The Marked Races

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"We can hear them. The pattering of a thousand rancid feet, echoing through the warrens that they have created within our walls. Our grand empire is rotten with them. We see their shadows flit across the rooftops as they flee from the lanterns of the Faithful, preying on our neighbors who are weak, young or infirm. What are the names of these monsters? These half-breeds? These hideous abominations that threaten our very way of life? They are the Dah'jin and the Vhyranni. The spawn of Demons and Dragons. They leech off of the efforts of good, loyal citizens, stuffing their mouths full with ill-gotten gains. They are the servants of dark things and foreign lands. The Faefolke are barely better, mere animals who have gained a facsimile of humanity. We stand as the last bastion against these threats, and at all costs, we must stand firm, and we must stand strong."

- Excerpt from the Lady High Pontiff Celeria of Concordance XVIII's speech, "The Culling of the Flock."


The Marked Races are not categorized based on a common ancestor like the other racial categories but have common ground in that they belong to no category at all. These races are often an amalgam of other races or a combination of an existing race and something that, by all means, should not be able to reproduce at all. All of the races are normally social outcasts, a few of them having their own societies but largely choosing to remain on the outskirts or sticking to groups like the Val'korei or the receptive Ikyrian Elves.


History In Summary:

Third Era
  • Y01-E3 - The Emergence occurs and documented sightings of Dah'jin, Faefolke, and Vhyranni become much more common. It is assumed that these races may have existed anomalously beforehand, but that the arcane currents that covered Alm during the emergence helped to spur their growth and populations exponentially. The Marked Races have played minor or inconsequential roles in major historical events occurring since the third era, and mostly kept to themselves or attempted to remain under the radar for the time being as most societies are generally opposed to sort of outsiders that belong in the Marked racial category.
Fourth Era
  • Y???-E4 - The Thousand-Year Midnight: Named for the event that brought the end to the Third Era, the Thousand-Year Midnight was an event that actually occurred for an unknown amount of time. In Dwarven civilizations, they claim that the event lasted for well over a thousand years while some historians estimate up and towards the tens of thousands mark. However, the Ikyrians and the Humans remember it only as a few days of dark, bitter winter before they blinked and the sun emerged back over the horizon and thawed the world. The Fourth Era is considered to be an anomaly among history, because of differing historical accounts of events that can be neither confirmed or discredited. Humans that were alive during the Third Era were still alive during the end of the Fourth, but there were families of Dwarves that had gone through hundreds of new generations before the Fifth Era came. The Elves remember very little, except for the Luvahrin Elves that seem to be the only ones to have existed for an extended period of time above ground, unlike the Dwarves who retreated into the bowels of Hrothreg and relied on geothermal energy and underground farms to persist. Notably, the Luvahrins do recall a series of unusual celestial events, including a pair of star-like eyes gazing over them.
Fifth Era
  • Y489-E5 - Present Day: Only a few hundred years into the Fifth Era, there have been a number of global catastrophes that have caused people all over the world to exist in a state of restlessness. The Amyrians have unveiled a power that they had formerly kept to themselves and are in the process of waging war against the Dwarves and other human Princedoms. The Orcs are finding themselves on the losing end of the War of the Breaches, the Ikyrians are facing a pestilence on their livestock and crops, and global society is facing economic struggles that have driven every living civilization into a deep financial depression as the result of global warfare.

Race Variants

The Dah'jin

Dah'jin are the result of evil from the Spirit World, the Plane of Madness, or the Absence influencing a partial possession over an individual. Creatures from these worlds cannot normally manifest themselves into the material world so they require vessels to operate and travel for them. Dah'jin are not quite those vessels, but specific targets that those creatures have sought out for their devotion to good deeds. Due to the innate power of an altruistic personality these individuals cannot be possessed, but the Dah'jin can place a mark on their body to slowly corrupt them and their intentions before they turn into possessable vessels. Some break easily and become what most picture the Dah'jin as, while others hide their afflictions or hold onto their altruistic intentions and flee from society to protect others as a last-ditch effort to save themselves.

