through the Woodland Realm, as it is likely that they will find themselves held as slaves for… procreation purposes. At least until they have served their purpose.
Abilities: Excellent warriors, their strength, speed and agility are slightly higher than that of your average human, able to forge their own weapons, able to connect to some fauna of the forrest, able to identify the flora and their uses.
They are strong, but human afterall.
CentaursPhysicality: A centaur appears as a creature with a horse's body and legs and with a humanoid's torso, arms, and head extending from the front part of where a horse neck and head would normally be placed. A full grown male centaur can stand over seven feet tall from hooves to head and weigh over a ton. Their colouring varies as much as a humans does, though Centaurs from each individual tribe share common traits of similar hair and skin colour.
Psychology: Though Centaurs can be perceived as beautiful, ethereal denizens and guardians of the forest – and some are – the majority are warriors; bloodthirsty and ruthless. There have even been rumours of cannibalism. They subscribe to a shamanistic way of culture and worship.
Abilities: Centaurs are magnificent fighters and are exceptionally strong with great stamina. They are connected to the forest and the other creatures that dwell there, as well as being able to communicate with their own tribes – similar to telepathy, but not quite… It is more a deep understanding and knowing. They can be brought down by any ‘normal’ method of death. They can also, sadly, be afflicted with undeath, however not vampirism or any of the forms of lycanthropy.
Subraces/Subspecies/Tribes:: There are three tribes within The World;  the Tarrall Tribe and  the Orinakrol Tribe, found in the Woodland Realm and  the Drasudor Tribe, found in The Wilds.
Physicality: The Dark Elves are a fair race, with pale skin, dark hair and dark features. They are tall, the average female being about 5’9” and the average male being about 6’1”. The females are slender, but strong and the males are built a little more solidly than their High Elf counterparts, though not quite as solid as the Eldarin. They are, without exception, very beautiful though can be terrifying in appearance.
Psychology: The Dark Elves are cruel and sadistic. They believe themselves better than the other races and harbor a lot of contempt for all, especially the High Elves. They consider non-humanoid races ‘lesser’ and have often had pitched battles with the Werebeasts and Centaurs. There have occasionally been rumours of some fraternization between the male Dark Elves and the Amazons.
Abilities: They are intelligent, much stronger than humans and more agile, durable and have better reflexes. Their stamina and speed are greater than that of a human too. They are experts at their chosen weapon, though most favour fighting with polearms and bows, some males use swords. They are also able to manipulate some magic.
Subraces/Subspecies/Tribes:: High Elves, Sylvian Elves, Drow
Physicality: It is hard to tell how tall a Djinn really is, as they rarely choose to completely form a body, preferring to maintain a torso, with a vapour trail for ‘legs’. They are commonly blue or green in colour and vary in build, from muscular and rugged, to pudgy and cute or slender and lanky. Djinn are genderless, though that take on the form of the preferred sex of the person that they encounter. It is part of their abilities.
Psychology: The Djinn vary between benevolence and malevolence. Some are genuinely happy to grant wishes, but these are more rare than previous stories have lead you to believe. The Djinn are, at best, mischievous and at worst, evil.
Abilities: They can grant wishes, but most are happy to simply trap you in the illusion of what you want, only to drain your life force in the real world. You will be none the wiser, as in this parallel reality, you will feel as though you have lived a full life and are dying as per normal.
They are also able to read your mind to see your deepest desires.
Physicality: The Drow are a beautiful race – if you can get past the bloodthirsty nature and their blackened skin. Their skin is black and the most common hair colour is white, though any pale shade is possible. They are tall, the average female being about 5’6” and the average male being about 5’10”. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Psychology: Vengeful, evil and twisted, the Drow never really got past being exiled from their lands by their Elven kin and the Faerun during one of the Great Wars. They are able to communicate using a silent language composed of hand movements, and when coupled with facial and body expression, movement, and posture, this form of communication is the equal of any spoken language. They value strength, power and are quite happy to enslave other races. They place importance on training their young men for fighting. Males are the most gfted fighters and females are the most gifted magically.
