recursal/Fanatic-Fandom huggingface dataset:
Naga

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The Naga were originally a tribe of Rakshi (descended from the Poryys on Telros) who were involved in the creation of the Fel Centaur race. They used their magic to fuse the Kotchata of a specific tribe with their steeds to increase their battle prowess, but didn’t provide a way to unmerge. Furious, the newly-formed Fel Centaur people recruited another Rakshi tribe to use the same curse on the tribe that transformed them, only using large snakes. This is how the Glycons came to be. Later, a large population of Glycons made their way to Iuldar, where they became the Naga race.
 Nagas have an upper body that is about halfway between a human and a dwarf in size, and a lower body resembling a large snake such as a python or anaconda. They do have fangs, but these come from their Rakshi half, not their snake half, and they are not venomous. (Even if they did come from the snake half, they still wouldn’t be venomous, as the snakes involved were not venomous). They are one of the few humanoid races (Jhiriska descent) that is incapable of reproducing with other races of humanoids (The closely related Lamia race notwithstanding). Their ears are pointed, but thicker and wider than an Elf’s.
Tymiiri

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One of the two branch-off races of the Shetzan, the other being the Sinestrans. Like the Sinestrans, the Tymiiri have exceptional olfactory senses, though their hearing is actually better on account of their large, pointed ears. Like the Sinestrans, they can see ultraviolet light at the expense of being able to see the color red, and have poor long-range eyesight. Also like the Sinestrans, the Tymiiri have sharp, pointed incisors. However, unlike in the Sinestrans, Tymiiri incisors are differentiated from their canines, which are longer and curved like fangs, and they do not have ridged premolars. Their hands and feet are like the Sinestrans’, but without the webbing, and they are not skilled swimmers, though they can still hold their breath for longer than many other races. Females of the Tymiiri race often grow facial hair on their cheeks (sideburns).
 Tymiiri don’t have quite the reputation of roguery as their Sinestran cousins, but are also less populous. They also tend to live among the polities of other races, though there is far more likely to be a predominantly Tymiiri village within any given state than a Sinestran one. They share the Sinestrans’ affinity for Krithite and unconventional weaponry.
Heylim

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A grey skinned humanoid race with a short, thick tail and large ears. They looked a lot like short humans with the above features and digitigrade feet (a feature they shared with the Sanrhyyk, Shetzan, and Rotaas). They were expansive and populous, becoming the only Hashuran Hashbrin-descendant race to settle further east than Middle-Kelviah during the Classical Wiiramyl time-period. They eventually settled throughout northern Kelviah and also settled a sizeable population on the isolated island-continent of Kai-Hu at some point after they started to decline. They are the first step on the unique lineage that lead to both Humans and Dwarves, as well as the Kai-Huan Alchayati race.
Gorkim

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Thinner
and shorter than their Hoshroic forbears, as well as hairier. Their canines
were actually less pronounced than a Hoshroi’s, and their ears smaller. Their
noses protruded more than other varieties of Hoshr, and they had pronounced
brow ridges. Their skin was mostly brown or green, though dark blues, greys,
and blacks could be found as well. Originally a small group, they began to spread
through their Hoshroic cousins in Wiiramyl and eventually subsumed the Hoshroi
race in Wiiramyl.
Pale Elf

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Due to the interbreeding with Moon Elves,
the Pale Elves, or “Sea Elves” as they’re also known, have regained the bluish
hue that the other third-generation Elven types have lost. However, the
photophores in their eyes retain the dimness of their fellow third-gen types,
and come in blue, grey, purple, green and amber. As their secondary name
suggests, they are at home on the sea, and are the best shipwrights of the
Elven world.

Pale
Elves developed in the coastal regions of the Pan-Elven Alliance, in the territory
of Toradyyn Kingdom. Eventually they were recognized as a separate race, the
last naturally-evolved Elvan race to do so, and given their own territory that
consisted of the Alliance’s coastal areas, which became known as the Republic
of Nyyross.
Kunosht kindred

The **Kunosht** kindred is the wastebasket taxon of the Iuldari kindreds. In other words, the Kunosht kindred is a collective term for any sentient race that isn't a Humanoid. This means that the members of the Kunosht kindred aren't actually closely related to each other, and in fact come from mammalian, reptilian, and even arthropod lineages.

## Classification

*Main: Category:Kunosht Races*

As stated, the only qualification for inclusion in the Kunosht kindred is to not be a Humanoid. However, the Kunosht assemblage can be broken into broad categories based on lineage.

