Races

In total, the world of Enselonde has served as the home of 19 different mortal races which are often grouped into three categories: Old Races, Young Races, and New Races. The different Races of Enselonde are as varied as they get, differing in size, strength, intelligence, and social norms. While they tend to be grouped together, the similarities tend to be slim in most cases. This page will provide a general overview of all the Races, with their respective articles providing a more in-depth look.

## The Old Races

The Old Races are a group of five races that were created by the Divines during the first age in Enselonde's history, the Age of Creation. Most of the Old Races are very long-lived, initially starting out as immortal beings themselves. It was only with time that the rise of war and death gave way to mortality. The only exception to Divine creation are the Dryads, who appeared unexpectedly, most likely created unintentionally by the lingering magics used to birth Enselonde.

### Dryads

*Main Article: Dryads*

While the rest of the Old Races were all meticulously created by the Divines and placed in certain regions to populate Enselonde, how the Dryads came to be is a bit of a mystery. Some two decades after the creation of mortal life, Dryads began emerging from Enselonde's forests. The leading theory is that the lingering magics used to create Enselonde eventually morphed certain trees into living sentient beings.

Disregarded as monsters or wild animals at first by the other Old Races, the Dryads were initially ostracised and remained in the woods. Over time, however, a natural talent for negotiating, diplomacy, and sociability integrated the silver-tongued Dryads into the rest of civilisation. While talentless when it came to fighting, Dryads became a critical race at the centre of Enselonde's diplomatic landscape.

While their population is relatively low, one would be hard-pressed to find an embassy of any country outside Nuj Tarrok which is not at least partially staffed by Dryads. While often working in the background, Dryads can be credited with the invention of bilateral treaties and alliances, universal etiquette rules, and the Common language, which is largely based on Dryadic.

### Faerians

*Main Article: Faerians*

Faerians – or Forest Elves – are the oldest race in Enselonde's history, followed shortly by the rest of the Old Races. Faerians spread predominantly throughout the North, founding the first organised countries in the form of Freeholds. Most things one would expect in a modern society have been invented by the Faerians, including centralised states, organised militaries, codes of laws and punishments, and much more. Over time, however, the Faerian position would deteriorate. Their slow breeding rate led them to rely on Human slaves which eventually overthrew many Freeholds during the course of the Human Rebellions.

To say that the Faerians had a fall from grace following the Divine War would be an understatement. Between a crippling demographic crisis and widespread Human resistance against the New Freeholds, Faerian Freeholds fell one after the other. By the 5th century AW, not a single Faerian-ruled country remained. That is not to say that they had no sovereignty, however. A sheltered but otherwise thriving community of Faerians continued to live under the protection of the Goddess Nyara in the Green Grove.

In recent years, the Faerians have profited greatly from the Great War and seem to be having something of a resurgence. The founding of the Kingdom of the Green Grove and the increased prosperity of the Vy'el in the South have led to the first true Faerian nations arising in centuries.

### Hyllidans

*Main Article: Hyllidans*

Hyllidans – or Snow Elves – are a historically dominant race in Enselonde. Native to the world's northernmost fringes, the Hyllidans were a magically gifted if not quarrelsome people. Magisters and statelets fought over knowledge and artefacts with frightening frequency, and it seemed that their noble race would be doomed to infight until the end of time. Perhaps this would have been the case, were it not for the deeds of one person.

To tell the tale of the Hyllidans while omitting Lyxis the Blind is impossible. Lyxis, a genius archmage, would go on to establish the Nytalyrian Empire and crush the Kingdom of Humanity in the Divine War, achieving divinity in the process. Following the Withdrawal, the Hyllidans had a near-hegemonic level of control over Enselonde under Lyxis. Yet, with dominance came decadence. The New Freeholds, imposed and supposedly protected by the Nytalyrians began crumbling as Lyxis became increasingly reclusive. Over time, the Hyllidans retreated further and further into the Nytalyrian Islands, sheltering away from the outside world.