Abilities: Drow are difficult to surprise as they are able to see very well in the dark, have an intuitive sense about their underground world similar to that of dwarves, and can detect hidden or secret doors as easily as other elves do. Drow are highly resistant to magic, while all drow have the ability to use some inherent magical abilities even if they are not strictly spellcasters.
Subraces/Subspecies/Tribes: Dark Elves, High Elves, Sylvan Elves.
Physicality: Exclusively female and very beautiful. They have very fine features and they appear to be made from the very trees that they guard. Their hair appears to be wound with leaves and foliage which all change colour as the seasons change. During the spring and summer, their hair is lush, while in autumn and winter, it tends to thin out a little, though the Dryad always remains beautiful.
Psychology: Dryads prefer to live away from civilization, delighting in the savage wilderness away from those that would seek to cut their trees. They live with respect to nature and will accept the company of those that do so as well. A dryad will often take in attractive men who are fond of nature to act as both a mate and a guardian. Dryads are generally benign, and will attempt to warn off intruders. Only those that seem cruel and determined to destroy a dryad’s forest will see the full wrath of these fey.
Abilities: All dryads are magically bound to a single tree, usually an oak. These trees serve as the dryad’s life force and home. A dryad will fight to the death to protect her bonded tree, as, should the tree be cut or destroyed, the dryad will die soon afterward. A dryad cannot stray too far from her bonded tree without suffering the same fate. If a dryad leaves the vicinity of her tree for too long, she will die. A dryad is able to pluck a seed or nut or piece of fruit from their tree. As long as she carries it with her, she is considered to be in contact with her tree at all times, regardless of the actual distance between them, thus being able to travel great distances without growing sick.
Subraces/Subspecies/Tribes: Often thought to be distantly related to Nymphs.
Physicality: Dwarves are a short race, as their name implies, standing between 4'3" and 4'9" on average. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. A dwarf can weigh anywhere from about 160 to 220 lbs. Dwarven males are a bit taller and heavier than their female counterparts. Like humans dwarves have a wide variety of skin, eye, and hair colors. Brown eyes and a fair complexion are common throughout the race. Male dwarves are often bald and grow thick facial hair sometimes used to display social status. Unusually for humanoids, both sexes naturally grow ample facial hair though the majority of female dwarves shave their facial hair off. For men, beards are proud marks of status and are to be well groomed, decorated and taken care of.
Psychology: Strong, hardy and dependable, dwarves make excellent companions. They are polite and wise and value their traditions. They are pretty stubborn and cynical, however, and don’t tolerate arrogance or being looked down upon, which makes their relations with Elves very strained. They are incredibly brave – bordering on foolish. They are naturally suspicious, so their friendship is hardwon, but once you have their friendship, you will not lose it short of betraying them. They can be incredibly vengeful if wronged. They are loyal to a fault and value loyalty in those around them. They are very thoughtful and rarely do things on impulse.
Abilities: About three-times as tough as a strong human being. They have incredible stomachs and are resistant to virtually all poisons. Their stamina and constitution are higher than average, so when they get sick, it doesn’t take them long to heal. They have dense bodies, so it is difficult to push them around and they are able to bear heavy loads without hampering their movement and speed. Dwarves have an awawreness of the earth and rock, especially useful when underground. They also have excellent night vision but cannot see in pitch black.
Subraces/Subspecies/Tribes: There are at least three clans that are known in The World; The Thrakgred Clan, The Valmori Clan and The Gamnami Clan.