### Mammalian

* Sisimkh (*Ungula australis*) - Omnivorous goats or "ghiirkas".
* Wyrtorians (*Moleredon camporum*) - Large rodents
* Flomviim (*Eriolophos agrestis*) - Antelopes
* Kitooni (*Trialtidon brevinychus*) - Large, hooved rodents
* Gnolls (*Parahyaena anthropopsis*) - Bipedal hyenas
* Duurmangs (*Marukopithecus maurocauda*) - Large monkeys

### Reptilian

* Kobolds (*Trogloraptor anradani*) - Troglomorphic dinosaurs
* Sahuagin (*Sahuagin sahuagin*) - Amphibious lizards
* Karrodans (*Ambulosuchus denemus*) - Larger amphibious lizards
* Druack (*Mortestilio rectidactyl*) - Large, carnivorous reptiles
* Liishruti (*Natatorius cervus*) - Marine mammal-like reptiles

### Arthropod

* Felkari (*Octispinicrus subantrum*) - Giant spiders
* Glokrii (*Hepticavinychus incaligo*) - Giant, burrowing insects
* Tyogyans (*Leucokentros ambulans*) - Giant, flightless bees
Huyyati

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A tall and fierce-looking people. Their skin ranged from dark grey to black, and they retained the claws and strange thumbs of their ancestors, but not their horns and tails. While still magically potent, they weren’t as powerful as the Sanrhyyk they descended from. But they were more fertile, and quickly filled the islands of Kai-Hu. They had pronounced canines and semi-droopy ears.
 When the Mage’s Tower District of Jurnbarro was teleported away from the city, not enough time was spent setting coordinates, and they entered The Void, the barrier dimension between Earth and Iuldar. Returning to Iuldar, their location was randomized, and they landed in central Hagrenna, the western island of Kai-Hu. At the time, Kai-Hu was only inhabited by the Tyzari and Liishruti. At first the Sanrhyyk stayed out of the way, their numbers too small to do anything. But after evolving into the Huyyati, their numbers began to increase rapidly, and they eventually went to war with the other races, killing off the Tyzari and causing the Liishruti to largely retreat to the outer islands.
 Much later in history, Kelvian refugees from the rule of Samet-Hada landed by chance on Kai-Hu. These refugees, consisting mostly of Heylim, Wood Elves, and some captured Orcs, started claiming land on Kai-Hu to settle. This led to many wars with the native Huyyati, and eventually caused the Huyyati to be driven away from Kai-Hu altogether by the Kelvians’ descendant races, The Alchayati, Shadow and Dusk Elves, and Moogram, but not before leaving a small parting gift in the form of a mass curse on the inhabitants of Kai-hu. They wandered the seas until they came upon the even more secluded island of Tel-Riele, where they dropped from knowledge and eventually gave rise to the Rakshasas.
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Dwarf

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*This article is about the Common Dwarven race of Iuldar. For their ancestors and close relatives, see Deep Dwarf*

Short and powerfully built, with the natural ability to see better in the dark, Dwarves have attributes of a cave-dwelling people, though they’ve lost the infrared vision of their forbears. Their eyes do glow, more dimly than an Elf but more brightly than their Deep Dwarven ancestors. Unlike modern Deep Dwarves, “Common” Dwarves never lost the ability to grow hair on their heads. Their muscle is denser and more powerful than a Human’s pound for pound, but the efficiency of their khaalnas has decreased as a result. Contrary to popular belief, and unlike their Deep ancestors, Dwarves can actually tolerate direct sunlight to the same degree as Humans, and most Dwarves have melanin pigments in their skin, giving them human-like skin tones. They also have the same range of eyes colors, with the exception of orange and red, which Dwarves have and Humans don’t.
Dwarves inhabit both above-ground and underground settlements throughout their range, which is largely in eastern Kelviah. They diverged from the Deep Dwarves when they started travelling closer and closer to the surface. Many are skilled and dedicated miners and metallurgists, and are well known for producing one of the most sought after alloys in use throughout much of Iuldar: an alloy of Iron and Mithril (With some other ingredients) called “Dwarfium”, which is a blue-grey in color. Dwarves tend to prefer power over form when it comes to fighting, and are far more likely to wield a heavy but unwieldy bludgeoning weapon than a fine-bladed sword. Dwarves tend to fight each other more than they fight other races, though much of this fighting takes place underground and goes unnoticed by surface dwellers. They are the most technologically advanced people of Kelviah, and among the most technologically advanced in Iuldar.
Goblin

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Considered the most “average” of Iuldar’s races in regard to abilities (except in magic, where they rate as “strong”), Goblins were once the undisputed ruling race of both Yosnimiiri and Jutare, before the arrival of the Elven Hyylshin Daasfy’rei in those areas and the later rise to power of Humans. Thin and somewhat short, Goblins aren’t very impressive physically, but are considered the premier magic-users of the Hoshr kindred. They are sometimes called ‘Prime Goblins’ or ‘Common Goblins’ to distinguish them from their later descendants, the Hobgoblins. Their ears are large and pointed, and their noses short and snubby. Their enlarged canines feature prominently in their visage, making them appear fierce, which they definitely can be. Their skin is mostly brown to green-brown, with fully green skin appearing in some ethnicities. Many of the supposedly “Human” nations of Yosnimiiri are actually fairly balanced, population-wise, between Humans and Goblins.
Stone Giant