The recent death of Lyxis the Blind at the hands of Syarus ushered in the Nytalyrian Crisis and the ongoing collapse of the ancient empire. It can be safely said, then, that the Hyllidans are amidst a dark age. Despite this, one should not underestimate the snow elves. Their affinity with magic and innovativeness has served them well before in various crises. Whether they will adapt or be doomed to more infighting remains to be seen.

### Naerisi

*Main Article: Naerisi*

Of all the races, none have undergone a change as drastic as the Naerisi – the Plains Elves or Cat Elves. Initially, the Naerisi were not very dissimilar from the Faerians save for biological differences. They lived in the same cities, worshipped the same Gods, largely followed the same laws and customs, and both indulged in Human slavery. The Naerisi situation deteriorated significantly during the Human Rebellions, with many prominent Freeholds being reduced to rubble.

Following the Divine War, only a handful of New Freeholds had anything resembling a Naerisi governing body. Unsurprisingly, like most New Freeholds, most fell within a couple centuries to their Human populace. All, except one: Innyria. The Freehold of Innyria became something of an ideal and an icon of Naerisi culture, a last home that had to be preserved. This home fell in 746 AW during the Wyrsian-Innyrian War, putting the last Naerisi stronghold under Human occupation.

Following the fall of Innyria, the Naerisi became purposeless and stateless save for the rump state of Western Innyria. The loss of their final homeland made them more militant and resentful, which further alienated them. By the time of the Darkest Decade, the Naerisi were viewed as monsters and – faced with an existential threat in the form of Humanity and the Sapphire Inquisition – they decided to conform to this image. One is hard-pressed to find a race as utterly militarised and willing to abandon all morals as the Naerisi. Any ancient traditions that preach the values of honour have been disregarded as outdated. The Naerisi refused to rely on magic like the Hyllidans, nor did they seek shelter underneath a Divine like the Faerians. Instead, they embraced the ruthlessness of Human society and wielded it as a weapon.

Stances on the Naerisi vary. Some view them as misguided warriors who were forced to make tough choices for their own survival. Others recall the brutality left in the wake of the Shadowfangs, witnessing first-hand the strewed-about ambushed bodies of those who were perceived as threats to the Naerisi existence. The Naerisi aren't heartless monsters by any means, yet they certainly don't mind embracing the reputation when it's convenient.

### Vhalysians

*Main Article: Vhalysians*

The Vhalysians – or Sand Elves – were a hyperintelligent race created not by the Gods but by three Angels of the One to populate the continent of Nuj Vhalys. Favoured by the One, the Vhalysians developed much more rapidly than the other Old Races, creating a great empire with technological inventions that rival or outright eclipse those of the modern era. However, with their brilliance came a deep corruption that consumed Vhalysian society.

Considering themselves too intelligent for manual labour, the Vhalysians engineered the Dra Kh Lozz and Dragons into existence to act as slave labour and beasts of war. To defend themselves against potential slave rebellions, they also created the Animated by binding the souls of fallen Vhalysians into complex metal constructs which were under the full control of their masters. Yet, despite these strides, their power was still not enough.

In a final brazen act, the Vhalysians betrayed the three Angels who had helped create their society, first turning them against each other and, when only one remained, killing Her in an attempt to achieve Godhood. What followed was the ill-documented and chaotic total collapse of the Vhalysian Empire. What is known is that without the Angels, the Vhalysians lost control of the Animated, who mindlessly went on to eradicate all life on Nuj Vhalys. Others say that the One cursed the Vhalysians for their hubris. Whatever the case may be, their race would soon go extinct.

The Dra Kh Lozz and Dragons who managed to flee Nuj Vhalys during the Draconic Exodus often speak of Nuj Vhalys in hushed whispers, telling tales of a continent utterly devoid of life, where not even a single blade of grass goes spared by the Animated that still roam there to this day.

