

Humans are generally the most populous species of Arcydea, despite their relatively short lifespans; also the species with the greatest diversity of powers.
General: Humans are most prone to wandering and adventuring, and have a wide variety of professions. (50 pts)
Nexican: Nexican humans almost always know magic, are imune to magic, or have some other 'cool thing'. Unfortunately, they're also generally crazy. (50 pts)
Voxian: By and large, the most common guildmembers. (50 pts)
Fenistoan: Tougher than most. 'Regular' humans are usually slaves here. (75 pts)
Barbarian: Roving tribes of warriors that generaly prey on undefended settlements. (75 pts)
Pirate: Organized groups of brigands that attack lone ships, travelers, etc. (75 pts)
Etc: Humans are the most diverse lot, and vary widely in experience and skill. The aforementioned is for an 'average' specimen with without extensive skill or training.
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Elves are often considered the second most common species of Arcydea, and also one of the most varied races.
General: Elves prefer their own societies, the stereotypical elf is more at home in the woods than the city (50 pts)
Nexican (City): Nexican elves tend towards two extrees- the first is basically 'human with pointy ears', though they are quick to complain of racism. (50 pts).
Nexican (Woods): The other extreme dresses in scanty hides, uses only a bow, and is as close to nature as is moral. (50 pts)
Moon: The moon elves are magically inclined elves who used to be proud to claim descent from actual moondwellers. (75 pts)
Brightshines: Particularly adept magicians, but often vaguely intollerant and not well liked by Arcydea due to that whole moon-shooting thing. (75 pts)
Winged: Exotic inhbitants of Avylyss who tend to be flighty in mind as well as body (50 pts)
Fire: Inhabitants of Arcydian volcanoes, these hotheaded elves are very territorial and have their own pantheon. (50 pts)
Desert: Elves capable of shapeshifting, but forbidden to use metal weapons. (75 pts)
Dark: Dusky gray to black-skinned elves most commonly seen in major cities, and involved in anything that furthers themselves (75 pts)
Etc: Elven colonies exist nearly everywhere, forming tribal units and maintaining small camps. They are staunch defenders of their environment, whatever it may be.
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Wanderkin are diminuative humanoids with a slight fae inclination, best known for being as curious (or perhaps even more so) as any human. Generally tollerated, though they can get annoying in large concentrations.
General: Wanderkin are found wherever adventure takes them- few settle for any length of time. (50 pts)
Nexican: The most extreme examples of wanderkin behavior, and often prone to kleptomania and other compulsive behaviours. (50 pts)
Wandering Designs: These trained mercinaries are all wanderkin with magical aptitude and other unusual talents (100 pts)
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Gnomes are master inventors and scientific experimenters, but are often seen as a little crazy--even for Arcydea.
General: Gnomes are particularly keen on making new discoveries and new inventions, using whatever means is available (50 pts)
Nexican: Prone to extremely rapid speech, huge noses, and always tinkering with something. In the running for 'most annoying Nexicans ever.' (50 pts)
Mountain: Mountain gnomes are relatively reclusive, and live on the mountains, mining and working away from prying eyes. They are usually allied with local dwarves. (50 pts)
City: Some, however, seek the oppertunities a big city provides for learning new things and accessing more resources. (50 pts)
Arctic: The Nevergreen Moutnains are home to a clan of gnomes that spend most of their time defending their home, legend has it that they were once master artisans. (75 pts)
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Dwarves are stereotyped as master warriors, craftsmen, and brewers - a reputation many dwarves use to their advantage.
General: In particular, dwarven skill rivals even the best technologically advenced assembly lines and many dwarves live prorfitably from mining operations and investments. (50 pts)
Nexican: Nexican dwarves, however, are almost exclusively warriors and bartenders, though most claim to know a bit about smithing. (50 pts)
Mountain: Mountain dwarves agressively control tthe mining industry in Arcydea, or do their best to. ( 50 pts)
City: City dwarves are more interested in selling their crafts to others, doing their part to push dwarven superiority. (50 pts)
Dark: Dusky skinned dwarves that often work as black market traders, selling the finest in illegal goods. (75 pts)

Anthromorphs are animal-based humanoids, most common in Nexus, but found in small numbers practically anywhere.