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Often considered to be the least intelligent Giantish race, or indeed the least intelligent of all of the Iuldari races. Like their Tutoch ancestors, they are bald, but the Stone Giants have a new feature, one that gives them their name. They have developed large, bony plates in their skin that cover them somewhat like an ankylosaurus. These Giants have the toughest physical defense of any sentient Iuldari, to the point where they can even wrestle medium-sized dragons. However, they have the absolute lowest magical potency of all the races that can use magic, with many Stone Giants born unable to use magic at all.
Orc

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When the originally Earthen immortal Samet-Hada was cast out from the Elves he lived among, he was taken in by a tribe of Gorkims. When Samet-Hada decided that he would need soldiers to strike out at the Elves, he began to experimentally breed the Gorkims, using conventional breeding methods and magic, to make them taller, stronger, more fearsome. He restored the prominent canines the Gorkim had lost, shrunk their noses and lessened their body hair as well, possibly to mold them into a shape more like the Orcs he was familiar with from his Earthen fantasy works. Orcs are greener than their Gorkim ancestors, with brown and green being the only skin pigments that survive in their race. They are tall, muscular, and fearsome-looking, though not necessarily fearsome in action, though they certainly can be if driven to it. The creation of the Orcs facilitated the destruction of the Gorkims, though some were able to flee east beforehand and eventually became the Yeti.
 Eventually Samet-Hada’s empire was defeated by the Elves, who restored their lost Hyylshin Daasfy’rei system. The Orcs in Wiiramyl suddenly found themselves the victim of Elven retribution, and many fled eastward, to Yosnimiiri, Katar-Kunosht, and Jutare. There, in the east, they are usually second to Humans in power in any given region. Orcs and Humans typically get along fairly well, though there is still long-lasting bad blood between Orc and Elf. Orcs were the first Kelvian race to establish a prominent presence and lasting political structure on Katar-Kunosht (The Jhiriska of a previous era notwithstanding). While the majority of Orcs have no more control over their impulses than an average Human, those Orcs who have a great deal of patience are said to be the most patient of all of Iuldar’s sentient races, and many of Iuldar’s sages are Orcs.
Kharraj

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The Kharraj looked a bit like small humans with skin ranging from blue-grey to blue, and proportionally longer arms and shorter legs. The Kharraj were consummate seafarers, known as the best shipwrights of Classical Wiiramyl. They were the first to inhabit the lands of Rynho-Byyl, to the west of the Anradi Mountains.
The states of the Kharraj Consortium were devastated by the Fourth and Fifth Elf-Sanrhyyk Wars, and started to decline as the Elven state of the Hyylshin Daasfy’rei rose to power. Eventually, a breakaway portion of the Kharraj left the land behind themselves altogether, becoming the completely maritime Mariiti race. The rest of the Kharraj slowly died out.
Mariiti resemble humans in most regards, though they have fairly pointed ears which they can swivel around. Their skin is two toned, with a grey-blue to navy blue in the back and limbs and a yellow-tan or light grey belly, throat, and bottom of the face. Their eyes appear to be single tone with a rough texture, but this is a covering over their actual eyes, and if you look closely, you can see their eye’s motion underneath the lid. Mariiti are excellent swimmers and mariners, and most Mariiti only walk on land when their ship is being repaired or to load supplies onto it. Some will even never leave their ships, having other load the supplies and remaining on board during the repairs.
Chindar

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Descended from the Edrishi of the Qyndil expanse, the Chindar are closely related to Humans, and resemble them to a great degree. However, there is one major difference between the two: While Humans increased their melanin count while getting rid of the Edrishi’s non-melanin pigments, the Chindar did the exact opposite, winding up with purple to bluish colored skin. They are also a bit shorter than Humans on average. They are more magically potent than Humans, but curiously, their khaalnas are actually less efficient. This is made up for by the sheer strength of Chindarish mana production. Chindar are rare outside of the Qyndil, and tend to live semi-nomadically, travelling from oasis to oasis in their native range. Curiously, despite being desert adapted, they have gained a foothold in the decidedly non-desert environs of western Teviran.
Sonic BGE Anniversary

Sonic BGE Anniversary is a Sonic fan game based on the Blitz Sonic engine, specifically as a fork of BlitzSonic Ultra version 2 at LinkSonic5's approval. It was developed by Twilightzoney, OZCrash and SonicFanNr1 in the summer of 2011.

