Bestiary
Kingdom FolkHuman's: Tall and moderately sized beings; Humans are moderately advanced beings that are average at everything.
Elves: Tall and skinny people; Elves, or the least technologically advanced Race, but they possess the greatest magical powers and archery skill out of the Kingdom Folk.
Lynths: Tall and bulky beings; Lynths possess weaker magical skill than most, but are superb warriors.
Dwarves: Short and stout beings; Dwarves have no aptitude for magic or archery, and are average soldiers. These people excel at smithing, construction, and inventing.
Beast FolkGoblins: Goblins are the smallest and the weakest of the Beast Folk. But what they lack in physical strength, they make up for in stealth and marksmanship.
Orcs: Large brutes that carry around the biggest weapons they can find. They are small brained, but big muscled.
Gargoyles: Large flying creatures with the appearance of demons. They only appear at night because sunlight turns them to stone.
Wulvs: Wulvs are not sentient, but are fast and strong.
Wargs: About two or three times the size of Wulvs. These creatures are also impervious to magic.
Beast Masters: No one really knows what species race they are. Beast Masters command the three aforementioned beasts.
Hoblins: Hoblins, a variation of Goblins, are large, fast, strong, impervious to magic,
and intelligent. There are very few of these creatures, but they are one of the toughest foes out there.
Ents: Large tree like creatures that avoid battle; but, if threatened, they are deadly adversaries.
Ogres: These creatures are barely considered sentient. Their thick hides and boundless strength and energy make them the single best "tank" anyone could have.
Trolls: Nasty creatures who are fairly intelligent. They live primarily in the high, snowy mountains which is the reason for their blue skin. The only magic they use is Ice magic.
Vampires: Like Gargoyles, they only come out at night but not for the same reason. Light in general(Not just sunlight) burns them. They take massive damage from fire magic, but virtually none from any other kind.
Werewolves: Large and powerful creatures that were once human. Once transformed into a werewolf, you are always a werewolf. You are as sentient as any human, but much more powerful, and lack the use of Magic.
Other Info
OrganizationsHoly Order: The Holy Order is an organization of Holy magic users. They travel the Kingdom to keep order and justice wherever they go. Most are former knights, and use swords.
Kingdom Guard: The Kingdom guard are the guards at the city gates and city walls. They keep order mainly just in the major cities.
NightWalkers: NightWalkers use stealth weapons. They are not an official organization. NightWalkers are assassins' for hire, though, they do much else as well.
Kings Guard: They do exactly what their name implies. They protect the king, at all costs.
Dark Commanders: The Dark Commanders command the great hordes of Beast Folk. Besides the one who commands them, they are the toughest enemies out there. The Dark Commanders are a group of ten "cryptids". They use Dark Magic and Necromancy.(If you are in this Organization, you cannot be a good guy. You
have to be evil.)
MagicDark: Darkness magic is used in correspondence with a weapon. The darker and more demented the users soul, the more powerful the magic.
Fire: Fire magic is more powerful the hotter it is around the user. It is also more powerful if there is some kind of flame nearby. It is impossible to use fire magic in weather below 32 degrees Fahrenheit.
Ice: Ice magic is more powerful it is the colder it is around the user. It is also more powerful if there is ice/snow around the user. It is impossible to use Ice magic in weather hotter than 100 degrees Fahrenheit.
Healing: Healing magic pulls energy from the users spirit to heal wounds. Does not destroy undead.
Holy: Holy magic pulls energy from the users physical, mental, and spiritual being to perform the most powerful attacks. Holy magic is the most diverse magic of all. Upon touching an undead, the undead instantly turns to ash.
Lightning: Lightning magic draws power from the movement of objects. If a lightning storm is going on around the user, Lightning magic's power grows exponentially.
Nature: Nature magic, also known as plant magic, allows the spontaneous creation, and manipulation of plants. Nature magic draws energy from plant life. If no plant life is present, it is impossible to use this magic.
Earth: Earth magic, as you can imagine, is manipulation of the earth. Earth magic draws its power from the user's physical being. The most powerful users can manipulate metal.