Races

== Human ==
Humans live nearly everywhere with few exceptions, they are the most populous race, alongside being at the head of every empire in the Mainlands. Humans are naturally very emotionally active, and because of this ever since Humans have existed there have been fleeting legends and myths about terrifying beasts, which later became known as Cursed Abominations. For most of their existence, Humans were only very rarely plagued by the threat of curses, that is until the appearance of Cursed Abominations rose significantly in the disaster which caused what is now the Cursed Wastes. The effects of the disaster were so severe that the largest human empire to ever exist was destroyed in a mere few months, This history has survived in the minds of all humans as a constant reminder to keep their emotions in check and be ever wary of the presence of Cursed Abominations.
== Chaosborn ==
When a Cursed Abomination injures a living being, most untrained individuals die almost instantly due to their power, but, there have been cases of miraculous survival. In these cases the cursed energy of the Cursed Abominations seeps into the survivor. The survivors of such an incident are never directly affected other than their injuries, but if they ever herald a child, the ravenous nature of cursed energy within the survivor will pass on causing this child to become a mutant. The effects of this mutation could affect a variety of aspects of the child, as it could alter their physical form, their mental state, or even both, what is undisputed is there is no cure for the child of whom has been altered by the chaotic curse energy. One of the largest problems of the Chaosborn is what exactly plagues them is different and needs to be recognized on a case by case basis leading some to never being recognized as Chaosborn in the first place, this said, cases in which humans have sprouted tails or gained a multitude of additional eyes are much more commonplace. 
Chaosborn can still have children, however, their children are guaranteed to become Chaosborn themselves (although their mutation likely won’t be the same). Additionally, should two Chaosborn have children the degree of their mutations will intensify, as this process exponentializes the resulting Chaosborn will mentally degenerate becoming more bestial. Alongside the increasing number of mutations, this degenerative process leads to slowly becoming akin to a Cursed Abomination, in both mind and body, this extreme version of an extreme Chaosborn is referred to as a Chimera. Lastly, the amount and severity of mutations often is directly correlated to the lifespan of the Chaosborn, a minorly mutated Chaosborn will have the average lifespan of their original species minus a few years (for humans it is around 80), moderate mutations would warrant a few decades less of lifespan, and Chimeras are lucky to last till their 20th birthday.
== Spiritfolk ==
A varied assortment of races that are attuned to nature and the element of the environments they find themselves in. It has been said that on rare occasions when a Spiritfolk is born they are able to gain minor elemental powers due to the whims of a residing spirit. Spiritfolk naturally take on attributes corresponding to their environments, a simple example of such is natural resistance/immunity to environmental hazards, such as raging volcanoes and rivers of lava. Furthermore, while the Spiritfolk have the common goal of protecting and serving the spirits they are by no means any less divided than the Human Kingdoms. Due to this, the Spiritfolk have divided themselves into clans for each respective element, with the exception of Light Spiritfolk who are intrinsically nomadic and liked by a majority of the clans. While the Spiritfolk in general do not view humans favorably due to their emotionally active nature which they believe to slowly be bringing the spirits and the world as a whole to ruin by birthing Cursed abominations, they do still interact with human kingdoms for the sake of trade and the common goal of destroying Cursed abominations.
The Fire Spiritfolk lands are uninhabitable to all non fire spiritfolk due to rampaging lava rivers and the entire land being surrounded by monstrous volcanoes. However, the environment houses a collection of rare metals and gems alongside master Spiritfolk craftsmen, the most veteran referred to as the five fingers of the hammer. These master crafted arms and armor lure many individuals for a chance at gear that would be capable of crossing massive gaps in skill between them and their would be opponents. 
The different types of spiritfolk have lifespans that differ one another due to their biology and the inclinations of their element. However, the species age in correlation to their lifespan, so longer lived spiritfolk take far longer to become adults than shorter lived ones, nonetheless the lifespans are as follows below : 
Earth: 300 years (adulthood at 100) 
Water: 200 years (adulthood at 35) 
Light: 80 years (adulthood at 15) 
Fire: 60 years (adulthood at 12) 
Wind: 40 years (adulthood at 7) 
Seeing a spiritfolk in the mainlands isn't rare for the most part, but it largely depends on the type of spiritfolk, below is the rarity of seeing them from common to rare on the mainlands : 
Light: they are so nomadic that they don't even has a designated land in the spiritfolk continent. 
Water: found frequently trading and sometimes living in ports or areas near large lakes. 
Fire: mainly just in Zaveron as smiths but they can be found here and there in other places too, usually as mercenaries. 
Wind: see the mainland as a place of adventure but don't really stay that long if at all due to short lifespans and wanting to spend time in their land. 
Earth: 99% of them have zero inclination to leave their land for any reason whatsoever. 
File:Kouga.png|Example of a possible Earth Spiritfolk
File:Earth spiritfolk.png|Example of a possible Earth Spiritfolk
File:Chaosborn.png|Example of a moderately mutated Chaosborn
File:Agave.png|Example of a minorly mutated Chaosborn