Races of Iracal Island (and Other Locations)
- HeavenlessStar
- Mar 13
- 16 min read
Updated: Apr 10
This document provides information on the following races of the Shimmering Seas and Iracal Island:
- Flare Harpies
- Centaur Subspecies
-- Pegasi (Winged Centaurs)
-- Chaweul Deerataur (Reindeerataur)
- Slodames
- Chimeras
- Minotaurs
- Shard Striders (Shimmering Sea Striders) [NEW]
- Phixes
- Kitsunes
- Charon Harpies
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Flare Harpies
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Danger Level: Medium
Occurrence: Rare (Mainly found in the Akaptor Desert)
Flare Harpies are a rare breed of Harpy that have an affinity for fire magic. Although there are cases of them living in cold regions, most are found in dry tropical climates such as deserts. Flare Harpies typically have a bronze skin tone, white hair and white feathers. Their wingspan is very wide, which makes them one of the slower flying species of Harpy, but they are very graceful in motion. Although Flare Harpies have an affinity for fire magic, very few have mastered it. It's only because of ancient records that this information is known. Most Flare Harpies are capable of “shining”, which is an ability to manifest light. The intensity of the light varies depending on the Harpy. Tales (or myths) indicate that a Flare Harpy that achieves mastery of her magical abilities can engulf herself in flames and even emulate the brightness and intensity of the sun. This has led to speculation that the mythological "Firebird", or Phoenix, was actually a Felaryan Flare Harpy.
Flare Harpy egg shells have a shiny red color with sparkling gold-like spots that makes them highly sought after by collectors looking to make a considerable profit and by mages that believe the egg shells can be used to create incredibly strong fire magic. The problems that these treasure hunters face is that the Flare Harpies eggs are very hot to the touch - but no adventurer brave enough to step foot in Felarya is going to let a little thing like the risk of second-degree burns deter him from claiming those eggs.
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Centaur Subspecies
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[Pegasi: The Winged Centaurs of Helicon Island]
Danger Level: Moderate
Occurrence: Rare (Common on Helicon Island)
It is a fairly well-known fact that giant Centaurs are not very numerous across Felarya and that they tend to live only in certain areas, this likely contributes to us knowing so little about their culture and magical talents. Few biologists dare go within observable range of the mighty predators because of the terrifying speeds at which they can run down a detected prey. All that we know was gathered from research left behind by the brave souls who gave their lives in the name of science, souls to whom we owe our deepest gratitude. They have followed the thunderous sounds of giant centaurs galloping across the Moyuk Hills and the Great Rocky Fields for many years, and have documented the predators' elemental magic affinities. Powerful magics summoning rain, lightning, and wind are very rare but astounding spectacles to witness; sometimes all at once. None of these magics are quite as incredible as the reported "wings of wind" that have given some centaurs the ability to fly. The mission to learn more about these centaurs and their magical wings had led one particular team of scientists on a journey across the Shimmering Sea to Helicon Island where the majority of the flying centaurs were rumored to have originated; there was also a strong belief that the Helicon centaurs were the only members of their species that knew this intriguing magic.
Sailing to the island would have been near impossible for the team due to the maelstrom that surrounded it, but fortunately they had the resources to arrange a flight in a small plane from the Myrodia Coast to Helicon; fortune would apparently continue to be with the team the rest of their journey. According to their logs, the flight was only a few kilometers from landing on the island when it was attacked by an air elemental called a Brizz. The small plane was plummeting to the sea below when it was snagged from its freefall by a centauress flying with luminous wings of wind magic. After capturing and then satisfying her hunger with the Brizz, she sought to satisfy her curiosity by examining the strange metal object that she had saved from a watery grave. The team of scientists were taken to the centauress' home and privately interrogated; one of them credited not being eaten to her fascination with human technology and remarked about how surreal the experience was, "Rarely does a scientists expect to find himself under examination by the very subject that he seeks to understand." Nevertheless, they were happy to be filling the predator's ears instead of her stomach. After they had fed the centauress' hungry mind with information, she returned the favor by inviting them into the world of the Helicon Pegasi, showing them around and detailing their history.
On that mysterious island, and even before it could be called an island, Centaurs had established a society with very strong values. They shared a close relationship with an ancient civilization of Elven giantesses that once ruled the region and learned what it took to build a strong society. Their education in magic led to the development of the luminous "wings of wind" that the Helicons are able to fly by. They also learned to harvest minerals from the land and forge both weapons and armor suitable for the warrior culture that they would inherit after the disappearance of the Elven giantesses. That warrior culture had a fiercely enforced code; "Honor was found entirely in the way a warrior fought and died, and had little to do with the actual cause that the warrior was fighting for. Showing cowardice in battle brought shame to all Helicons and was far worse than any death imaginable." Under the orders of their highest authorities, twin centauresses by the names of Myrine and Pontu , they would even hunt and imprison one of their own if they were known to have fled a battle in fear. These centaurs began referring to themselves as Pegasi.