Racial Abilities

[Poor Unfortunate Soul]:
The Dah'jin can select any single individual as their target and inflict an inconvenient curse on them. You may use each curse once per day, and you may only place a single curse per person. Your process of cursing may be any unique combination of gestures or verbal components, though it must be choreographed in some form.
  • For 1d3 days the person sees ghostly apparitions of loved ones, dead or alive, in violent situations or crying out for help. These apparitions are tangible, and a dying person could, for example, be held while they bleed out. After a few minutes of the target interacting or observing the apparition, it disappears. These apparitions are the result of very powerful magic, so even if the person knows they are fake they will still feel very real terror or fear as a result of this.
  • For 1d3 days the target will see the Dah'jin as a random person that the target knows. This cannot be chosen by the Dah'jin, but they replicate the voice and mannerisms perfectly when the target interacts with them.
  • For 1d3 days the target is inflicted with inconvenient, uncomfortable, or frustrating punishments on a person. This can include such things as all of their socks magically becoming soaking wet once they put them on, dropping a hammer on their foot, causing a key to break in a lock, or similar inconvenient but not dangerous effects.
[Whispers of the Wretched]
Dah'jin are created by an evil influence or entity from another plane of existence, and quietly manifest an Aspect of the creature that possessed them. This aspect communicates with the Dah'jin at all times through telepathic communications, but can also be manifested as a familiar that has its own personality. These creatures are not an exact reflection of the entity that created the Dah'jin, but are highly influenced by their environment and the Dah'jin that they are bound to. For some, these are horrible manifestations of evil, but for others, they may be a somewhat bitey-yet-cuddly housecat with ten eyes. They can will the physical manifestation of the creature into and out of existence whenever they like, but its voice and nagging are always present.

Basic Information

  • Height: Roughly 4' to 7'
  • Weight: Varies according to diet and activity, generally more lithe or athletic.
  • Skin Color: Any shade of color is possible.
  • Eye Color: Any shade of color is possible.
  • Hair Color: Any shade of color is possible.
  • Lifespan: Roughly 30 to 250 years, which is wildly different depending on the Dah'jin.
  • Naming Customs: Dah’jin are never born and are only ever created, therefore they do follow the naming customs of the race that they originally were. However, Dah’jin are often given what is referred to as a Rebirth Name by the creature that possesses them. This name is usually harsh-sounding and consonant heavy.
  • Language: The Dah'jin do not have their own language, and simply speak the language they learned when they were raised.

Racial Characteristics

  • The Dah'jin themselves are not unified by any singular culture or societal constructs because their creation often happens at random and to a widespread number of scattered individuals. Some Dah'jin go their entire lives without encountering another one of their kind, some are put to death the moment that they are found out, while others live in cities like Pallomaire where a number of them congregate in the lower districts and Butcher's Block. The Dah'jin occupy two different sides of a single spectrum, fluctuating between those who give in to the evil magics that have been implanted on them or to resist it as long as possible.
  • Dah'jin are not always inherently evil, but the curse that they have been given does cause them to have urges to do things that most would consider to be evil. This widely varies from Dah'jin to Dah'jin and usually reflects the Entity's plane of origin. For example, an Absence Entity might encourage a Dah'jin to preform arson, to lash out in anger, or other extremely emotional and destructive acts, while an Entity from the Plane of Madness might just want to sow chaos, drive people to seek counsel from dark gods, or to trick others on a vast scale, making them so erratic that their motives often seem to be unknowable for most observers, although there is always an underlying motive. Entities from the Spirit World tend to be slightly different from the other two, and are typically significantly more melancholy and anguished, and will often try to draw their host into the same sort of miserable spirals that they endure.
  • Dah'jin gain a corrupted appearance after they are cursed, and acquire a number of unsettling features that can include the following as well as other similar traits at the discretion of your reviewer:
  • Eyes growing on the back of their hands, or a number of eyes growing on their foreheads.
  • Horns, vestigial tails, sharpened incisors, off-colored or entirely black eyes, varying skin-tones in a number of shades, claws, long forked tongues.
  • A pleasant scent constantly circulating around them, though it is somewhat off. Burnt lavender, sweet-smelling sulfur, the smell of old blood or fresh meat from a sick animal.

More Information

  • The Dah'jin Princedoms are the only actual unified grouping of Dah'jin and are considered a safe haven for a number of Dah'jin at any stage of life.
  • The entities that create Dah'jin are especially attracted to altruistic, friendly, or generally kind people. This is because they cannot possess them directly, but sometimes it is better to turn a good person into a bad one than to be able to manifest at all.

The Vhyranni

The Vhyranni are one of the newest races known to the world, only openly appearing on Alm since the beginning of the Fifth Era. Some historians argue that it is likely they have existed for a long time, but there is little archaeological or historical evidence to support this. The Vhyranni are a half-dragon hybrid race that is able to exist because of Draconic Virility. Any Elven, Dwarven, Human, and Southbreach Orc can hybridize with a Dragon and result in a Vhyranni.