Elves (Sylvian Elves)
Physicality: Standing at average between 5'4" and 6'0" ft. and weighing in between 130 and 170 lbs usually, true elves are a naturally slender and athletic race. Elves have a similar range of complexions to humans, though the Sylvian Elves typically have coppery or pale skinned and wild elves having darker pigmentations. Often, elven hair is dark, either brown or black, with copper red or blond hair also found amongst wood elves., although orange or even green hues are not completely unheard of. Elven eyes are commonly brown, hazel, or an emerald green. Elves, like their cousins the Eladrin, Dark Elves and Drow, are fair and beautiful, handsome, and have pointed ears and no body hair except eyebrows, eyelashes and hair.
Psychology: Elves commonly possess strong but swiftly passing passions, moved easily to laughter, anger, or misery and as quickly calmed. Elves are known for their impulsive behavior and as a result many races see them as flighty or impetuous. However, elves are not as flaky as others may interpret them to be, and are typically responsible in spite of their almost whimsical nature. Partially due to their long lifespan (though not entirely since many long-lived races act differently) elves have difficulty taking some matters as seriously as other races, but when threats they recognize do arise, elves are strong friends and allies to those whom they feel loyalty towards. Elves make strong and uplifting friends. Most elves love simple joys such as dancing, singing, footraces, or contests of skill. Elves find a natural aversion to that which they see as uninteresting tasks and are fun-loving by nature. However, despite how unpleasant some things such as war can be elves can become grimly serious if a threat to their friends, family, or livelihood makes such actions necessary.
Abilities: Elves as a race have a number of abilities that set them apart from other humanoid races. Sylvian Elves are agile, dexterous creatures. However, they can move slightly faster than their Eladrin and Dark Elf kin and can move swiftly through even the roughest terrain. Sylvian Elves are also more preternaturally aware of their surroundings than Eladrin, as well as possessing better common sense. This aids Sylvian Elves in many ways, allowing them both a high degree of perceptiveness that they can lend partially to allies. Additionally, elves are extremely accurate in their attacks, having a degree of precision that is unusual for other humanoids. Many elves do not sleep but find their rest in a meditative state called “reverie” which is as restful as true sleep but leaves them aware of their surroundings. This is similar to an eladrin’s ability to trance.
Subraces/Subspecies/Tribes: High Elves, Drows, Dark Elves.
Eldarin (High Elves)
Physicality: High elves are roughly of human height, standing between 5'5" and 6'1" on average, but are lighter, weighing in between 130 to 180 lbs. Even exceptionally strong high elves look rather slim compared with other races, looking athletic rather than muscular. Most High Elves are fair-skinned with blonde or white hair, but other hair colours are found. This hair is often worn long and loose. High Elven eyes are most commonly green or blue, though brown, hazel and grey are still common. Violet eyes are also not unheard of, though rarer. The High Elves lack pupils and have eyes that appear to be solid orbs of color.
Psychology: Due to their longevity and strong ties to the otherworldly magic of The World, High Elves have a detached view of the world outside of their own race. Elves as a whole have difficulty believing that the events occurring over mere “years” affect them in any major way, with the exception of major tragedies. High Elves instead look at things from a much longer perspective, unconcerned with anything that has consequences that stretch over anything less than decades. However, while some high Elves are content to seclude themselves, others stalk the lands as champions battling the evil creatures that do exist within The World. This detached view of the world can make High Elves seem distant and intimidating, not to mention haughty and arrogant. Furthermore, the powerful nature of High Elves might frighten less magically talented races. High Elves, however, take friendships quickly to heart and can react with rage when their compatriots are threatened. Combined with their general intelligence, bravery, and arcane power, this loyalty to friends make them formidable allies and dangerous enemies.
Abilities: High Elves are graceful, intelligent beings, with a greater capacity for intelligence than most humanoid races while also possessing an agility comparable with their elven kin. High Elves are also unusually strong-willed and have a natural resistance to the effects of enchantment spells. High Elves also have no need for sleep in the same way most humanoids do, instead “trancing.” While in a trance, high elves remain fully aware of their immediate surroundings. Furthermore, High Elves need only rest for four hours to get the same effect that most other humanoids get from six hours of sleep.