## Features

* New menus.
* New Sonic abilities (Boost, Stomp, Sliding, Drifting, Light Dash)
* New water physics.
* 2D camera system.
* Special Stage system, allowing player to access a Special Stage after collecting 3 Emblems and finishing the stage.
* Debug mode for development cheats.
* Over 10 new objects.
* Visual upgrades (ex: Bloom, Depth of Field, Motion Blur, High Contrast/Brightness)
Sahuagin

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An amphibious, reptilian race, the first of Iuldar’s reptilian races to evolve. They have fins on their backs and no neck, giving them a fish-like appearance, but they are in fact reptiles. They can’t breath underwater, they can only hold their breath underwater for a very long time (up to seven hours if they perform little activity). They are hunched bipeds with small, finned tails.

The ports and harbors of Iuldar are filled with Sahuagin. They are sometimes considered a nuisance, but are mostly harmless, and are often hired as cheap labor. Wild Sahuagin, on the other hand, are wicked clever trap makers and many wild Sahuagin cultures are not opposed to eating humanoid creatures. Despite their affinity to water, they are poor shipmakers, possibly due to the webs in their hands and feet.
Sahuagin magic is fairly unique, in that it is not generated internally. Rather, the Sahuagin have an organ behind their brain that can manipulate the ambient energy directly, in a radius around itself. This magic is fairly weak, however, and Sahuagin can only use elemental magic.
Biiru

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Shorter than Gnomes, but stockier. The Biiru were the only Hashuran
Hashbrin descendant race to naturally re-evolve the claws that the Hashuran
Hashbrin had eventually lost (The Sanrhyyk’s claws were purposefully added). Biiru’s claws
are ideal for digging. They have earthy, brown skin with short limbs, large
eyes, and large, droopy ears. Despite the presence of their proportionally
large claws, the Biiru are very peaceful and timid, rarely showing themselves
to the outside world.

The Biiru race never established its own civilization among the nations that arose
in Classical Wiiramyl after the dispersal from Hashuran. During the
Elf-Sanrhyyk Wars, their population was greatly damaged, which led to them
adopting a burrowing lifestyle. They were assisted in this endeavor by their
ability to see infrared. Since then, they’ve tried to remain aloof from the
upper world’s affairs. The one exception to this was during the time of
Samet-Hada’s conquest of the *Hyylshin*
Daasfy’rei*, when a group of near-surface Biiru turned to the Elves for*
help, fearing what would become of them under Samet’s rule. They ended up being
taken to the Caslastan island of Teviran, where they set up a population.
Shetzan

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Spindly and long-legged, with digitigrade feet. The Hashuran-fleeing Hasbrin who became the Shetzan developed pronounced canines and large noses, but their most significant change was not easily noticeable. Their eyes developed a fourth variety of cone cell, granting them tetrachromatic vision like a bird. To put it simply, they could see ultraviolet, though not to the extent of their later descendants. Their skin was grey to blue-grey with brown tints. They had tails like their Hashbrinic forbears.
The Original Hashbrin who would become the Shetzan did establish a small civilization of their own, which became known as the second best shipbuilders of Classical Wiiramyl, but the majority of Shetzan actually lived in the cities of other peoples in small ethnic communities. Most of the cities in Classical Wiiramyl had a “Shetzantown”. The Shetzan people are noted as the inventors of the religion of Zezvaka, which emphasizes blood and blood-sacrifice. The most common occupation of an average Shetzan was mercenary. They eventually spilt into two descendant races, the Sinestrans and the Tymiiri.
Deep Dwarf

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Shorter than their Common Dwarven descendants, The Deep Dwarves are a highly cave-adapted race. Their eyes glow dimly, giving them mild darkvision, and they have infrared vision in addition to this. Deep Dwarves have grey skin, ranging from pale to medium-dark. The heads of the Deep Dwarves of today are entirely bald, though this development didn’t come to full circle until after the Common Dwarves split from them. Deep Dwarves can still grow beards and have body hair. Their heads are ridged and their ears and eyes large in proportion to their size.Like most of the Heylim’s descendants, they lost the tail and digitigrade stance of their forbears.
The Deep Dwarves are descended from Heylimic settlers from the settlement of Duusori, which fell deep underground during a massive earthquake. The settlement’s spellcasters were able to protect most of the population, but they were trapped underground. They began to adapt to their new conditions, and eventually became the Deep Dwarves.
Edrishi

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Edrishi are among the smallest of the Jhoshik kindred. Though taller than both Halflings and both varieties of Dwarf, they typically weigh far less than Dwarves and can even weigh less than Halflings. They are a very slender people and consequently aren’t considered very strong, but their agility is unparalleled among the Jhoshik peoples. They have large, semi-droopy ears. The admixing of Earth Human DNA with the Heylim’s grey skin caused an interesting effect in their Edrishi descendants, and Edrishi are also the most colorful of the Jhoshik kindred, with grey to light grey skin that comes with red, blue, purple, or orange tinges (though un-tinged Edrishi also exist).
 The Edrishi originated in a population of Yosnimiiran Heylim who accepted Humans pulled from Earth by a dimensional disturbance into their midst, and interbred with them. The Edrishi-type Heylim then slowly spread through their Heylim neighbors until the whole race was subsumed. They’ve since spread far and wide, and are the direct ancestors of the Iuldari Human race.
Frost Troll