Between the years 2600 BU and 145 BU, they could be found throughout Felarya acting either as mercenaries to hit a specific target or to simply join an army; it was not unthinkable that some of them could end up on opposite sides. The Helicon Pegasi had no qualms about this as indicated by one of their most famous sayings, "There are no friends on the battlefield." They were even known to have been contracted by humans as guards or escorts. Human clientele saw the Helicon Pegasi as extremely trustworthy warriors who could go for days without food and never give into the instinct to devour the humans they were commissioned to protect. Liaisons were made available to nearly every major civilization during the height of the Helicon employment. Presently, the Helicons rarely travel further west than the Myrodia Coast, instead they prefer to remain close to home and guard the island's many treasures accumulated over the centuries.
After absorbing all the information the centauress could divulge, the scientists were flown all the way back to the city of Negav where they shared the fantastic knowledge with their colleagues. If it were not for the many people bearing witness to seeing the flying centauress land near the city, the scientists' story would most likely have been too incredible to believe.
[Chaweul Deerataurs (Reindeerataur)]
Danger Level: Moderate, Specialized in hunting Inus
Occurence: Uncommon (Common on Iracal Island)
A number of deerataurs living on Iracal Island form a tribe called the Chaweuls. They have well adapted bodies to thrive in the at-times harsh cold; the fur on the lower half of their bodies is very thick and some of these deerataurs even have fur over large portions of their humanoid sections. Their fur colors range from brown, to green, and even light grey. They are spread throughout the island, often roaming in groups (or families) of three or four, but these smaller families come together numerous times over the course of a year for various ceremonies.
The Chaweul put great emphasis on being social, caring for family, and upholding tradition. Affection between them is commonly shown by rubbing the antlers on each other's heads. If ever you are about to be eaten by one of them, it could save your life if you are somehow able to signal him/her that you want to rub him/her antlers. It's not guaranteed to work but it's better than doing nothing at all. They are also very fond of certain sounds, like a subtle ringing, and they have been known to create wind chimes from crystals of various sizes – given that Iracal Crystal is so abundant on the island, it’s not unheard of to see them erect structures with 50 foot long crystals dangling from them. The Chaweul may allow prey to escape if they were to recieve a bell as a gift; so wearing bells to signal them of your presence may not be such a bad idea when traversing these regions. It could mean the difference between being hunted and granted a safe passage. They are known to be extremely playful and have many ceremonies where they dance in groups. These dances are said to be accompanied by a glowing of their antlers and can bring snowfall, even on a sunny day. Adding to the mystique of their antlers are the fantastic tales of seeing the Chaweul's antlers and hooves glow brightly just before the enormous creatures leap into the air, galloping out of sight; claims like that, however, are understandably dismissed as nonsense.
Inus and Elves are the Chaweuls' traditional food and the giant deerataurs rarely pass on the opportunity to dine on them but elves might be spared if a Chaweul judges that person to be pure in heart. Among the other magical abilities they possess, these deerataurs are said to have an innate ability to judge character that is also – yes, also – linked to their antlers. Depending on how pure they deem a person to be, the deerataur may not need to be gifted anything in exchange for being spared a one way trip down their esophagus. Inus however, have almost no hope of being spared - ever (they're just too tasty).
With the belief that their velvety antlers contain magical properties and the perception of the Chaweul as being naive, poachers have targeted them in the past. What most don't know is that while Chaweuls might seem more forgiving than other predator species, that is definitely not the case and they can hold grudges or display unbelievable cruelty towards those that have done them, or a loved one any harm. For those that somehow manage to get on the bad side of one of the Chaweul, the word will spread quickly to families spanning the island and the entire tribe will initiate a manhunt that ends only when the perpetrator is captured. He/She may not be eaten then, but carried away and probably never heard from again. Rumors abound of the unspeakable torments awaiting that unfortunate soul. There is even a saying among experienced travelers that goes, "Those that invoke the wrath of the Chaweuls pray for Hell's relief."
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Slodames
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Danger Level: Comically Low
Size: 100 - 110 ft (30 - 33 m) upright
Slodames can be summarized as a giant human-sloth hybrid species and though the name may hint at it, they are not all female. Slodames will only be found in areas where there is relatively little danger of being preyed upon by similar-sized voracious creatures; areas such as Helicon Island. They have big sleepy eyes, furry hands and feet, and long sharp claws. They spend most of their time hanging around in trees and sleeping. They are omnivores but don't get many opportunities to enjoy the taste of meat because they are simply too slow to actively hunt. In fact, they are notoriously slow.