Subraces/Subspecies/Tribes: Dark Elves, Sylvian Elves, Drow.
FaerunPhysicality: The Faerun or “Fair Folk” are considered to be immortal and more beautiful than even the Elves. Creatures of magic and great power, they keep largely to themselves and distance themselves from the rest of The World. They intervene when required, but they try very hard to never need to. There have been some rumours that there were dalliences between the Faerun and human, none have been proven, however. In appearance, they are always tall, slender with fair skin. Their hair and eye colour varies, much in humans, but you would never mistake them for a human – they are far too beautiful.
Psychology: They are emotional creatures, but due to their powerful nature, they try their best to remain aloof. They are compassionate, passionate people, though if crossed, can be more vengeful than the fiercest Drow, Orc or Lich.
Abilities: They are able to communicate with animals and weild nautral magic. The weather is affected by their moods, especially by that of their King. They are gifted with healing, song, dancing, magic and their chosen weaponry. Consider them ‘uber’ Elves.
Physicality: Goblins are small creatures that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin, though they also come in shades of green. Goblins are typically found in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stand between 3'4" and 3'8" and weigh about 40 to 55 pounds on average. Goblins breed extremely rapidly compared with many other races, accounting for their large population.
Psychology: Goblins, like Orcs and Hobgoblins, have a commonly short temper. Leaders among the race often come to power through betrayal or aggression, rather than by more peaceful means, or as clerics of the goblin gods. As such members of the race are more easily provoked than individuals of most races and often take sadistic pleasure in exacting revenge once crossed. Goblins who turn away from evil often find it difficult to overcome this short fuse and have a sense of greed that makes it difficult for them to act altruistic. Those that do often make use of their ill-gained talents as rogues or fighters. Though goblins have a poor reputation overall, not all goblins are dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good races. Those goblins who seek this path may find it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who do often find it can be more rewarding, in the long run at least, to serve good than to serve evil. Many goblins who leave for a life among other races are females, driven away by the rigidly structured role of motherhood they are expected to play. Other expatriate goblins will try to recreate the circumstances of their culture, preying on the weaknesses of others in non-goblin communities. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins prefer to fight battles where the odds are in their favor and often flee or surrender when outmatched.
Abilities: Goblins are a nimble and elusive race, who are able to slip away from danger more easily than most. In combat, goblins often use this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against. Goblins are also surprisingly charming, despite their monstrous appearance.
Physicality: Hobgoblins are a larger, stronger, smarter, and more menacing than goblins. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin, though they also come in shades of green. Goblins are typically found in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stand between 3'8" and 4'2" and weigh about 55lbs to 70lbs on average.
Psychology: By and large hobgoblins, like their kin, are considered evil creatures and often meet this expectation. While their society is cruel and harsh, some individuals escape it to carry on lives of virtue, though fewer such individuals are hobgoblins than true goblins. Those few who do take this risk and succeed often meet cautious praise and acceptance from outsiders. Those that do leave are, however, continuously plagued by their nature. Though hobgoblins are not necessarily evil they are prone to violence and hot tempers and find it difficult to be truly altruistic. When provoked, which is often easy, hobgoblins are vindictive creatures who take glee in causing pain to those that injured them. Those hobgoblins who overcome this nature often do so because of the rewards they find in serving good, rather than evil.
Abilities: Hobgoblins, despite their larger size than Goblins, are still a nimble and elusive race, who are able to slip away from danger more easily than most. In combat, Hobgoblins often use this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against, though they also do like to attack head on, using their numbers to their advantage.
HumansPhysicality: Humans are the most common race in The World, having an average height of between 5'6" and 6'2", though there are taller and shorter. The average weight is between 135lbs 220lbs and their skin, hair and eye colour varies depending on the origin of the human.