## The Young Races

The Young Races are a group of eight races that were created or came to exist from the Age of Freeholds until the Age of Collapse. Overall, most Young Races were created to either serve the Old Races or to populate the largely uninhabited South. The general trend is that most Young Races have shorter lifespans than Old Races, yet this is compensated with higher reproduction rates. With time and effort, the Young Races – particularly Humans and Dra Kh Lozz – would go on to become the dominant force over most of Enselonde.

### Dra Kh Lozz

*Main Article: Dra Kh Lozz*

It is easy to disregard the Dra Kh Lozz as savages, as has often been done by the rest of Enselonde's races. When faced with gigantic hordes of lizardfolk numbering upwards to the hundreds of thousands, it is easy to think of them as nothing more than warmongering primitives. While not entirely untrue, the overall situation of the Dra Kh Lozz is more nuanced than this.

Created through Vhalysian experimentation on lizards, much like the Dragons, the Dra Kh Lozz were created to serve one purpose: to work. Born into slavery and violently oppressed, it is no wonder that the Dra Kh Lozz became as violent as they did. When the Vhalysians doomed their civilisation in an ill-fated quest to achieve godhood, the Draconic Exodus was triggered. A gigantic slave revolt erupted across Nuj Vhalys, yet very few of the Dra Kh Lozz would ever make it past the rampaging Animated to reach a new homeland to the northwest: Nuj Tarrok – the Land of War.

Somewhat ironically, the Dra Kh Lozz did achieve godhood through the Six Divine Potions crafted from the blood of the fallen Angel Doloa. The Draconic Gods each carved out a realm on Nuj Tarrok, founding six competing Dra Kh Lozz empires. Of these, Sheh'hok's Hreki Empire would go on to dominate all others. Today, nearly all Dra Kh Lozz serve Hrek, which acts as the largest Empire in the modern day. Perhaps luckily for the rest of Enselonde, the Dra Kh Lozz seem uninterested in expanding beyond Nuj Tarrok, save for a handful of isolated and ultimately doomed invasions of the South. Those who visit Nuj Tarrok are often left in awe at the sheer scale of Hreki civilisation, from their massive cities and armies to their absolute devotion to their Emperors. To call the Dra Kh Lozz savages would not do them justice. A zealous if simple warrior culture would be more apt.

### Dragons

*Main Article: Dragons*

Created by the Vhalysians alongside the Dra Kh Lozz, Dragons are the longest-living race in Enselonde. Thus far, not a single Dragon has been known to die of old age, yet this is not to say that the Dragons are thriving. Despite attempts and often extreme efforts, Dragons seem entirely incapable of reproducing, meaning that their kin will eventually go extinct with time. This predicament has loomed over Dragon society for thousands of years, yet they have come no closer to a solution.

Dragons have largely foregone creating states like other races. Instead, they operate in a semi-nomadic clan-like structure. Dragons can be found in small amounts all over Enselonde's surface, involving themselves in all kinds of research with various partners to try and solve their crisis. Dragons are known to offer their services as mounts or aerial forces to countries ruled by other races, seeking only assistance in solving the reproduction problem in return.

Despite the combined research of hundreds of states which have risen and fallen and almost all races, no progress has been made for Dragonkind. This has caused increasing desperation, especially as most Dragons enter seniority. Some predict that within just a few centuries, Dragons will be extinct. Somewhat ironically, this has caused many Dragons to follow in their Vhalysian creators' footsteps, trying desperately to find some form of immortality or even godhood by hoarding artefacts and trying to obtain their power.

### Evin

*Main Article: Evin*

One of the two Avian races created by Adyana, the Goddess of Air, the Evin's purpose was to populate the then-abandoned Gemstone Islands alongside the Harpies. While originally structured in small clans, the Evin clans would grow increasingly larger over the centuries until they achieved hegemony over the islands, leading to the rise of the Evin Empires.

The Evin Empires, often unstable and locked in a constant state of war, were nevertheless a golden age for the Evin race. However, the appearance of the Goddess Piqumi on the Islands and increasing Harpy resistance, coupled with a growing Human society on the islands, put the Evin under ever-increasing pressure. The War of Two Suns would deal insurmountable damage to the Evin populace, making their hegemony impossible to maintain. Since the fall of the Evin Empires, no Evin-led country has existed in Enselonde.

