When Newton Magnovalis defeated Silas the Wicked and took the Palace of Paralex as his own, he did not do so alone. The army at his back was comprised of the once-warring empires of the world, joined together by the promise of peace and equality for all. True to his word, when his followers elevated him to be King of all Paralex, Newton Magnovalis formed the (prior to the jaserta joining and with the tengu voluntarily staying out of world politics thereafter) Seven Great Races.
For the first time, the peoples of Paralex were united under common laws that offered protection to all. Whilst the Magnovalis line ultimately ruled from the Palace, each of the races were called to choose their own leaders by their own customs, to ensure that the ways of their people would be upheld in the laws of the world.
During the Dragon Rebellions, said race was understandably expelled, only re-joining once the Rebellions were at an end. Some still petition for the dragons to be permanently expelled for their crimes during the Rebellions and for further distancing themselves from the other races, now to a greater degree than even the tengu. Despite the jaserta requesting to join multiple times, it was only in 1292 M.E that the other member races reached a unanimous vote to admit them.
Whilst laws upheld in most of the world allow the cohabitation or marital joining of different members of the Eight Great Races and whilst they may appear physically compatible, no hybrids have ever been known to survive past infancy. In this regard, it appears the races are too distinct.
The ducks exploded into a flurry of quacks as Sam, still floating upside down, was thrown side to side, narrowly missing the lamppost. As he whizzed to and fro he caught glimpses of his ridiculous reflection in the windows of the houses opposite. Still a puny thirteen-year-old. Still Sam ‘silly ideas’ Mundle.
- Chapter 1, Spirit Rider: The Royal Problem
~~~
Zoological Name: Homo Sapiens
Habitat: NA
Diet: Multivore (Carnivore + Herbivore)
Average Lifespan: 70-90 years
Species Density: Common
Range: Throughout Paralex
Amongst the likes of the magic-wielding magicians, ever-swift vampires, and mighty dragons, the sometimes unremarkable human race may seem like a surprising addition to the Eight Great Races, let alone the de-facto rulers of Paralex.
The two strongest features of humans are their expansiveness and adaptability. All the most ancient myths and legends from Before History claim that the other creatures of the world were either transported by the Creators, or had ideal parts of Paralex carved out for them. Yet the stories all seem to agree that the humans spread of their own will, travelling to all corners of the world. Such is true even now, with humans being one of only a few species who can exist almost anywhere. Where for example other members of the Eight Great Races cannot survive in various hot or cold climates without extensive and vital adaptions, humans can thrive in either with only the smallest of adjustments.
The magicians themselves never seemed to stop, always rushing past from one place to another. A line of people in streaming silver cloaks whooshed silently by before vanishing through a wall. A woman wearing a slim-fitting white dress and arm-length gloves offered passers-by apples “tastier than the Threefold Lands.” Past her a magician in a red-and-blue-striped jacket and a tall hat turned a woman’s hair a shocking pink with a flick of his wand, making her clap delightedly. More masked figures in red and gold robes rushed past at inhuman speed, throwing up yellow sparks from their heels.
- Chapter 7, Spirit Rider: The Royal Problem
~~~
Zoological Name: Magus Sapiens
Habitat: NA
Diet: Multivore (Carnivore + Herbivore)
Average Lifespan: 100-130 years
Species Density: Uncommon
Range: Throughout Paralex (Largest concentration in Alec-Cassem)
Unique amongst the beings of Paralex, magicians are the only known species on the planet who can channel and control magic, casting it as spells, curses, enchantments and such.
Whilst superficially indistinguishable from humans - so much so that for many centuries they were considered two halves of the same race - magicians have several biological differences. Unlike many of the Eight Great Races, magicians have only one lung. In place of this is an organ named the turritop - which floods the body with extremely powerful antibodies, suggested to be the main reason for both magicians' extreme resistance to illness and their unusually long life-span. They also have the much-debated wylit, an organ that generates a permanent magical reaction in its centre, claimed by some to be the source of the resonance that allows magicians to cast magic. However there is also a provable, yet still not widely understood, link between magic and a magician's soul.