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The final trollish race to develop on Iuldar. They are hairier than most other Trolls, as an adaptation to the cold, and they also have smaller ears relative to their body size. Their skin either comes in various shades of blue or contain a blue tinge with a light brown undertone. They are highly specialized, and don’t have much population throughout Iuldar. Their lungs and chests are proportionally larger than other Troll types, as an adaptation to high altitudes.
T'shodan

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The T’shodan resemble humanoid figures with the lower bodies of goats. The males have horns and both sexes have drooping, goat-like ears. They physically resemble Fauns or Satyrs of Earthen folklore, but they are not nature spirits, but living, mortal beings. They are the most militant of Katar-Kunosht’s vast array of native races, and have been the driving force behind many of Katar-Kunosht’s pre-Anachai empires.
 Like many of the Katar-Kunoshtic races, the T’shodans became involved in the Katar-Kunosht - Caslasta exchange and set up a sizeable presence on that continent.
Casino Light

**Stage Theme(s)**
**Previous Stage**

 **Difficulty**
**Level Number**
N/A

**Casino Light** is a Casino themed Stage for Sonic World R6, Made by Waisechef, It features various special effects and casino-like puzzles, it can be Downloaded here .

## Videos

Credits go to rightful owners. This is if you wanna see the stage overall.
Gnoll

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Gnolls are the “Native” people of Caslasta. They look like bipedal hyenas, and unlike most of the non-humanoid races, are almost fully upright, though they have hunched backs toward the top. They are the most magically gifted mammalian Kunosht race. Most have lightly striped coats, though one eastern ethnicity has plain, unpatterned fur. Their jaws are extremely strong, and can crush bone like their distant, non-sentient relatives. During the time of the Hyylshin Daasfy’rei, when that empire was setting up trade routes between its far-flung provinces, many Gnolls were exported to Katar-Kunosht, and quickly became one of the dominant races in the central regions.
Gnolls are not related to humanoids, but through convergent evolution, their magic system is nearly identical. The only major way in which Gnollish magic differs from humanoid magic is that Gnolls cannot use field magic. However, their abilities in cast magic are proportionally higher. Their elemental magic is about the same.
Haani

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On Earth, in 1908, a laboratory in Siberia tested out a primitive prototype of an engine that could hypothetically confirm the existence of “other worlds”. Unfortunately for them, the engine did confirm their existence: By creating a rift that sucked the whole lab into “The Void”, the barrier dimension that separates Earth from Iuldar. The scientists spend an undeterminable amount of time there (time passes differently in The Void, and biological processes are frozen) and slowly metamorphosed into mindless, violent creatures with claws and fangs. Then, around 4530 DA in Iuldar, another rift spontaneously emptied them into the forests of northern Jutare. Finding themselves once again requiring sustenance, they began to eat creatures, including the struggling remnants of Hashbrin tribes left in that region, which they are believed to have eaten into local extinction.
For a long time, their diet did not include sentients, but this changed when Hoshroic settlers moved into Jutare. Since then the Haani have been a threat to sentient beings in northern Jutare. They are, however, tameable if raised from infancy, though this is still a difficult task to accomplish. Haani have no civilization, and are not considered fully sentient. They are also not grouped with the humanoid races (since the qualification for “humanoid” is descent from the Jhiriska), but are capable of breeding with humanoids. In fact, it is believed that since the original Haani from The Void were largely male, they captured Hashbrinic females to perpetuate their kind. Then ate them when they became barren or died of other causes.
Haani magic is completely unique in Iuldar, as the soul plays no part in the process. Not all Haani can use magic, but those that can do so through a direct connection to The Void inside them and are frequently leader figures among their kind. They can’t use Iuldarian magic forms at all, but rather cause specific, localized warping of space and perception. If you are travelling in Haani territory and you start to feel a nagging sense of unease, beware. Be very, very ware.
Jhiriska

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The ancestral race to all humanoids on Iuldar today. They appeared largely human in form, but with tufted ears, a wet, dog-like nose, a furred tail, claws, and digitigrade feet. The first few generations of Jhiriska were a hodgepodge mixture of Human and Kitooni features, but patterns began to emerge and by the second millennium DA, the above was the norm for the Jhiriska. The Jhiriska race began when a dimensional rift carried a large number of Humans from Earth to Iuldar. The Humans were unaware of the Kitooni’s genetic grafting ability, but after a few years without female Humans, some of them got a little adventurous. Once the first Jhiriska, Shenet, was born, other Humans began taking Kitooni mates. The Jhiriska were born from this.