However, these birdfolk have adapted surprisingly well to their downfall. While initially resisting the rise of Human society on the Gemstone Islands, the Evin have largely integrated into it over the years. Practically every single Human Dynasty that ruled the islands has retained the Evin's services for aerial warfare, making them instrumental and well-appreciated. It would be difficult to find Evin outside the Gemstone Islands, for despite losing their status as the islands' dominant force, their devotion to Adyana remains absolute. The Evin are more concentrated and religious than the scattered Harpy clans found across Enselonde, and their lives are often devoted to a greater purpose than themselves.

### Harpies

*Main Article: Harpies*

One of the two Avian races created by Adyana, the Goddess of Air, the Harpies' purpose was to populate the then-abandoned Gemstone Islands alongside the Evin. Harpies were – and often still are – organised into clans and have notably never had a centralised country, nor a desire to establish one. The rise of the Evin Empires would pit the two races against each other, leading to widespread skirmishes. Eventually, this caused the Harpy Migration to the Mainland, leading to the rise of countless Harpy clans scattered across Enselonde's surface.

Since the Migration, the Harpies largely diverge in terms of mindset, practices, and history. Generally, there are five categories to which Harpy Clans belong: Zealots, Isolationists, Warmongers, Survivors, and Diplomats. The differences between them are often great, yet Harpies are often unjustly grouped together as violent and monster-like. With the exception of Warmonger Clans, who relish in bloodshed and raiding, most Harpies simply wish to be left alone.

In more recent years, an increasing amount of Harpy Clans have become Diplomatic in nature, opening their settlements to traders or – in more extreme cases – outright integrating with other races' societies, predominantly Human ones. Harpies are experiencing something of an increase in good publicity, with them being increasingly found in prominent positions in civilised societies.

### Humans

*Main Article: Humans*

Humans are an odd race: very simple, yet oh so nuanced and complex. Originally created during the Age of Freeholds to serve as slave labour for the Freeholds following the demographic crisis caused by the War for Enselonde, Humans have been a historically rowdy and rebellious lot. Unlike the Dra Kh Lozz, who were birthed to serve a similar role, Humans didn't even last one year in bondage before their rebellions began. Most Freeholds had to constantly put down rebellion after rebellion, often making Human slavery more trouble than it was worth.

Over time, more and more escaped slaves would flee into the South, devoid of Faerian, Hyllidan, and Naerisi slavers, where they would set up their own societies. These "Freemen", as they came to be known, would eventually be protected by the Marenbach Declaration of the Gods which stated that all Humans in the South would be considered freed and protected from being re-captured, with the catch being that they were not allowed to create their own countries. This rule was often worked around with loopholes, leading to massive alliances between settlements that would de-facto function as states in their own right.

In the grand scheme of things, the Marenbach Declaration did little to stop further slave revolts. Particularly, the Human Rebellions were of a gigantic scale. In total, there were three Human Rebellions, all of which had far-reaching consequences. The first was a failure, yet nevertheless toppled a couple Freeholds and showed that with enough planning, a victory was possible. The second was another failure, yet released magic into this world as the Gods became increasingly desperate to defend the Freeholds. The third followed shortly after and changed the history of Enselonde forever.

The Third Human Rebellion carried with it the winds of change. While the Second Rebellion was ongoing, the Marenbach Declaration was declared null and void as the Divines were too busy to actually enforce it. Proto-kingdoms rapidly arose, eventually merging to become a continent-wide behemoth spanning the entire South: the Kingdom of Humanity. While much can be said about the Third Human Rebellion, the Kingdom of Humanity nearly ended Northern society as a whole. Supported by a number of rebellious Gods who wished to topple the status quo, the Third Human Rebellion toppled dozens of Freeholds, freed millions of slaves, and consumed the entire Mainland. Were it not for Lyxis the Blind and the Nytalyrian Empire, the Third Rebellion would have most likely succeeded. Failure or not, the eventual defeat of the Kingdom of Humanity was inconclusive at best. The Nytalyrian-created New Freeholds fell one after the other to their Human populations.