Many often puzzle as to why the magicians - even their lowliest members being endowed with the potential for spectacular magical feats - do not have more political power in the world. The answer, in two regards, is a case of too few numbers. In part, this is due to their self-imposed exile during the Age of War, which even in the modern day means few magicians are seen throughout the bulk of Paralex, compared to the other races. But this aside, magicians have unusually low fertility, with certain zoological circles suggesting this is an unfortunate side-effect of the magical energies resonating through them.
Yet one amongst their number was out of place. A tall man with long red hair and corpse-pale skin. He was dressed in a suit decorated with medals and a flowing black cape. When he smiled at Sam’s approach, he revealed sharp fangs.
- Chapter 19, Spirit Rider: The Royal Problem
~~~
Zoological Name: Hirudo Sapiens
Habitat: NA
Diet: Carnivore
Average Lifespan: 50-60 years
Species Density: Common
Range: Throughout Paralex (Largest concentration in Crovis)
Hailing from the southern continent of Crovis, the one facet most-all people know about vampires is their need for blood. But even this is muddied by myth and misunderstanding.
A vampire’s body processes blood at a significantly faster rate than most other beings. It compensates for this, slowing bodily functions and consumption and such so that a vampire will only rarely die of blood loss, however said vampire will appear extremely sickly and sluggish. Naturally the best replacement for blood, is more blood. This is why the vampire’s fangs are designed to pierce flesh and syphon blood from their prey. An internal organ called a minaluce converts the prey’s blood to match that of the vampire. To dispel one misconception, the blood need not come from a sapient race.
Yet it is incorrect to say that vampires can ONLY survive by consuming the blood of others. The secondary function of the minaluce is that it can convert any ingested liquid into fresh blood. Admittedly however, this is a much more inefficient method, so any vampire who abstains from - or is otherwise unable to perform - direct blood consumption would need to take on at least half a litre of liquid every 30-60 minutes. By contrast ingesting a quarter litre of blood from any source would last the average vampire approximately 6 hours.
A fully nourished vampire has significantly greater reflexes and strength than most beings, however over-exerting themselves rapidly increases the rate at which their bodies process blood. From birth vampires also possess a natural affinity for hypnotism. By consciously altering the colour of their irises they can put a person into a highly suggestible state. The effect requires maintained eye contact and the amount of influence a vampire can exert varies from one individual to the next. In most cases a person cannot be compelled to do something that would harm themselves or be completely beyond their normal thinking. The effect can be resisted altogether with proper training. Naturally, international law prohibits any vampire from hypnotising someone without their consent.
Another old vampire myth was that they are immortal. Whilst they do appear relatively unmarked by wear for much of their lives, once they reach roughly 50 vampires age extremely rapidly and rarely live past 60. They do have extremely binary genetics, meaning that at least by appearance a vampire’s offspring will only take after one parent. In this way a portrait of father and son, painted when each was the same age, would be near-indistinguishable.
Vampires are NOT harmed by garlic. Their bodies are unable to process nutrients from vegetable matter and such will generally make them unwell, but never fatally. They can consume meat, though unless bloody they draw little nourishment from it. Their highly sensitive taste buds mean they may have a small yet elaborate meal merely to taste rather than for sustenance.
Running water is no impediment for vampires. This myth at least stems from the vampires themselves. Count Whitwaen refused to duel Damon of Glintwater for the hand of Lancel the Pretty, because to do so would mean crossing the river Vasvollet. Witwaen cited this supposed vampire weakness, calling his fellow suitor dishonourable for arranging the duel as such. In truth it was merely an intense hydrophobia Witwaen inherited from countless generations of his vampire ancestors.
Vampires cannot survive in over-warm conditions as high temperatures rapidly increase the rate their bodies consume blood. That said, sunlight will not cause a vampire to burst into flames or otherwise burn them. This misconception appears to be because much of their native land of Crovis is covered by a perpetual storm, meaning extended periods of sunlight are rare.
A wooden stake through the heart will indeed prove fatal… as it would with most other living things.