Psychology: Human psychology is so widely varied it is almost possible to conscisely catalogue it. There are warlike people, peaceful peoples, religious peoples, humans with magical abilities, psycho and sociopaths and the full breadth of personalities in between.
Abilities: Humans have no 'special' abilities and are average in every way, though with training and study they can gain almost any skill that they are capable of.
Subraces/Subspecies/Tribes: Many different nationalities.
Physicality: An incubus in his true form is always muscular and demonic, with long hair and intense eyes. His skin can be of any color, but is always smooth and silky. When not using his wings for flight, an incubus can fold them to drape across its shoulders like a cloak—many decorate both the inside and outside of their wings with tattoos, ink, or self-inflicted scars. Incubi stand between 6 and 6-1/2 feet tall and typically weigh 200 pounds. When they are trying to seduce their prey, they take on the form of whatever their prey would find most pleasing.
Psychology: Incubi really have only two purposes in life and they both start with “f”. One of them is fight and they make quite powerful warriors. They are very strong and agile and very good with a sword. The Incubi are phenomenal lovers and are very attracted to power and money and will do anything to get it. They feed on the souls of their female lovers and use it to sustain themselves. They are slightly more blood thirsty than succubi and it is believed that they can impregnate their partners. Unfortunately for the poor lady, delivery of this twisted, demonic offspring is almost always fatal.
Abilities: Incubi feed on the souls of their lovers.
Physicality: Kobolds are reptilian humanoids. A kobold stands between 2' and 2'6” tall, weighing 35lbs to 45lbs. They have squamous skin between reddish brown and black in color, with burnt orange to red eyes. Their legs are sinewy and double-jointed. They have long, clawed fingers and a jaw like a crocodile. Small white or tan horns protrude from their head, and they have rat-like tails. Kobolds smell of wet dog and stagnant water. They like to wear red or orange garments, which are usually ragged.
Psychology: Kobolds hold a hatred for nearly all other humanoid races and enjoy killing and torturing them, in particular brownies, gnomes, pixies and sprites. The ultimate goal of the kobolds is the conquest of as much land as possible. They will plan and dig mines industriously, while laying cruel traps for interlopers, preferring an ambush to direct confrontation. If they must confront an enemy, they will try to overwhelm foes with sheer numbers. Among the monstrous humanoids, they are known for cunning plans, unlike many they also share those plans among the tribe. General plans and goals are common knowledge, and detailed plans are shared with all who ask to allow them to work fruitfully for the good of the tribe. Their society is influenced by their lawful evil alignment. Kobolds are happy to remain separated from the other races, and are a confident race.Kobolds are resentful of their short stature and hate members of other races who poke fun at them for this. Most feel as though they ought to compensate for their small size in other ways, such as humour or aggression. They will naturally tend to hate larger creatures, and although they will show respect and obedience if required, they will always be looking for ways to display their resentment.
Abilities: Kobolds used their cunning and sheer weight of numbers to defeat enemies. They preferred to lay traps or ambushes, and would only engage a foe directly after it was weakened. If their numbers were diminished such that they had less than a two-to-one advantage, the group would usually flee. Kobold traps included spike pits, tripwires, flaming oil, and poisonous vermin. They disliked gnomes to such an extent that they would attack on sight. Kobolds would usually loot what treasure they could carry from their defeated enemies, who were usually killed. Occasionally, kobolds would enslave their foes, who then might be sold on, unless they were gnomes, which kobolds would always kill, but never eat.
Physicality: Liches are generally gaunt and skeletal with withered flesh stretched tight across horribly visible bones, but can vary greatly in appearance depending on their age (some appear as skeletons dressed in regal finery, yet others may appear to be nothing more than lepers). Bright pinpoints of crimson light burn in the empty sockets of those whose eyes have been destroyed or otherwise lost or are so old they have simply rotted away. They are often clad in dark, tattered robes. When moving, they seem to glide as if floating on water.