Over time, Humans became the dominant political force of not just the South, but most of Enselonde. The overwhelming majority of countries are Human-led and have been for centuries. What ultimately caused the success of Humanity? They're not particularly long-lived, talented in magic, nor innovative technologically. In short, their resilience and ability to politically scheme and manoeuvre were the key factors in ousting the Elves as the world's leading race.

### Plagued

*Main Article: Plagued*

The Plagued were not initially considered to be a separate race but simply as Faerians. Beneath the decay and rot, that is still what the Plagued were: Faerians. "Created" by the First Plague of Ihyll, a bioweapon unleashed by the Goddess of Death during the Divine War, the First Plague only affected Faerians and rapidly spread throughout the North, decimating populations with a mortality rate of up to 95%. For those few who survived the disease, perhaps death would have been a favourable alternative.

The First Plague warped the bodies of the Faerians unlucky enough to survive it with time. Leaking puss and slime, the Plagued became deformed monsters who rapidly found themselves ostracised by the other races if not outright killed out of mercy. Most Plagued who were not slain converged on one place: the Crimson Bog, a dark and misty swamp devoid of any other races where they could live in isolation.

The Plagued are very long-lived, bordering on immortality, yet the disease never stops eating away at their bodies. Over the centuries, most of the Plagued have turned into non-sentient violent animals that can barely be considered a race. Only a tiny minority in the Crimson Bog retain something resembling sanity, yet it would be ill-advised to try and visit the Plagued. No matter the intentions, most who venture into the Crimson Bog end up strung up from a tree, mutilated beyond recognition. While historically a part of the Kingdom of Gurtrenn and enjoying their protection, the Crimson Bog has recently fallen under the newly established Protectorate of Nordelver. This has left the Plagued more isolated than ever before, losing their only quasi-allies. The Plagued either don't mind or don't know, for it makes little difference to their situation.

Some fear or outright hate the Plagued, seeing them as monsters that must be eradicated for the good of all mortal races. Others view them as victims of their time and pity their situation... from a safe distance.

### Stoneborn

*Main Article: Stoneborn*

One race in Enselonde can be created at home by a relatively inexperienced mage: the Stoneborn. Initially created by the God of Earth, Ivos, to bolster the armies of the Kingdom of Humanity during the Divine War, the use of Stoneborn has become quite the rage amongst the rest of Enselonde's races. To create a Stoneborn, one can carve out a shape out of rock much like a statue and infuse it with enough Kymelomancy to bring it to life. This process makes the Stoneborn highly customisable, and there are many variations of shapes and sizes.

Stoneborn created by other races are largely non-sentient, lacking any form of intelligence at all. These largely serve as warbeasts or pack animals. Stoneborn can be created to be more intelligent with autonomy and sentience, yet even the most genius of Stoneborn are considered below average when it comes to the ability to think. Using "dumb as a rock" to describe someone who isn't the brightest originates from the Stoneborn.

There is one group of Stoneborn that stands out, however: the Qu'Zell, literally translated as "Qu's People". Stoneking Qu is a gigantic and ancient Stoneborn created by the Kingdom of Humanity to command some of the earliest Stoneborn armies, yet in recent centuries, has devoted himself to developing the Stoneborn as a civilised race. He founded the largely subterranean Qu'Zell City, which now functions as a city-state. The Qu'Zell are entirely autonomous and sentient and are the only large group of Stoneborn created by others of their kind.

While the Qu'Zell have experienced difficulties in kickstarting their civilisation, they don't shy away from relying on help from other races when it comes to innovation. Qu'Zell City is a multicultural hub of engineers and tinkerers of all kinds of races supporting the city's lithoid inhabitants and has generally acted as a refuge away from the racism and persecution commonplace under Human states in the South.