Over the next several thousand years, the Jhiriska advanced in technology and number and soon came to rule the whole of Iuldar, though not as a unified nation. They even planted colonies on the nearby planets of Telros and So’wedar! Things were looking good for the Jhiriska until a cataclysmic event known as “The Great Death” Nearly wiped all sentient humanoids from Iuldar.
The Jhiriskan magic system was the first example of what is called a “khaalnas”, a magic system composed of multiple small organs and conduits that run parallel to the nervous system. They could perform all three modes of personal magic. Unlike modern khaalnasi that draw energy from the caster’s soul, the Jhiriskan khaalnas pulled energy from the pure energy of the magical radiation that bathed Iuldar at the time. Unfortunately, when that storm ran out, the Jhiriska discovered that their lifeforce was also connected to the energy of the magic storm, and without it, The Great Death happened. Thousands of years of Jhiriskan advancement were wiped out in a matter of decades.
Ogre

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The most massive of the Hoshr races, though some Trolls tends to be taller. Ogres are descended from the Hoshroim who settled in Jutare and grew larger and larger. They are very heavyset, with thick, short legs and stocky, muscular bodies. They can be vicious and warlike, and are certainly capable of overpowering just about any humanoid in a one-on-one battle, but aren’t typically as savage as stereotypes would have you believe. Some Ogrish cultures do practice the eating of other humanoids, but it is not common. Their ears are small relative to their size and less pointed than in other members of the Hoshr kindred.
Nelshan

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“Nelshan” is a term to refer to all the Human-animal hybrids that emerged from the latter days of the Nelshamir Empire, in western Yosnimiiri. They typically take the form of a Human with some attributes of their animal type, either visible or internal, but usually a combination of both. At first, some of the Nelshan didn’t follow this body plan, but those types weren’t successful in the long run, and are no longer around. The Experiments with using magic to fuse man and beast were highly frowned upon by the rest of the world, and played a large part in the downfall of the Nelshamir Empire. To this day, in many languages, a word exists which is based on the name of a particularly infamous Nelshamir mage-scientist, which means “to attempt to use magic to do something which should not be done”.
 Though the Nelshamir experiments produced many types of man-beast hybrids, only a handful have become truly successful and spread to have large populations throughout Iuldar. The most successful and widespread of these are Cat-Folk (of which there are three kinds), Dog-folk (of which there are four kinds), Bird-folk (of which there may be as many as twelve kinds), and Dragon-folk (of which there are two basic kinds, which can be further subdivided by dragon type). This list is not set in stone, and other varieties of Nelshan exist in smaller, more isolated communities. A more in-depth doc with specific Nelshan types and sub-types may be made at a later date.
Grey Elf

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The most common Elven type, with the
largest population and distribution by a wide margin. Only the Dark Elves even come close. Of all the Elven types, they
most closely resemble Humans (except for the Torn Elves, which have a large percentage of Human
ancestry), though they are smaller and more gracile. Their skin ranges from
pale to tan and their lightly glowing eyes can be blue, grey, green, brown or
purple. They are the “standard” Elves.

The
Grey Elves were originally a caste of the “Sun Elves” (High Elves), but were
granted independent territory in the Pan-Elven Alliance when the census takers
in Yllsilyn decreed them to be a distinct race, separate from the White Elves.
Their new nation was called Toradyyn Kingdom. Since then, they provided the
greatest amount of population to the Pan-Elven Alliance and later the *Hyylshin Daasfy’rei* that evolved from
it. When the *Hyylshin* was destroyed
at the end of the Time of Sages, the Grey Elves continued to be the most
populous Elven type, though they owned no polities of their own.
Wood Elf

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The first “third generation” Elven race
to develop. Wood Elves, like most of their third-gen cousins, have lost the
bluish and greyish skin tones present in the High and Moon Elves, instead having a melanin-pigmented skin tone
like Humans. Wood Elves are darkly colored, ranging from a
tanned skin tone to dark brown. They (along with their descendants the Shadow Elves) are the most muscular of modern Elves, though
still more gracile than Humans. The photophores in their eyes, and all other
third-gen Elves for that matter, are less bright than in the second-gen Elves,
causing their pupils to be easily visible, but still giving them mild
darkvision. Their eyes can be green, brown, red, or blue.
Wood Elves are descended from the “Black Elf” caste
of the stratified Beyloq Mahndir Commonwealth society. It is unknown why
melanin became more prevalent in the lower classes and less prevalent among the
“White Elves”, but it happened. Tired of their treatment, the Black Elves
rebelled against the White Elves, learning to live in the wood from the Moon
Elves of the Caryymonac Expanse. They succeeded in getting the Prime Elves of
Yllsilyn to grant them a portion of the Alliance territory for their own, and
declared themselves to be “Wood Elves”. The Wood Elven nation was called the
Qyt-Qylaq Federation.
Jloy's Engine

Jloy's Engine is a more advanced modification of the Blitz Sonic engine, which has been made open source on October 19, 2014.