Racial Abilities

[Draconic Lineage]:
Vhyranni likely have powers related to their Draconic Lineage, but they have failed to discover them thus far. There is a good deal of variety in the appearance of Vhyranni which tends to be determined by how many traits they take on from their draconic parents. They can be anywhere in the range from simply anthropomorphic dragons all the way towards just humanoid individuals with draconic characteristics. Half-Dragons that are more humanoid or Elvenoid are covered in patches of scales and sometimes have horns on their head that they decorate with gold ornaments. They all have vestigial tails, claws, and lizard-like feet. Patches of scales can be replaced with feathers or fur if the Half-Dragon comes from a feathered or furred dragon parent. They have pointed and elongated ears and their feathers, scales, or fur can come in any color akin to their draconic heritage which is very prevalent all over their bodies. However, the single trait that all Vhyranni share is their possession of a Dragonmark, which is placed in the center of their forehead. The Dragonmark itself takes the form of a twisting rune that has been written in Draconic script, and the actual appearance of the mark varies from Vhyranni to Vhyranni. Usually, the Dragonmark is invisible to the naked eye, but when exposed to heat or during the Dragon's Den ritual, it turns a deep crimson red, and will remain that way for a few minutes after appearing, even if the source of heat is taken away or if the ritual is complete.

[The Dragon's Den]:
The Vhyranni are driven by the same natural instincts that actual dragons are when it comes to protecting and hoarding objects and money. Vhyranni are able to make a cut along their hand and use their blood to replicate the Dragonmark on their forehead. This creates a magical barrier around any structure that the Vhyranni inhabits that is akin to a Dragon's Hoard. The building itself cannot be broken into or infiltrated by any magical or physical means, and is even able to prevent things like siege weapons from breaking into comically small structures like a cloth tent. The Vhyranni can only have this mark on the entrance of one structure, and the protections temporarily fade so long as the entrance is left open by anyone who was given the means to open it. The ability takes up to three turns or fifteen OOC minutes to complete. It takes 1 HP to perform, and it can only be dispelled by the original creator smudging the mark with their own blood before another mark can be created. The Vhyranni must also pile all of their possessions in the center of the building, and if they sleep anywhere other than the top of this mound they wake up with irritating neck and back pain, and will feel unrested.
  • If someone is able to acquire some of the blood of the Dragon that created the Dragonmark, they can use it to obscure the rune that protects their Den.

Basic Information

  • Height: Roughly 4' to 7'
  • Weight: Varies according to diet and activity, generally more lithe or athletic.
  • Skin Color: Pale to deep shades of ebony, can be tinted red, green, yellow, orange, etc. Scales can be any dulled color and are never neon or bright colored.
  • Eye Color: Normally matches their scales.
  • Hair Color: Normally matches their scales.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: Vhyranni typically adopt the naming customs of their parents, since Draconic is difficult for anyone who isn’t a dragon or a Vhyranni to speak.
  • Language:The Vhyranni speak a broken form of Draconic, described as <DC>.