### Xiphians

*Main Article: Xiphians*

The Xiphians are Enselonde's sole aquatic or semi-aquatic race created by the God of Water, Sylvir. The Xiphians are short, scaly, weak, and generally considered very odd by all of Enselonde's other races. Despite this, they have always been at the forefront of seafaring and everything associated with it. The Xiphians' contribution to mastering the seas has been so great to the "landwalkers" that they are often a respected race, even amongst otherwise heavily prejudiced societies.

Xiphians generally fall under two types. The primary group is semi-aquatic, living on coastlines, riverbanks, and lakesides. Despite being home in the water, taking a dip a few times per day or outright throwing a bucket of water on themselves is enough to sustain them. Semi-aquatic Xiphians are the only type most non-sailors will ever come in contact with, as these are the ones making a living by selling the secrets of mastering the high seas to the rest of Enselonde. Many employed Xiphian ship crews are also the semi-aquatic type. The fully aquatic Xiphians are significantly rarer and live a different lifestyle. These "wild" Xiphians live a nomadic lifestyle, travelling in large shoals under the water surface, sustaining themselves with fish and rarely resurfacing for air.

There is a distinct rift between the aquatic and semi-aquatic Xiphians. With the latter being much more integrated amongst society, whereas the former tend to live solitary lifestyles. There are often insurmountable differences between the two. Technological reliance, cultural norms, traditions, and even spoken languages vary wildly. Whereas the landed Xiphians specialise in trading and sailing, their wilder cousins live carelessly and sometimes outright attack ships or coastal settlements for resources. While generally respected, some of the less-travelled and poorly defended coastal settlements have vastly different outlooks on the Xiphians than the big cities.

## The New Races

The New Races, sometimes called the Modern Races, are a collection of six races that were created after the Withdrawal. Save for the Vulpesians, who are by far the most well-established, most of the New Races are limited in both population numbers and spread. The majority of people have never encountered five of these six if they don't live in the immediate vicinity of these races.

### Cervusians

*Main Article: Cervusians*

The Cervusians – also known as Deerfolk – are one of the Four Races of Nyara alongside the Lupusians, Ursians, and Vulpesians. The Four Races were created in a moment of desperation by the Goddess of Life, Nyara, at the height of the Battle of the Green Grove in 1008 AW. To defend the Green Grove against the rampaging Sapphire Inquisition, Nyara called upon the creatures of the forest to defend the Faerian homeland, giving birth to the four races as we know them today.

The Cervusians, created from the Green Grove's deer, are a quiet and content lot. Most Cervusians live in small communities scattered throughout the Grove, lacking the organised structure to form larger settlements. They aren't very integrated with other races and largely prefer to live and let live. This isolationist stance has not always been respected, however. During the Great War, the Green Grove was decimated by the Fühlgartian onslaught, and many Cervusian hovels were wiped off the map.

Under the recently established Kingdom of the Green Grove, the Cervusians enjoy government protections and assistance where needed. In return, they contribute with some agricultural produce and a profound knowledge of the forest's plants – particularly medicinal herbs. This knowledge carries over to the rare Cervusian living in larger settlements, who often fill roles as herbalists or doctors.

### Krighal

*Main Article: Krighal*

The Krighal are former Humans twisted into monstrous wolf-like beasts by the Sixth Plague of Ihyll which ravaged the Eastland in the 2nd century AW. Similar to how the First Plague only targeted Faerians, turning them into Plagued, the Sixth Plague only affected Humans. The Krighal are grouped into three subraces or denominations: the Krighal Vitna, Krighal Taresh, and Krighal Okk. These terms were all introduced by the Dra Kh Lozz when the Krighal settled on Nuj Tarrok to distinguish between their behaviours.

The Krighal Vitna – translating to "Beasts of Towns" – are the most common Krighal in the present day, constituting those Krighal who had their sanity restored. While their bodies are irrevocably twisted into their new forms, the Krighal Vitna don't have the insatiable bloodlust of their Taresh counterparts. Nevertheless, they are largely socially ostracised out of fear, living in separate communities and rarely mingling with other races.