A while back, they have been working on a second version called Jloy's Engine 2, but it's never been finished and is now assumed to be abandoned.

## Features

* A main menu
* New Sonic animations
* New Sonic abilities
* Improved water physics
* Modernized movement
* Local gravity system
* Wall-jumping
* 2D camera
Liishruti

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Liishruti look vaguely humanoid in appearance (upright bipedal, no tail) but are not related to humanoids. Instead they are the descendants of therapsids (mammal-like reptiles) that survived to the present day without becoming mammals. The Tyzari saw a great deal of potential in the Liishruti’s dolphin-smart ancestors, and used magic to modify them a bit, creating the intelligent Liishruti race. One of the modifications was the addition of gills.

Liishruti have three webbed toes on each foot and five digits, including opposable thumbs, on each hand. Their thumbs have large claws which they use for self defense and fighting. They’d prefer not to use them for fighting though, as the Liishruti are essentially peace-loving. The males are much taller than the females, which is related to the females’ historical need to stay on land for long amounts of time during the egg-laying season. Their smaller bodies are more suited to travel on land, while the males have a harder time balancing on their feet.

The Liishruti are the only race to have kept consistent records all the way from the time of the Dawn Age to the present, but their histories only cover Kai-Hu. They lived as equals among the Tyzari until the latter’s extinction, but carried the legacy of their civilization on.
Liishruti magic works off of stable capacitor nodes. Their conduits are more primitive than those in a humanoid khaalnas, and their stable capacitors mean they emit no aura. Magical power in a Liishruti is also gleaned directly from the soul, without any processing inside nodes like in humanoids.
Furbolg

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When Samet-Hada’s first empire was defeated, he went into hiding for hundreds of years. When he appeared again, it was in Yosnimiiri, and he needed soldiers once more. The Orcish race was long escaped from his thralldom, so he settled for their distant relatives which were more common in Yosnimiiri, the Goblins.
 The Furbolg, or “Bugbears”, were bred to be guerilla warriors. Their limbs are oddly proportioned compared to a Goblin’s, having stocky, short arms and lanky legs. They are also hairier and tend to come in darker colors. Samet-Hada made them stronger, though this inadvertently made them less magically potent, and also a little less intelligent, so they’d be easier to control, unlike his previous Orcish creations. This ultimately backfired on him when his own Furbolgs started to resent being used as tools, and ended up killing him.
 Furbolgs cover largely the same range as Goblins, but in much lesser numbers. Many Goblin societies see Furbolgs as lower forms of Goblins, and they are treated accordingly. However, many other societies see them as skilled wilderness fighters, and Furbolg rangers typically carry a high mercenary fee. Some Furbolgs live in their own societies, free of Goblin overlordship, but most live among either Goblins, Orcs, or -less commonly- Humans.
Torn Elf

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Originally, the term ‘Torn’ or ‘Sundered Elf’ didn’t refer to a separate race. Rather, it referred to Elves affected by a certain event that happened in 3466 TS. In that year, a number of Elves from a variety of types were affected by a surge of power that “frayed” their khaalnasi, hence the term. This effect was written into their very DNA, and their descendants shared this characteristic. Over time their genetic phenotype stabilized, resulting in the Torn Elves of today. While considered a type of Elf, their development is marked by large amounts of genetic input from Humans (and smaller amounts from Dwarves and Goblins), which has led to them having a markedly “Jhoshik” appearance for an Elf type. For example, their hands are broader than other Elves, with shorter fingers, and short ears as well. Torn Elves also have a much higher occurrence of facial hair in adult males than other Elven types. In addition, Torn Elves’ eyes do not contain photophores, and do not glow. Their eyes come in brown, gold, red, silver, and green.
Despite all these outward differences, the greatest difference between Torn Elves and other races is internal. As a result of the power surge experienced by their ancestors, Torn Elves, uniquely among Iuldar’s modern races, generate and utilize the Pure magic Energy that the Jhiriska had access to, making their magic the most potent in all of geologically modern Iuldar. However, they have lost the ability to cast Elemental and Field magic. This power comes with another price as well: Torn Elves already live less long by default than other varieties of Elf, but using magic actually kills Torn Elves quicker. Most magically-active Torn Elves don’t live past 200.
When they first came to be, the Torn Elves were pariahs of Elven society, outcast or looked down upon. This led to the Great Actorrin Migration, which brought the Torn Elves - picking up Human, Dwarven, and other assorted wanderers along the way - to the continent of Katar-Kunosht, where they, along with their other wanderers, established the first society with true racial equality in all of Iuldar: Anachai. Today, most Torn Elves are from Anachai or territory once held by it.
Kreg