Racial Characteristics

  • [Feathered Dragons]: Coming in a wide range of variants, feathered dragons are the high-altitude flying dragons that are commonly mistaken for birds. Their descendants are covered in feathered patches all over their skin, primarily in places where feathers would be dense on a bird. When Feathered Vhyranni are young they are covered in down instead of feathers, and some never really develop out of that. These feathers are waterproof and often flare and poof up when the Vhyranni is angry. The Feathered Vhyranni’s teeth will be sharp and slightly angled inwards, allowing for them to catch prey in their mouth like a bird would with their beak. They also have an increased tolerance for low-air environments, because of their parents’ affinity for higher altitudes. Feathered Vhyranni tend to be aloof intellectual types, most commonly seen in libraries or other places of knowledge. They very commonly hoard books, scrolls, quills, inkwells, and all sorts of similar materials that are relevant to their constant thirst for knowledge. They are coveted by Ikyrian Elves, and are a central focus of their religion and worship. Because of this they are also seen as priests, prophets, and demigods in the Ikyrian Empire.
  • [Furred Dragons]: Furred dragons are the ground-bound and typically more cold-climate suited dragons, and their descendants are commonly found in Northern Regions and especially in Luvahrin settlements. They are covered in patches or thin layers of fur depending on how the parent looked, and have been known to often have large lion-like manes. Furred Dragons often have been known to have two protruding canine teeth flanked by flat but sharper teeth along the inside of their mouth that encourages a carnivorous diet. They are also commonly very sure-footed, with small footpads appearing at the base of their feet similar to a canine or feline animal. Furred Vhyranni are known for their affinity for cold-weather climates, and are commonly involved in trophy hunting bands because of this. They are also known to be excellent thieves, and especially covet useless or otherwise interesting items that they have stolen. Their hoards tend to be composed of mounds of stolen goods, shinies, and plainly useless objects.
  • [Scaled Dragons]: The most commonly found of the Dragons and their half-breed descendants, the Scaled Vhyranni are covered in patches of scales all over their body that matches the coloration of their Draconic Parent. These scales offer limited protection from lacerations and similar surface-level wounds, but not enough to actually provide a major advantage in combat. Scaled Dragon Vhyranni are known to be the greediest of the bunch, and also have been rumored to be able to ignite their phlegm. This is unconfirmed for the moment, though. Scaled Vhyranni are the most covetous of them all, known to hoard anything and everything that they can get their hands on. Whether this be through conquest, thievery, intellectual acquisition, or other means all that matters to a Scaled Vhyranni is that they acquire as much wealth as possible. They are the fiercest and furious of all the dragons, with tempers that go from calm and collected to murderous readily.
  • [Sea Serpents]: Tied for Desert Wyrm Vhyranni for the rarest variant, Sea Serpent Vhyranni are covered from head to toe in small patches of smooth and sometimes slimy scales like a fish or softer more water-resistant skin like an eel. Their ears and elbows are covered in small fins, and their hands and toes are slightly webbed to allow them the ability to tread water better. Known for their charisma and cunning, Sea Serpent Vhyranni are commonly consorts, concubines, performers, bards, and other similar performance-oriented individuals. They are freakishly talented at convincing people to do what they want and have been known to weasel themselves into every corner of society. Their hoards tend to be composed of the treasures of the deep, especially pearls, relics of shipwrecks, and elaborate formations of coral.
  • [Desert Wyrms]: What most consider to be the rarest of all the Vhyranni, the Desert Wyrms are the most terrifying and feared Vhyranni. They are often not allowed in most major settlements because of their unsettling appearance. Desert Wyrm Vhyranni have two sets of teeth that they can angle straight down like a normal human's or turn backwards to allow them to flatten it against the roof of their mouths so that their food can go down easier.. Desert Wyrm Vhyranni have anywhere from zero to four eyes, each of which is shadowed by heavy black bags and appears sunken back into their skull. Each eye, if there is one, has a secondary eyelid that allows them to see but can be put down to prevent sand from getting in their eyes. The black sheep of all of the Vhyranni, the Desert Wyrm variant is known for being especially reclusive. Instead of stacking their items up they bury them under piles of dirt or in deep holes and then sit on top of the mound after it's been made. They often don't have many friends, but hold the ones that they do have in high regards. A common sign of a true friend to a Desert Wyrm Vhyranni is a trinket made of something that they have pulled out of their pile and washed off. These trinkets have been known to develop unusual properties, such as radiating a friendly and comforting warmth whenever they are held and the person thinks about the Vhyranni that made it.

More Information

  • Vhyranni are widely praised and treated as Demigods in Ikyrian Civilization, though in most places they are treated as half-breeds or demons because of how negatively dragons and their spawn are viewed.
  • Vhyranni are one of the few races that are physically capable of speaking [Draconic], mostly due to an extra bone in their throat.
  • At one point the Orcs hunted both the Vhyranni and their progenitors for sport, and some Orcish tribes still do.

The Faefolke

The Faefolke are the most notorious of all the Marked Races, primarily because of the cannibalistic, indulgent Faecourt that rules over the Palecoast with the Dah'jin Princedoms. Otherwise most view Faefolke as playful spirits or guardians of nature who do their best to protect the world around them and, in some cases, just try to fit into society or return to being the animals that they once were.