… But the spectres soon got on his nerves. With their shifting features, they were in fact many pieces of unpassed souls tied together by an emotion so powerful it seeped into everyone around them. So whilst the jubilant spectres had Sam laughing at a bit of litter, a passing furious spectre made him so angry at the way Grim was walking, that he stalked off in the opposite direction. By the time they approached the woods, he was emotionally wrung out.
- Chapter 16, Spirit Rider: The Royal Problem
~~~
Zoological Name: Motus Mortuus
Habitat: NA
Diet: Mystrovore
Average (Un)Lifespan: 20-25 years
Species Density: Uncommon
Range: Throughout Paralex
Unlike such certainties as the effects of gravity or the turn of the seasons, death is an imperfect process, something proved out by post-mortem beings such as spectres. In most cases, once a living being has died, their soul becomes untethered from its mortal body and vanishes away to whatever comes next. However in some cases a fragment of the unbound soul remains in Paralex. Some studies suggest this may be when a person dies in the grip of a powerful emotion, as would fit with the (un)physiology of spectres. Alone, such fragments are formless and non-sentient, drifting through the world unperceived by most creatures. But when enough fragments of once-intelligent beings coalesce, they create a spectre.
Studies show that corresponding soul fragments must be - at least majoritively - of the same species. Spectres seem to form exclusively from the fragments of ‘civilised’ species. Even so most of those seen in Paralex take after human, magician, or vampire features, with those resembling other members of the Great Races - or similarly ‘intelligent’ species - being significantly rarer. The exact number of fragments which form a spectre has yet to be determined, with the alterable appearance of individual spectres suggesting at least a dozen or more.
Their bodies can change with variable frequency, individual features shifting to resemble those of the many soul fragments that form them. This extends to their spectral clothing, changeable seemingly according to what their fragments wore at the moment of their death. Newly formed and inexperienced spectres will shift often, moment by moment, but their more-adapted kin may choose a nose or eyes or such they favour, only suffering an unintended shift when flustered.
Spectres are bound by emotion. Visible from within their chest will be a coloured orb of light, called an emocleus, projecting a glow which tints their bodies. The spectre’s emocleus represents the emotion which binds their fragments and spills out into the world around them. For example an enraged spectre will forever gnash their teeth, snarling every word and shouting without reason. Any person who gets too close to them will find themselves similarly annoyed by differing degrees. A morose spectre will always sound despondent and inspire sadness in everyone nearby. However the emotion only exists in the physical sense. For instance, a jubilant spectre can still be vexed by a person or deliver points of a discussion with utter seriousness - however they would laugh and grin every other word.
At a distance, it is common to misidentify a spectre’s emotion judging by colour alone. Said colour is again influenced by the soul fragments forming the spectre, reflecting cultural associations of the given Eight Great Races. For instance, whilst red is commonly associated with anger amongst humans, for vampires red is synonymous with happiness.
Whilst a spectre’s fragments and shifting appearance will always relate to one or more deceased persons - when a spectre forms they are for all intents considered a new identity. A spectre may form with any or none of the skills or abilities their fragments held in life. They may possess only the faintest, most fleeting memories of who they once were and true recollection is ‘fatal’ to them. Should a spectre be confronted with too many memories of too many of their fragments, said fragments break away, finally following after the rest of their soul, to whatever comes next. Should there not be enough fragments in the needed space to sustain the spectre, their body would unform. This is why poppy essence, which inspires feelings such as nostalgia, is so dangerous for many post-mortem beings. Likewise being that spectres are formed of fragmented soul matter, azrael silver, the only substance which can touch souls, is similarly dangerous. In any case, the emocleus which fuels the spectre only has a finite amount of time. It is sustained by magic, making all spectres mystrovores, but dwindles like a candle flame from the moment it forms. The oldest spectre on record was Evoront Clymon who existed for 27 years 3 months.
Though people can see spectres and feel the effects of their emocleus, spectres actually exist in a different physical plane. This is the reason that they pass through solid objects and drift above the ground rather than walk. They are however only able to go wherever many living people have been. For example a spectre may cross the ocean - but only over the surface, at a gentle walking pace, following shipping routes. Spectres CAN exert a physical presence on the world but this is extremely strenuous for them and takes years of training to do so consistently. Most spectres would count themselves accomplished indeed should they be able to move one small object for a few minutes per day. As they share the same spectral plane, all spectres may interact physically with one another as well as most other post-mortem beings.