Liches often do not have lips or the necessary organs to produce natural speech, but they have the ability to project speech from their mouths magically, moving the jaw (if present) to aid the illusion.
Psychology: Liches are an almost universally evil form of undead spellcaster of great power, usually wizards, but they can also be sorcerers or clerics. They are feared by mortal beings for their malign magic, their intelligence and their willingness to embrace undeath for a chance to live forever (or rather, exist forever).Because liches have eternal longevity they often use this time to form schemes that take decades to develop, sometimes preferring to outlive a foe instead of confronting it, and as such most liches live in secluded areas of Toril where they are content with furthering whatever research or plots they have in motion.
Abilities: Whatever abilities and powers that they had in life.
NymphPhysicality: Nymphs are fey that typically resemble Tel-quessir women, not just physically beautiful, but literally blindingly so. They usually dwell in forests, streams, waterfalls, or coves. They are the guardians and protectors of these and the portals to the faerie realm. It is said that their beauty can lead anyone who gazes upon them to either blindness, madness, or even death. However, they can suppress this ability if they wish. They absolutely hate anything that is either evil or ugly. They celebrate many different festivals. They tend to live near hollow hills. They are immortal. They are very similar to Sylvian Elves, in most cases. For instance, they have markedly pointed ears. Nymphs are always female, possessing incredible beauty that is dangerous to behold. As such, they are the frequent target of satyrs and lecherous human males.
Psychology: Like Dyrads, Nymphs prefer to live away from civilization, delighting in the savage wilderness away from those that would seek to cut their trees. They live with respect to nature and will accept the company of those that do so as well. A dryad will often take in attractive men who are fond of nature to act as both a mate and a guardian. Nymphs are generally benign, and will attempt to warn off intruders. Only those that seem cruel and determined to destroy a Nymph’s home will see the full wrath of these fey.
Abilities: They are able to manipulate nature, to an extent, to help protect themselves.
Subraces/Subspecies/Tribes: Potentially related to Dryads.
OrcPhysicality: Orcs vary in appearance, based on region and subrace, but all share certain physical qualities. Orcs of all kinds usually have grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that feature lower canines that resemble boar tusks. Many also have wolf-like ears that are pointed on the ends, similar to elves. Orcs are roughly the same size as humans.
Psychology: Orcs have poor temperaments and are given to anger more easily than some races. Easily offended and impatient, Orcs generally prefer violent solutions and rarely consider multiple ways of approaching a problem. However, in spite of this many orcs are excellent at getting results, since they are creatures of action, not thought. Some exceptions to this profile do exist, however, such as the famed King Obould whose deeds were accomplished through planning and insight. Traditional orcish culture is extremely warlike and when not at war the race is usually planning for it. Most orcs approach life with the belief that to survive, one must subjugate potential enemies and control as much resources as possible, which puts them naturally at odds with other races as well as themselves.
Abilities: Most orcs don't build cities of their own, instead relying on those left behind by others and improving their fortifactions or operating out of small camps and dens, often in natural caves. Orcs can manage ironwork on their own, as well as stonework. As a result they have become excellent smiths and weapon makers. Not as good as Dwarves though. They are also incredibly hardy.
Physicality: Satyrs, also called fauns, were fey creatures that delighted in singing, dancing, feasting, and debauchery. They appeared to be men with sylvan features from the waist up and possessed goat legs from the waist down.
Psychology: Satyrs had a reputation for being rakes and smooth-talkers. They had a habit of leaving pregnancies wherever they traveled. The children from these unions were spirited away by their fathers soon after birth. Satyrs hail from the Feywild but travel to the world to sate their curiosity. Every new experience fills a satyr with a sense of wonder, and constantly seeking out the next big thing can get one into trouble. Satyrs live in small clans no more than two dozen strong, and rarely are more than one or two satyrs seen at a time. They make their homes at the bases of trees or in burrows. They love creature comforts, so they keep well-stocked larders and stores of wine and mead. Travelers who come upon satyr homes often find them empty because the owner is out exploring or at a woodland revel.