Racial Abilities

[The Faemark]:
Despite numerous years of research since the first time they emerged, the origin of the Faemark and what causes it to occur are completely unknown to both the Faefolke and the world at large. The Faemark is a depiction of the animal that appears as a magical tattoo somewhere on its body and can be any size, shape, color, and caricature so long as it represents the animal. Faefolke are animals that have had these marks manifest on them and grant them the ability to shift and phase through a number of different forms. The creatures affected include Mammals, Reptiles, Amphibians, Insects, Arachnids, Arthropods, Avians, Fish, and Invertebrates. As a result of the magical processes that occur during the creation of a Faemark, the Faefolke themselves are subject to various limitations. First and foremost, they are unable to contract any forms of Deviancy such as Vampyrism or Therianthropy. Secondly, a Faefolke's shifted form will never have amplified strength or speed compared to their Humanoid Form, although they can be weaker or slower. In addition, physical attributes and traits would carry over from form to form. For example, a Faefolke who has been scarred in Humanoid Form will still have that scar in Full-Shift, and a Faefolke who is slender or skinny in Humanoid Form, when shifted, will become an animal which is also slender or skinny. The full list of separate shifts is detailed below.
  • [Full-Shift]: Despite the fact that this should likely be called their original or normal form, Full-Shift is the phrase used to describe a Faefolke that has fully shifted into the animal that they once were. They can do things as these animals would have and can claw, bite, swim, dive, and do most things. The downside, though, is that they will never be able to do it as well as the animal themselves would. The Faemark causes a mental fogginess in this form that causes a fight between the conscious mind of the Fae and the animalistic instincts that they experience. Bird Faefolke cannot fly for fear of plummeting to the ground or simply because they don't know how to take off, a bear Faefolke might swing their arms slower or be worse at catching fish in their mouths than a real bear, and a spider Faefolke would lack the organs and the balance to spin a large web or spew the web-fluid.
  • [Mid-Shift]: Sometimes referred to as Centaur or Siren form, the Mid-Shift form allows the Faefolke to take on major animalistic characteristics while not forcing them to be entirely human or entirely animal. They can take the appearance of creatures similar to Centaurs, Merfolke, or Sirens if they are the applicable animal. They could also gain just the head or a single limb of their animal.
  • [Humanoid Form]:This form is the fully humanoid form of the animal, although they may appear as a Human or an Elf they always have at least three (3) animal characteristics that majorly alter this appearance.
  • Note: Each of these forms does need to be specified on your application and cannot be changed except through Re-Review
While in combat, Faefolke find it to be difficult to remain in a shifted form. Scholars are largely unsure about why this occurs, and as with many aspects of the Faemark, it is a mystery. However, what is well-known is that as the size of the Faefolke's shifted form increases, it becomes increasingly strenuous to upkeep that form in combat, exhausting their reserves of mental energy. For ease of reference, the list below categorizes different Faefolke by their size within their Full-Shift. Note that if an animal is smaller than the Small size category, they round up to being the size of a mouse, and conversely, if an animal is larger than the Large size category, they round down to the size of a bear.
  • [Small]: Anywhere between the size of a mouse to the size of a house cat.
    • Limited to preforming 5 combat actions in this form per combat.
    • Limited to preforming 5 emote actions in this form while actively doing things.
    • Outside of combat or for regular roleplay you can remain in this form indefinitely.
  • [Medium]: Anywhere between the size of a domesticated dog to around the size of a human.
    • Limited to preforming 3 combat actions in this form per combat.
    • Limited to preforming 3 emote actions in this form while actively doing things.
    • Outside of combat or for regular roleplay you can remain in this form indefinitely.
  • [Large]: Anywhere between the size of a small horse up to the size of a bear
    • Limited to preforming 2 combat actions in this form per combat.
    • Limited to preforming 2 emote actions in this form while actively doing things.
    • Outside of combat or for regular roleplay you can remain in this form indefinitely.

Basic Information

  • Height: Roughly 4' to 7'
  • Weight: Varies according to diet and activity, and also the animal.
  • Skin Color: Generally follow the color palette of the animal they take after.
  • Eye Color: Generally follow the color palette of the animal they take after.
  • Hair Color: Generally follow the color palette of the animal they take after.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: They take on the naming customs of the culture they blend into.
  • Language: Faefolke have no language, and simply use the one from the culture they blend into.

Racial Characteristics

  • The Faefolke are 'ruled' by a group of elitist, Fae known as the Faecourt which lead a group of unified Faefolke on the distant Palecoast. The reason that the only two groups that exist on the Palecoast are the Dah'jin and the Faefolke is due to the fact that the place is considered to be utterly inhospitable and overly dangerous by every other society on the face of Alm. The entire chain of islands is covered in Palebark Trees, as well as large and incredibly hostile fauna.

More Information

  • Faefolke tend to blend in very easily with most societies and are often taken in by high-ranking families in Amyria as either pets or consorts.
  • Faefolke are the only race that have a multi-staged shifting ability.
  • The Faecourt is one of the most terrifying organizations throughout the world and the reason some places outwardly reject Faefolke.


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