Standing before a door at the far end of the passage, was a muscular, pink-skinned being dressed in plate-armour. In place of arms, the brachionite had eight long tentacles, their undersides covered in suckers. One limb was curled delicately around a rose-tinted magnifying glass. The creature’s squid-like head had a mass of smaller, squirming tentacles where a mouth should be. Sam approached cautiously and the brachionite glared down on him with small, dark eyes.
- Chapter 18, Spirit Rider: The Royal Problem
~~~
Zoological Name: Octo Sapiens
Habitat: NA
Diet: Multivore (Carnivore + Herbivore)
Average Lifespan: 70-90 years
Species Density: Common
Range: Throughout Paralex
As one of Paralex’s two amphibious civilised races, the brachionites are sometimes thought of as ruling the seas. With considerably more natural height, muscle, and eight dexterous tentacles, they’re almost certainly one of the most physically powerful of the Eight Great Races, second only to the dragons.
They have a greater degree of dimorphism than typically seen in other member races. Females are often larger then males and have four tentacles of greater girth than the others, where a male’s tentacles are typically uniform. A hale’s tentacles sprout from their back rather than the sides, and xehales have two distinct arms which separate into four tentacles apiece at the elbow. Females often have longer facial tentacles whilst hales have none.
All brachionites are able to breathe through their skin, which allows them to parse oxygen from water when submerged. Their three hearts aid in pumping blood through their powerful bodies and tentacles, with which they propel themselves through the water. Clawed webbed feet grant them further streamlined movement when swimming.
The undersides of a brachionite’s facial tentacles are lined with small hooks, which the brachionite uses to mince and separate any food into consumable pieces, for they have no teeth. Naturally hale brachionites have no facial tentacles and so must take care to appropriately apportion their food by by other means when eating. For those brachionites who have them, the facial tentacles have the secondary use of each containing a small ink sack, which they can expel at will. This is particularly useful in water as a way of confusing foes and / or making a quick escape. Their bodies are well-equipped to thrive in warm climates, indeed their capital city of Yoob lies on the sunny coastline of southern Reot. However cold temperatures greatly hinder their movement and can prove fatal if too low.
The voice-box of a brachionite is multi-layered, like that of an atlantien. Though the primary brachionite languages rarely make use of this, it does allow them to more effectively communicate with their oceanic brethren.
Emerging through a side door came an odd figure: a bald, gilled man whose skin seemed to have an odd, almost damp sheen and which, somewhat more strikingly – appeared to be blue. A short fin ran from the top of his head down the back of his neck, and a pair of flowing whiskers sprouted from below his flat nose and curved down towards the gills just below his jawline. He had a strangely long face with harsh features and a grimacing mouth. His eyes were chillingly cold, a darker shade of blue than his skin.
- Chapter 9, Spirit Rider: The Royal Problem
~~~
Zoological Name: Piscis Sapiens
Habitat: NA
Diet: Herbivore
Average Lifespan: 50-60 years
Species Density: Uncommon
Range: Throughout Paralex
If the powerful, many-limbed brachionites are the might of the sea, then the willowy atlantiens are its mind. Amphibious, like their sea-neighbours the brachionites, atlantiens are as comfortable on land as they are beneath the waves.
The gills upon their necks allow them to process oxygen from the water and webbed extremities make them swift and strong swimmers. The atlantien’s whiskers can detect vibrations in the water and can be used for balance, but are also tied to emotion. Where other races may sweat or blush, an atlantien’s whiskers can droop, twitch, or stiffen depending on mood. Their bodies can survive cold temperatures with relative ease but atlantiens need significantly more hydration than other races when in warmer weather. Without extensive adaptions, atlantiens cannot survive in hot climates. Their race is monogendered.
The voice box of atlantiens is multilayered, their natural languages relying on this to produce clear sounds when underwater. This does however make it extremely difficult for other races to learn, much less speak atlantien languages. Their names especially are often unpronounceable for other races, so atlantiens will typically have both a birth name and a ‘shore name’.