General: In general, anthromorphs are mostly humanistic, though with behavoral quirks that reflect their animal species. (50 pts)
Nexican: Nexican anthromorphs tend to take these behaviors to extremes, and often lechery and other antisocial behaviors besides... (50 pts)
Kokuran: A country formed entirely of shamanistic anthromorphs exists beyond Avylyss - the inhabitants are tame, but have little interest in the outside world. (50 points)
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Lycanthropes are beings of one race that take on the form of another when stressed or disturbed. The other form is usually that of a specific animal race or species.
General: Lycanthropes are not well liked due to concerns over contagion, and are hunted in certain parts of the world. (75 pts)
Nexican: Nexican lycanthropes most often transform due to lunar cycles, and behave similarly to Nexican anthromorps when in 'normal' form. They are unfortunately very contageous. ( 75 pts)
Cursed: The majority of lycanthropes are either 'cursed' or contract the disease. They are from a wide variety of base species in normal form, and have an animal form of their attacker (or the choice of the one bestowing the curse). (100 pts)
True: True lychanthropes are neither cursed nor contageous, they are born human or elven (other species are rare) and develop the beastial form over time as they grow. (100 pts)
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Dragons are seen throughout Arcydea. The draconic race plays a key role in historical and mordern culture and warfare.
General: Dragons vary widely in size, but almost always have a breath weapon (fire is a classic) and winged flight (100 pts)
Nexican: Nexican dragons are incredibly diverse in their breath weapons, and love lording it over the mortals. (100 pts)
Alshiran: Decendants of the original dragons of Arcydea, these are most loyal to Alshira and vaguely color coordinated. (100 pts)
Courupted: Dragons created by Gulak in his quest to wrest control of the reptilian domain from Alshira. (100 pts)
Great: Dragons of unusual size that live mostly in uncivilized regions where they can maintain authority. (250 pts)
Faerie: Very tiny dragons that live mostly in forests. (25 pts)
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Faeries are beings of magic that tend to play pracitcal jokes on 'mere mortals'. They often have extensive lifespans, and the ability to commune with nature.
General: Faeries are another race that varies widely in size, they usually have insectoid wings and an attunement to the environment. (50 pts)
Nexican: Nexican faeries are almost always tiny, but possess magical powers over nature or a particular element. They are also almost inevitably annoying. (50 pts)
Elemental: Elemental faeries have the power of a particular element or substance, and thrive in enviornments with that element. (50 pts)
Pixie: Pixies, tehcnically a member of the faerie genus, are very small humanoids with dragonfly-like wings and minor magical powers. Often affiliated with faerie dragons. (50 pts)
Chameleon: About four feet tall, these faeries have thing wings that change color with their mood. They are usually found in Avylyss. (50 pts)
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Vampires
Vampires are blood-drinking humanoids that fit into three categories - undead, afflicted, and born.
Undead: Undead vampires have no pulse and are generally cool to the touch, though they appear as (or better than) they did in life. Those who rise from the dead or are sired as a vampire are generally much stronger and faster, and gain some or all of the powers and weaknesses of the one who sired them. (100 pts)
Afflicted: Afflicted vampires suffer from a curse or disease that makes them hunger for blood, and provides powers and weaknesses dependent on the specific cause. Depending on the source, an afflicted vampire may be able to pass on his affliction to others. (100 pts)
Born: Born vampires have the best of all worlds; impressive strength and powers without weaknesses like sunlight-driven combustion. They are living creatures, and can 'die' normally, although it is still difficult. Born vampires can generally create undead vampires through siring. (200 pts)
Nexican: Nexican vampires almost always have lechery, massive egomania, and are unfortunately often the most dangerous occupants - they'll bite damn near anything, and are actually surprisingly competent and difficult to kill. (150 pts)
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Demons
While most demons are content to serve or reign in the Infernal Realms, not a few call Arcydea their home. Demons generally have some form of Magery, a dislike for 'holy' things, and a sphere of influence in which they specialize.