Abilities: A Satyr can memorize hundreds of stories and songs, and invent hundreds more. Anything can be inspiration to a satyr, from the morning mists to a blossoming flower to—especially— an attractive maiden. Every Satyr knows how to play at least one instrument. The melodies that satyrs produce haunt forest glades throughout The World, and their tunes are inherently magical. Even a Satyr who knows nothing about the arcane arts can charm or bespell people and animals with its songs.
Physicality: An Succubus in her true form is always demonic and strong. Her skin can be of any color, but is always smooth and silky, making one want to run their hands over it. When not using her wings for flight, a Succubus can fold them to drape across its shoulders like a cloak—many decorate both the inside and outside of their wings with tattoos, ink, or self-inflicted scars. Succubae stand between 5’9” and 6’1” tall and typically weigh 150lbs. When they are trying to seduce their prey, they take on the form of whatever their prey would find most pleasing.
Psychology: Succubae really have only two purposes in life and they both start with “f”. One of them is fight and they make quite intimidating warriors. They are very strong and agile and very good with a sword. The Succubae are phenomenal lovers and are very attracted to power and money and will do anything to get it. They feed on the souls of their male lovers and use it to sustain themselves.
Abilities: Succubae feed on the souls of their lovers.
Physicality: A vampire is an undead creature. A humanoid or monstrous humanoid can become a vampire, and looks as it did in life, but with paler skin, haunting red eyes, and a feral cast to its features. A new vampire is created when another vampire drains the life out of a living creature and then the vampires blood is fed to the victim. Vampires are drawn to feed on the blood of the living, and can only survive on blood (normal food and drink do nothing for it and cause it to forcefully vomit it up within moments), obtaining it in any way they possibly can. They do not cast shadows, nor do they possess a reflection. They will look exactly as they did in life - sorry, vampirism will not make you irresistably sexy - except slightly paler of skin. When they go into 'vamp mode' however, their features will distort to the point of ugliness.
Psychology: Out of all the undead, vampires are the most "human" to a point. A fledgling vampire may retain enough memory of its former life to still form a parody of emotion within itself. In some cases, this may cause the vampire to seek out its friends or loved ones and turn them into one of the unliving, thinking they are preserving this attachment, not realizing that when they are turned, that they are forced into an artificial attachment to their creator. In general, many vampires are sociopaths and possess a superiority complex. Sadistic predators in a human form, Vampires see no problem in using anyone they view as weak or inferior (which is just about anything they can overpower) for their own personal gains. They do not trust others easily, and only the most careless vampire would let anyone know where they rest. Abilities: Vmapire abilities vary depending on the power level of the vampire – which comes with age. As a general rule though, vampires can bespell with their gaze, the more powerful can fly and they move so fast it appears they teleport.
Physicality: Superficially, a Werebeast looks like their old, original self, but they have an animal form. The exceptionally powerl have a third, hybrid form, which is a humanoid version of their animal. In humanoid form, they appeared no different than before and their natural life expectancy was the same.
Psychology: Werebeasts are commonly self-reliant and free-spirited. However, shifters are restrained in their actions by a fear that they might become lost in the savagery that dwells in their blood. This fear of losing control makes many shifters confrontational and reclusive. Some shifters overcome this self-doubt, however, becoming true friends to those they fight beside. However, this feral predator nature can be to the shifter's advantage, and they make excellent rangers or druids.
Abilities: They have superhuman strength, speed, agility and an advanced rate of healing. As they become more powerful they can shift at will, though this will take energy. They will even be able to shift only certain parts of their body. They will still be forced to change during the full moon.
Subraces/Subspecies/Tribes: Werewolves, werelions, weretigers, wereleopards, werebears, werehyenas, wererats and werefoxes have been discovered.