It is worth noting that the modern atlantiens were once one of two species of atlantiens. Before History and during the early Imperial Era, there were the sizyan atlantiens (the slender modern form most well known) and the botion atlantiens. The botions were notably taller and more bulky. Whilst the sizyan atlantiens kept below the seas, the botions were prodigious shipwrights, building fleets which sailed all the seas of the world. However during the Imperial Era, the botions were stricken with a plague which decimated their people. Eventually the final botion fleet vanished, sailing towards the Forbidden Lands. Around the same time the sizyans - now the only atlantiens remaining - discovered / built their legendary city of Atlantis. Contrary to popular belief, they named the city after themselves, not the other way around.
Mr. Cinnamon stopped in a long corridor where a painting the length of the hallway depicted some sort of grand battle, between knights and huge, winged, fire-breathing lizards.
- Chapter 10, Spirit Rider: The Royal Problem
~~~
Zoological Name: Draco Draco
Habitat: NA
Diet: Carnivore
Average Lifespan: 150-200 years
Species Density: Rare
Range: (Formerly) Throughout Paralex
---------(In modern times) Exclusive to Lungia
Large enough to swallow any other member of the Great Races in a single gulp, masters of land and sky, armed with fiery breath - there are few who can claim to have never heard of the dragons.
For many laymen, the most astounding gift the dragons possess, is their ability to spew fire. Surprising as it may seem, legends - and scant historical sources - suggest the dragons themselves were ignorant of this power, until they faced the basilisks which infested their homeland and proved a worthy foe. The effect begins with the dragon's fotiary gland, which produces a normally inert chemical called pyregon, that flows up into cavities within the dragon's throat. Through contracting their throat muscles, a dragon can then draw pyregon into their mouths. Once there, by shunting the backmost teeth of their upper and lower jaws, the dragon creates a spark which ignites the pyregon. Finally, using their tertiary lungs, the dragon expels a concentrated burst of air, which launches the flames from their mouths. The entire process happens within seconds.
Notably the fotiary gland produces pyregon extremely slowly. So much so that many dragons would claim - not altogether incorrectly - that they only have a finite amount of 'fire' in them. Indeed aged dragons have been observed having difficulty producing flames for any sustained period.
A dragon's growth and size is directly proportional to the amount of heat they absorb, with zoologists yet to determine any upper limit to their possible mass. The effect generally decelerates in line with a dragon's age and how large they have already grown, but younger dragons are often encouraged to bask in desert sands to grow at a healthy rate. Conversely exposure to cold temperatures causes dragons great discomfort and can, over a rate of years, actually force their bodies to shrink.
It was the discovery of heat-linked growth which led the first dragons to nest within volcanoes. Doing so produces a yet more remarkable change so drastic that some consider Volcodians - those dragons who nest within a volcano - to become a separate species. Absorbing the heat of a volcano causes a dragon to grow far larger and more rapidly than normal. Within hours of entering the volcano the dragon's body will grow to an equivalent width. Their fore and hind limbs will atrophy and be absorbed into their body as it becomes more serpentine. The wings remain however and grow so large the dragon must drape them across the slopes of the volcano. At this size the dragon is no longer able to exit the volcano and will remain there until death. The dragon's fire-breath is similarly augmented, with many equating their fire to the eruptive might of a volcano, turned along a directed path. For all the power gained however, the process effectively halves a dragon's natural lifespan, with such a drastic change wreaking havoc across their body.
Though the height of a man, the jaserta had vivid green scales in place of skin, separated here and there by purple stripes. Its lizard-like head was a long snout of serrated sharp teeth. Wicked claws sat in place of fingers and toes, whilst a slender tail twitched at its back.
- Chapter 5, Spirit Rider: The Royal Problem
~~~
Zoological Name: Alterna Sapiens
Habitat: NA
Diet: Multivore (Carnivore + Herbivore)
Average Lifespan: 45-50 years
Species Density: Uncommon
Range: Throughout Paralex
Taken directly from their own Ankrish language, jaserta literally translates to 'two-forms' and there can be no more fitting description for the jasertas themselves. In any exterior setting, the jaserta is almost completely indistinguishable from a human, bearing a similar level of strength and stamina. However, once a jaserta has been granted access to any enclosed structure, they transform into a their secondary, reptilian form. At which point they also become notably stronger and faster.