General: Demons range widely in power, and as such are hard to pigeonhole. However, generic demonic footsoldiers are tough, strong, harmed by holy objects, and respect demons of greater power. They also can be summoned by sorcerers, but are much less respectful to those without Demonic Rank. (100 pts)
Nexican: Nexican demons are generally more prone to destructive or antisocial behavior - but then, what in Nexus isn't? (100 pts)
Plague: Demons who specialize in spreading disease and vermin. Some demons further specialize in a specific type of disease or carrier. (150 pts)
Lust: Demons, usually appearing as incredibly attractive men or women, who consort with mortals or muddle their minds with lustful desires. (100 pts)
Chaos: These demons specialize in entropy and confusion, and are particularly tough opponents because of their power to affect probabilities. (150 pts)
Rage: Aside from being dangerous opponents themselves, rage demons can instill mindless fury in others. (150 pts)
Gluttony: Corpulent monstrosities known to wield both famine and feast as weapons. (150 pts)
Specter: Demons that possess people and objects in order to work their will - notoriously dangerous. (200 pts)
Fear: Demons who inspire terror in people, and generally have powers to support it. (150 pts)
Spirit: Demons that control the spirits of the dead - occasionally confused for Specter Demons. (200 pts)
Greed: Demons that drive people to desire more than what they have - often associated with Contract Demons. (150 pts)
Retribution: These demons specialize in fulfilling the desires of those who feel they've been wronged, usually at a price. (150 pts)
Contract: Contract demons are very powerful demons that offer patronage, support, or other services to people through a contract. (250 pts)
Champion: These great demons hold power and respect in the Infernal Realms, and are the most dangerous of the common demons. (250 pts)
Volcano: Demons that live in the volcanoes of Arcydea, who pride themselves on their combat skills. (125 pts)
Elemental: Demons who control a particular elemental power, generally inhabiting regions where it thrives. (150 pts)
Noble: Demon 'nobles' form the power structure of the Infernal Realms, and are terribly dangerous. Luckily, they rarely leave home... (500 pts and up)
Imp: Diminutive humanoid demons with spaded dtails who often work for humans or more powerful demons. (100 pts)
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Angels
Blessed servants of a particular deity, true angels are incredibly diverse in nature and countenance. Each true deity has their own 'angel' type; angels follow the guidelines and teachings of their deity, and exhibit a power or two of the god's general area of influence. For example, Shydi's angels generally appear to be winged elves, and have the ability to implode things.
General: As a general rule, angels are powerful soldiers of the faith who have earned the position through earthly works. (500 pts)
Created: Created angels ('angels in training', so to speak) are created by their god as minor agents, and are generally much less experienced. (100 pts)
Nexican (Archetype): The archetypical Nexican angel is an obnoxiously holy being (often of no particular godly origin) who attempts to smite whatever it thinks is evil. (200 pts)
Nexican (Fallen): More prone to leather and black and less prone to intact wings, Fallen angels are as evil as their Archetypical counterparts are holy, and are equally annoying. (200 pts)
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Goblins
Diminutive humanoids with skin shades that vary from green to brown, best known for their rapid breeding and belligerent nature.
General: Goblins are almost as adaptive as humans, and usually make up for in numbers what they lack in strength. (50 pts)
Nexican (Fodder): Nexican Fodder Goblins generally are found in the employ of a Nexican evil mastermind. They make poor guards, but they're very cheap. (50 pts)
Nexican (Engineer): Designers of truly devious traps and fortifications, a valued asset to any Nexican Goblin colony. (50 pts)
Nexican (Shaman): Magically-inclined goblins usually rise to the top of a Nexican Goblin tribe, if only because they're usually the smartest. (75 pts)
Colony: Most goblins outside of Nexus establish colonies in easily defensible areas such as caves and tunnels. (50 pts)
Raider: More daring goblins conduct bandit raids on villages or travellers; the more successful ones are generally better armed and organized. (50 pts)
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Orcs
Human in height and build, orcs are generally considered a distant relative of goblins (sharing skin color and ear formation), but are much less easily cowed.
General: Unlike goblins, orcs are generally directly antagonistic to other species, considering 'loot, rape, and pillage' as their primary negotiation options. (50 pts)
Nexican: Nexican orcs are usually the worst of the lot, and generally join any cause where looting, raping, and pillaging are part of the payment package. (50 pts)
Colony: Orcish homelands are generally well-fortified, and even outposts are highly defensible. All members of a Colony have at least some combat training. (50 pts)
Raiders: The best warriors and hunters of a colony are sent out routinely to take prisoners and slaughter any who resist. (75 pts)
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Kobolds
Somewhat rare in Arcydea, this vaguely canine, humanoid race is mostly found in Nexus defending its territory.
