The Other Side of Oblivion
List of Native Races
Corazonian humans are many and varied. The original population were of a pale to swarthy complexion, with curly or wavy dark hair and dark colored or blue eyes. Since the city grew however, the original population has been diluted and every natural complexion, hair style and hair and eye color are relatively commonplace. Less commonplace than humans, Cybered humans, Lab Rats and Splicers have maintained their humanity while expanding their abilities and powers above and beyond human capability. More rare, are robots, automatons, and androids, known as AB Units, which have none of the rights of other sentient beings as they are manufactured as consumer products for the wealthy and typically do not possess the ability of independent thought.
AB Units, whether synthetically simulated humans or a metallic robot, typically do not possess free sentience or independent action, and thus are seldom considered part of society. When a case exists for such human qualities in a machine it is greeted with one of two opposing attitudes from the populace of Corazon City, the most common being ridicule. Acceptance of a sentient, free-willed AB Unit is extremely rare. AB Units do not share the extensive palette of human emotions. Wat mankind refers to as humanity, AB Units possess very little of, although ethics and morality can be programmed into them or learned through analysis of input, whether digital or analog.
Cybered are humans with technological components made a part of them. They exist in societies where technology has advanced enough to incorporate such things into human anatomy, preferably without noticeable indicators of the nature of the being. Very few outward signs exist to give away the cybered human from being anything other than normal. When powering up the components sometimes circuitry patterns may appear as a slight shadow on the flesh of the cybered human, this is caused by the heat generated in the wires sinking through the skin. When implants are externally attached to the cybered, they are made as aesthetically pleasing as possible, although some cybered humans like the intimidation factor of having large and disturbing external attachments and implant dealers are always willing to accommodate the customer.
Naturally resilient, Lab Rats endure mutations to accommodate scientific advancement. Accidents of the scientific age, these misfits of humanity come in a plethora of shapes sizes and appearances, ranging from looking completely normal to looking like an anatomical cornucopia of disturbing features.
Splicers have genetically enhanced their bodies with animal DNA becoming more and less human in one fell swoop. Most look human with some animal traits, some look like true Anthropians, but all Splicers lack the evolution to accommodate the change to their DNA, and are more bestial than the worst Anthropian in the wilds. Something about their latent humanity brings out the worst in Splicers, making them prone to rages, resistant to placation, and unpredictable at best. Some just control themselves better than others.
The humans of Magisterium are uniquely mystical by nature. They have skin tones ranging the gamut of natural hues and a few more vibrant tints as well, greens and blues mostly. Commoners with no arcane or mystical talent are not recognized by Magistereum law and so are either left to fend for themselves or are cared for like feeble children. There are three castes of Magisteri, Mages, Sorcerers, and Wardens.
Mages are less of a profession and more of a choice of methodology. Mages are attuned directly to at least one force of the natural world and focus their efforts on harnessing and commanding that force to do their will. Their attunement is not a chosen thing, it occurs naturally through a quirk of their unique birth, however they can learn to harness secondary forces and energies through their training. A Mage usually shares some visible relationship to its inborn attunement, be it blazing red hair or a gaunt and haunted appearance.
Sorcerers have forged an attunement through external means, usually a mystical tattooing process that binds a spirit or legendary source of power to the sorcerer. Through this bond, the sorcerer gains access to mystical power and can further their knowledge and power, these “False Magi” are recognized but disrespected because of their unnatural means of acquiring the power they wield. They do not resemble their bond in any way and except for the tattoo bear no outward natural sign of their power. It is illegal for sorcerers to hide or mask their tattoo, but provisions exist in the law for visual representation of their tattoo on garments and through jewelery or adornment, and some wear full suits of armor with an embossing of their tattoo freely without fear or repercussion.
Like Sorcerers, Wardens are born with no attunement. Unlike Sorcerers, they are not artificially attuned to a source of power. Rather they are branded mystically with individual arcane powers, possibly many over the course of the Warden’s life. The initial branding will be placed somewhere difficult to hide, like the forehead or the cheek. In addition to the mystical brands, magical equipment is a common trademark of Wardens, who use peripheral sources of power heavily.
The Jawhari have complexions ranging from light caramels to dark ash. They wear fashionable clothing of breathable fabrics or loose, airy design. There is nothing inherently unnatural about Jawhari humans, but they deserve special note due to their natural tolerance to desert climates and attunement to the desert itself. Jawhari humans have an inborn sense of direction that surpasses most normal methods of navigation. A Jawhari never loses its way, but can still be diverted from its path by obstacles and diversions.
- Children of the Sands
—The Children of the Sands were originally inhabitants of the great Gyaeni city, Ahurami. When the city fell the Children became wanderers of the Blazing Sands. Legendarily descended from the Gyaeni or their enslaved human pets, they are believed to bear gifts of power. The legend of their heritage is given some credence in that some of them do bear such gifts, usually a natural affinity for some desert-related power. Most of them live off the land, either traveling from oasis to oasis, gathering fruits where they find them and raising hearty livestock. Or else they settle in Janan al-Haidar near Lake Izz or Jawhar al-Ramlah to be a merchant or farmer.
- Albyrions (Light Elves)
- Thalybrions (Dark Elves)
- Umsebrians (Sea Elves)
- Flaugmari (Desert Goblins)
- Wheejmari (Mountain Goblins)
- Siglaufmari (Forest Goblins)
- Glyrix (Dark Satyrs)
Oghyrs and Gyaents
Awakened beasts, plants, and more that have become enlightened, intelligent, and articulate. While they can think, reason, and speak they are still animals. They have been known to lapse into their baser instincts.
Anthropians, Man-imals, Beast-men, or whatever you prefer to call them are the primary inhabitants of the Tribal Veldt, however they have explored and settled in all reaches of the other Cores. They come in all shapes and sizes, and in most animal forms. Some Anthropians stem from botanical ancestry, but these are rare. In and near the Skyglass Sea, Anthropians exist bearing ancestry to sea creatures. Capable though they are, they don’t stray far from the water’s edge. Anthropians are born of Anthropian parents and are not to be confused with Corazonian Splicers who have had genetic grafts to alter their DNA and generate a more feral animal-human composite.