The Krighal Taresh – translating to "Beasts of Death" – are the original form of the Krighal that ravaged the Eastland during the Sixth Plague's initial outbreak. The Taresh are mindless beasts of teeth and claws with an insatiable bloodlust, tearing through anything that moves, often including their own kind. The Krighal Taresh have been rightfully seen as an existential threat, yet can be cured to become Krighal Vitna. However, for some who have been left untreated for too long, their mind will have slipped away too far to be saved.

Finally, the Krighal Okk – translating to "Beasts of Shadows" – is the odd one out in the sense that they voluntarily chose to be infected with the Sixth Plague. A relatively recent addition, the Krighal Okk hail from Yratessia, which was being ravaged by warlords and the Sapphire Inquisition during the Darkest Decade. A group of Human worshippers of Ihyll that sought to defend their non-Human neighbours made a pact with the Goddess of Death after a complex summoning ritual. They voluntarily received the Plague to turn their bodies into extremely lethal weapons, yet their minds would be spared under the condition that the Krighal Okk devoted their souls to serving Ihyll in the afterlife. In a sense, they are similar to the Krighal Vitna, yet overall far more religious and focused on rituals and service. The Krighal Okk is also a smaller and secretive group, primarily found in the South instead of Nuj Tarrok.

### Fhylnasi

*Main Article: Fhylnasi*

What do Usurper Gods do to entertain themselves? If your answer is to turn their palace's swans into a sentient race, you would be correct in the case of Lyxis the Blind, Goddess-Empress of the Nytalyrian Empire. Such is the origin of the Fhylnasi, the swanfolk native to the Nytalyrian Islands, yet curiously only found in a small corner of the Third Union of Clans' territory today.

Currently the youngest race in Enselonde, the Fhylnasi were created by Lyxis in the early 12th century AW in a series of experiments twisting regular swans with Kymelomancy and Lyxomancy, creating a new race of sentient beings. The name Fhylnasi, in this case, is simply the Nytalyrian word for swans. The earliest Fhylnasi were kept in the palace gardens of Alymore where they had originally been before their transformation. For a few generations, the Fhylnasi lived in an open-air zoo which effectively served as their prison as Hyllidans came to gawk at and taunt them.

It wasn't until the year 1206 AW with the so-called Swanbreak that a group of Fhylnasi escaped their enclosure and, with the pre-arranged help of a handful of Xiphian smugglers, were carried across the Frozen Ocean to the Clanlands. While only 100 of the roughly 2.000 Fhylnasi had escaped from Alymore, for Lyxis it had been enough, and the remainder were all killed as punishment. Those few Fhylnasi who had escaped had become the last of their kind.

Over the last few years, the original 100 have formed their own clan, Clan Fhylnasi, which was first a part of the Second Union of Clans and now a part of the Third Union. While not all their fellow tribes and clans were pleased with the Fhylnasi's presence at first, overall, they have gotten along with the local Human population decently well. In the present day, their numbers are closer to 1.000, an impressive growth since 1206 AW, yet still by far the least populous of Enselonde's races. Save for their immediate neighbours and countrymen, most haven't laid their eyes upon the Fhylnasi, let alone even heard of them in the first place.

### Lupusians

*Main Article: Lupusians*

The Lupusians – also known as Wolffolk – are one of the Four Races of Nyara alongside the Cervusians, Ursians, and Vulpesians. The Four Races were created in a moment of desperation by the Goddess of Life, Nyara, at the height of the Battle of the Green Grove in 1008 AW. To defend the Green Grove against the rampaging Sapphire Inquisition, Nyara called upon the creatures of the forest to defend the Faerian homeland, giving birth to the four races as we know them today.