General: Kobolds are very territorial creatures, and will attack trespassers who enter their territory uninvited. (50 pts)
Nexican: Nexican kobolds are the most common, usually establishing colonies in areas abandoned by other races. (50 pts)
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Centaurs
Having been hunted to near-extinction outside of Nexus, surviving centaur communities are very distrustful of outsiders.
General: Most centaurs who have come into contact with civilization deeply regret the experience and prefer to keep people out of their lands. (75 pts)
Nexican: Nexican Centaurs have adapted to city life and other races; they're a rare example of a Nexican with less issues than its worldly counterparts. (75 pts)
Goldentail: This small colony of centaurs espouses love for nature without roundly shunning others, and is led by a shaman whose tail is golden-colored. (75 pts)
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Automatons
Non-living objects that move through magical or mechanical means. In general, these may be intelligent, bound to serve a master, or unintelligent.
General: The specific capabilities of automatons generally depend on the creator's wishes and capabilities. (100 pts)
Nexican: Nexus is capable of manufacturing any type of automaton, though its creators generally have crazier ideas in mind. (100 pts)
Mechanical: Mechanical automatons run off of a power source, and cease to operate if that power source is removed. (100 pts)
Magical: Magical automatons are animated via a magical spell, and may have other enchantments that provide additional capabilities. (100 pts)
Gyrillian: The population of the Gyrillian Empire is entirely mechanical, and can interface with other machinery. (100 pts)
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Skeltars
A form of undead created by necromancers, capable of casting spells. Notoriously difficult to control, retains the memories of their previous life. (75 pts)
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Elemental Spirits
Creatures that serve as the living embodiment of an elemental force.
General: Elemental Spirits are generally capable of controlling their element of choice, and weak against the opposing element. (200 pts)
Hominid: The 'generic' Elemental is a humanoid figure composed of elemental material. Stone, fire, air, water, lightning, ice, and light are a few examples. (200 pts)
Creatures: Certain creatures that symbolize elements (the majestic Phoenix, for example) are also known. Some are strictly animalistic in appearance, while others are closer to anthromorphic creatures. (200 pts)
Nexican: It should probably be noted that Nexican elementals are more flamboyant and diverse in nature, and frequently less cooperative. (200 pts)
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Tarns
Diminutive lizards about as big as a housecat, with distant relations to the native dragons of Arcydea; they refer to these dragons as 'mother tarns' and the goddess Alshira as 'grandmother tarn', terms of respect and veneration. There are eight specific types of tarns: Pyrtars (red-scaled firebreathers), Crytars (blue-scaled frostbreathers), Geotars (brown-scaled sandblasters), Lumitars (white-scaled light-breathers), Nuitars (black-scaled shadowbreathers), Lunatars (golden yellow-scaled lunar beam breathers), Syltars (light yellow lightning breathers), and Manatars (green-scaled manabreathers).
General: Tarns are exciteable, curious, and become massively hyperactive when allowed to eat sugar. They each have a breath weapon relating to their subspecies. (50 pts)
Elder: The oldest and most venerable tarns, elder tarns are greatly wiser and more sedate, and larger than the younger generation. (150 pts)
Nexican: Nexican tarns are generally tarns who have traveled to Nexus for adventure, and are slightly more foolhardy than most. (50 pts)
Leutars: These are corrupted tarns created by Gulak; generally mottled green-yellow in color, these creatures drink blood and breathe clouds of sleep gas. (50 pts)
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Leupak
Although most leupaks are decidedly not 'civilized', and are given far more detail in the Beasts section, a few races of leupak are civil enough to be listed here.
Advanced: The advanced leupak is humanoid and has gender roles, but no actual determinate physical gender features; its reproduction is entirely parasitic in nature. Most advanced leupaks have Short Lifespans. (100 pts)
Citizen: This sanitized, much more humanoid leupak has a far more accommodating reproductive system, and doesn't suffer from the urge to egg random people nearly as frequently. (125 pts)
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