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While technically descended from a Kelvian race (the Hashbrin), they are sometimes considered to be Caslasta’s second “Native” race (see “Gnoll”). They are short, goblin-like creatures, though they are only very distantly related to Iuldar’s actual Goblins. This resemblance is the biggest reason why they are classified in a “fringe” branch of the Hoshr kindred, despite not being descended from the Hoshroim. Their skin is various shades of greenish brown (favoring the brown) and covered in a medium-thick layer of hair in most places.
The Kreg tend to live in tribal bands throughout Caslasta, preferring the colder regions to the desert ones. They tend to live in peace with the Gnolls, but are frequently hostile to humanoid settlers. When the Hyylshin Daasfy’rei first landed in Caslasta, they found the Gnolls to be the more dangerous foes, but the Kreg to be more violent.
Glokrip

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An extremely large and magically powerful insectoid race. They are incredibly clumsy on the surface, and tend to use burrowing as locomotion. The Glokrip race is divided into several castes, each biologically distinct from the rest. The higher castes are capable of using magic, and are extremely powerful. The lowest of castes, the Thralls, aren’t even sentient.

While not necessarily violent or warlike, they are very dangerous nonetheless, and exploring caves claimed by the Glokrii is frowned upon. They do maintain trade relations with some parts of the surface world, and some enterprising individuals have even run away from Glokrish society altogether to live on the surface full time.
Glokrii perform magic by generating power from their soul in a core organ, then filtering it through amplifying organs to produce the intended effect. Their large amplifying organs can produce incredibly powerful cast magic, but they cannot use elemental or field magic.
Rotaas

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The shortest-lived and physically shortest of the Hashbrin descendant races. Like so many of their cousins, the Rotaas didn’t develop a very large population, and lived in the shadow of the more populous races, particularly the Elves and the Sanrhyyk. They lacked the tail and animal-like nose of their Hashbrin forbears, but like them were digitigrade. Their skin was greyish brown, and covered in a thin layer of stripe-patterned fur. They had pronounced canines like their distant relatives the Hoshroim.
Like many of their low-population cousins, the Rotaas never developed a civilization of their own, rather living among the various states of Classical Wiiramyl. They suffered greatly during the Elf-Sanrhyyk Wars, and went extinct shortly thereafter.
Poryys

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The Poryys were never very populous, but were respected throughout Classical Wiiramyl for their philosophy and magic potency. They retained the Hashbrinic tail, though it became longer in the Poryys. The Poryys were also one of only two Hashbrin descendant races to retain the animal-like nose, the other being the Ollokia. They had deep tan to brown skin. The Poryys culture promoted peace and harmony.
The Poryys leaders throughout history were Reggis-Sanrhyykan’s largest opponents vocally. The constantly attacked Poso-Rannari in their literature for being too violent and destructive. Numerous times the Sanrhyyk tried to take the Poryys down, but their mountainous home and command over magical techniques always drove the Sanrhyyk away. Until the Fifth Elf-Sanrhyyk War, that is. During this war, the Sanrhyyk were able to round up all of the Poryys and bring them to Jurnbarro, where Poso-Rannari used them in a summoning ritual as the sacrifice. They didn’t actually die though; the ritual exchanged space on Iuldar for space on the neighboring planet of Telros. The Poryys continued to live on Telros, unable to return to Iuldar, where they eventually became a lineage of Telrosians known as the Rakshi.
Dusk Elf

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The tallest of the Elven races, the Dusk Elves, along with the Shadow Elves, are the Elves of Kai-Hu. They are descended from a handful of Wood (mostly) Elves that escaped from Samet-Hada alongside the Heylim that would become the Alchayati. They are the least populous of the “Big Six” Kai-Huic races (Humans, Alchayati, Dusk and Shadow Elves, Liishruti, Moogram), but live the longest. They prefer to dwell in thick forests. Their skin ranges from pale to dark tan, and this brown color, along with their stature and reverence for nature, gives them the occasional nickname of “Tree Elves”. Their softly glowing eyes can be green, blue, grey, blue, or an eerie whitish color. They are the only race known to routinely live for a thousand years. Dusk Elven culture, or “Yaycli”, is centered around a nature-based animist religion like the Shadow Elves, but with a reverence for plants above animals. It is believed that religious disagreement over whether animals or plants should be more revered is what led to the cultural division that eventually gave rise to the separation of the Dusk and Shadow Elven races. A Yaycli martial art known as “Willowbranch swordsmanship” is well known throughout Kai-Hu, and Dusk Elven Willowbranch Swordsmen are as revered and sought after as the Shenkaroo, though they tend to act more as defenders of the land than mercenaries, and a true Willowbranch is also a druid.