Curiously, conflicting jasertan myths from Before History suggest that in the beginning they had only one body. Yet the various tales differ as to whether the original form was the human-appearing one or the reptilian one. Likewise their stories claim that at this time, the jasertas were yet to be afflicted by their dwelling restriction. Many jaserta assert that both the alter forms and dwelling restriction were inflicted upon them by the 'wicked' Creators - who such jasertas that believe this call the 'Great Accursed Ones' - as a either a cruel joke or punishment for failing a rigged test. The evidence in support of this, is that both effects are rooted in a magical reaction, rather than a biological one.
The dwelling restriction is a many-layered and complex rule. In 'simple' terms, a jaserta cannot enter any contained structure inhabited by civilised beings at the time they approach it, unless they have been invited. Even this plain description should make clear the many variables which must be considered.
The jaserta recognise a contained structure as any shelter with defined walls and an entrance. In this sense, someone who hunkers beneath a blanket in the street and calls it their home, has no power over a jaserta. However, should that quilt be fashioned into something resembling a tent, with an opening, then the jaserta would need to be granted entry. That is not to say the jaserta cannot simply tear open the tent to reach those within. A natural shelter such as a cave would also require the person within to admit the jaserta. The structure does not need to be a 'home' in order for the jaserta to be barred. Public spaces such as a store or temple would likewise be initially unenterable for the jaserta.
The inhabitants of a structure must be able to have the potential to recognise the inherent concepts of a dwelling. For example, an animal may make use of a den as a place of shelter and / or location to raise their young, but they cannot grasp the same sociological understanding of a dwelling that a member of the Eight Great Races has. In this regard a jeserta could enter an animal's den unimpeded. In the same sense, should a contained structure be vacant, except for a pet or similar watch-beast, the jaserta can freely enter. Conversely, should even a single occupant have the future potential to understand the concept of a dwelling, this will bar the jaserta. For instance, if by some circumstance a couple left their new-born baby alone in a structure, though the baby obviously at the moment cannot grasp such ideas, because it can in time, this is sufficient to bar the jeserta.
The beings inhabiting a structure must be within the structure at the moment the jaserta approaches. Simply owning a structure is not sufficient to deter them. Likewise, standing outside a structure and explicitly telling a jaserta they may not enter, will not deter them. In both cases the jaserta may enter as easily as any common burglar. The beings within the structure do not need to be conscious. Being within and being asleep, for example, is sufficient to repel the jaserta.
All of the above conditions, a jaserta can sense at the moment they approach a structure, regardless of size. Even if the Palace of Paralex, one of the largest buildings in the world, was evacuated save for a single person, an approaching jaserta would know and thus be repelled. The actual repelling effect is both physical and psychological. A magical force, perceptible to only the jaserta physically prevents them from crossing the threshold. Despite many experiments over the centuries, no magician has ever found a means to circumvent this. Most all attempts to detect the repelling force, magically or otherwise have proven fruitless. The jaserta itself also feels mental unease should it knowingly approach a structure it cannot freely enter.
Granting entry to a jaserta is most commonly done via speech: a simple 'please come in' will suffice. This can also be done visually, with an appropriately clear gesture of the hand for example. However it must be a person which grants access. A sign stating 'please come in' or 'all are welcome' will not be enough. Likewise an open or unlocked door will not allow a jaserta entry. As previous, legitimate or legal ownership of a structure is irrelevant. A structure with occupants asleep inside will repel a jaserta - but if the jaserta arranged for a burglar of a different race to break into the structure then welcome them inside, this would be enough for the jaserta to enter. The jaserta may employ any trickery or threats they please - granting entry under duress is perfectly fine. Even the vaguest wording is often enough to count as granting entry. The permission only lasts for the duration that the jaserta is within the structure. Once they leave, they must be admitted once again. But if a jaserta is told they are no longer welcome, they are in no way compelled to leave.