The Lupusians, created from the forest's wolves, are a coordinated yet decentralised lot. Most Lupusians have not forgone their old animalistic ways and travel in nomadic packs, spending the nights in makeshift hovels and mostly sustaining themselves through hunting. While often seen as wild and unpredictable by their peers, the Lupusians follow an ill-defined and archaic code of honour that makes them get along well enough with outsiders. Stories of Lupusians ambushing and eating travellers are almost always exaggerated or outright fabricated. Lupusians are wary of outsiders, yet not outright hostile, simply demanding respect.

Under the Kingdom of the Green Grove, the Lupusians make up a large bulk of the military. Their packlike structures make them good at cooperating against larger targets. In fact, they are most likely the only race that could rival the Naerisi when it comes to skirmishing and ambush tactics. All this makes them largely feared by enemies, yet, even for their allies, the Lupusians can still be a source of confusion.

### Ursians

*Main Article: Ursians*

The Ursians – also known as Bearfolk – are one of the Four Races of Nyara alongside the Cervusians, Lupusians, and Vulpesians. The Four Races were created in a moment of desperation by the Goddess of Life, Nyara, at the height of the Battle of the Green Grove in 1008 AW. To defend the Green Grove against the rampaging Sapphire Inquisition, Nyara called upon the creatures of the forest to defend the Faerian homeland, giving birth to the four races as we know them today.

The Ursians, created from the forest's bears, are odd even by the standards of the four races. Unless you actively seek them out, finding one during a visit to the Green Grove is nigh impossible. Ursians have not integrated with the rest of the four races and live solitary lifestyles in the wild, often living in makeshift dens or lairs. Ursians have notably not given up on the process of hibernation common in bears, and spend most of the colder months even further shut off from the world.

What, then, do Ursians provide to the world at large? The honest answer: not much. They don't really care about society or civilisation as a whole and mostly just wish to be left alone. They are, however, extremely protective of their little hovels, their own kin, and, to an extent, their allies. Should a great need for their aid arise, the rest of the four races can generally expect the assistance of the Ursians if they put forth a summons. In times of great crises, having a race of gigantic bears at your disposal tends to be quite useful. Just... don't mention their smell.

### Vulpesians

*Main Article: Vulpesians*

The Vulpesians – also known as Foxfolk – are one of the Four Races of Nyara alongside the Cervusians, Lupusians, and Ursians. The Four Races were created in a moment of desperation by the Goddess of Life, Nyara, at the height of the Battle of the Green Grove in 1008 AW. To defend the Green Grove against the rampaging Sapphire Inquisition, Nyara called upon the creatures of the forest to defend the Faerian homeland, giving birth to the four races as we know them today.

Of the four races, none have adapted as well to modern civilisation as the clever and ingenious fox. Realising the value of strength in numbers, the Vulpesians rallied into larger and larger groups despite their original solitary nature, forming an entire monarchy of their own in the northern parts of the Green Grove. Considering the northern half was largely devoid of Faerian settlements and spared the destruction of the Great War, in the modern day, the Vulpesians are perhaps the most prominent race calling the Green Grove home, trumping even the Faerians.

The Kingdom of the Green Grove, while Faerian-led and framing itself as a multiracial entity, is largely dominated by the once-humble Vulpesians. While small in stature and socially awkward at the best of times, the clever foxes, presently led by Queen Saeldis, are some of the greatest inventors and engineers this world has ever seen. As a result, the services of the Vulpesians are highly sought after, and their kind has spread far beyond the Green Grove and across the rest of Enselonde, unlike the rest of the four races. If there is a problem stumping any of the other races, they usually turn to a Vulpesian for help. Many challenges that were declared impossible to overcome by Humans and Hyllidans alike for centuries were solved in more ways than one by Vulpesians in a fraction of the time.

One key detail is that each Vulpesian, no matter how far removed from the Green Grove they may be, is a subject of the Queen at home. Their race largely deals in favours, with the Vulpesian monarchy having ties with and favours to call upon in every remote corner of the world. While not through wealth or military might, this nevertheless makes them very powerful. Of course, if you wish to get on a Vulpesian's good side, you can also just offer them some chicken. Any proper Vulpesian would sell their soul for some good chicken.