One of the funniest spectacles a human can witness is being "chased down" by a Slodame. There are tales of adventurers mocking and taunting a Slodame as she angrily inches her way towards them. While it may very well be the funniest thing you ever see, tempting fate this way is highly discouraged. There have been incidents when an especially daring adventurer allowed a Slodame to get just a little too close and the adventurer was swallowed whole and alive, albeit very slowly. The last words of this foolish adventurer who allowed himself to get captured by a Slodame were, "Someone help! She's going to eat me! ... Eventually!"
Due to their legendary speed-impairment, most other sentient predator species won't bother talking to Slodames; it simply takes them too much time to finish a sentence. It's something that most people feel is either insanely frustrating or unbearably boring. Not everyone fails to find a silver-lining however; provoking a Slodame to talk has often been suggested as a remedy for insomnia.
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Chimeras
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Danger level: Varies
Occurrence: Rare
Chimera is a term used to categorize an unusual giant predator of which race can't be determined because its physical traits are so mixed, usually displaying signature traits from three or more different races. Their appearances vary greatly, so no two are the same. The Chimeras emerge most often from areas of high instability; such as Gaieochos Island and the Miragia Forest. Not all are born Chimeras, some appeared completely normal when they were born. It is believed that they changed drastically because they remained too long in an unstable environment that had the ability to bring latent genetic traits to the surface. There are discoveries of smaller versions and they have been classified as Hypomeras. Unlike Demi-Chimera's, the Chimeras and Hypo-meras don't always have humanoid torsos. A Chimera can have the body of a centaur, the legs of a lion, and the wings of a bat.
(While some have migrated to Iracal Island, most of the Chimeras have come together on Gaieochos Island to form a tribe. They are typically shunned by all other species because of fear of their unusual appearance, which makes gaining trust difficult. Some of the Chimeras embrace their own uniqueness, while others act out their frustrations. Hypomeras have been joining the tribe as of late, they are regarded by the Chimeras as family and are therefore not eaten.)
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Minor Race: Minotaurs
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Danger level: Moderate
Size: 100 - 130 ft (30 - 39 m)
The Minotaurs can mainly be found in plains, away from large concentrations of trees. They can best be described as a human-bovine hybrid, more specifically a human-bull hybrid, ranging in height from 100 to 130 feet. They are bipedal and have legs resembling those of bovines, with humanoid torsos. Unlike the original Minotaur of mythology, they have a humanoid head with bull-like horns rather than the entire head of a bull. They are generally very hairy and quite wild looking. Some have hair covering 80 % of their body. Minotaurs are omnivores and will eat small humanoids on occasion, but will not go out of their way to hunt them. They have been used often as temple guardians due to their brute strength and uncanny dedication to tasks. Even for giants, the strength of Minotaurs is astonishing. Furthermore, once a Minotaur has set his/her mind to a goal, such as protecting someone or thing, the Minotaur will see it through to the bitter end.
In their environment, the Minotaurs are a rowdy and fun-loving lot. The males have naturally muscular frames capable of withstanding tons of physical punishment, which is good because they can often be found roughhousing or battling for breeding grounds. They are easily recognizable due to the horns on their heads and the many scars gained from countless duels with rivals. They are notorious for their tendency to enter blind rages and destroy the vehicles of adventurers. But this reputation is actually due to a misinterpretation of their aggression. Humans see anger, when it's actually just good spirited roughhousing in the eyes of Minotaurs. The females, or Minotauresses, are a little more mild mannered in comparison but that does not make them any less dangerous because they are absolutely voracious eaters. It's generally believed that they are all somewhat dimwitted, therefore sharp adventurers stand a good chance at being able to outsmart them.
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Shard Striders (Shimmering Sea Striders)
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Danger level: Moderate
Size: 50 ft (15 m)
Occurrence: Common (in the Shimmering Sea)
Found primarily in the Shimmering Sea and along the coasts, Shard Striders are a mid-sized species of harpy, standing about 50 feet (15 meters) in height. Their plumage is typically a very light color (but never white) and, like most things in the Shimmering Sea, it sparkles when struck with light. Because of this glittery plumage, they often have a rainbow-like aura about them when the sun’s light is its strongest. It’s possible that the same phenomenon in the Shimmering Sea region which causes crystal formations to abound there has also affected these harpies. Their wings appear sharper and more glass-like than those of other harpies. They have webbed feet and are very good swimmers. The crystal-like coating on their wings help to prevent water from being absorbed into them.
While Shard Striders can fly, they don’t fly very far. They typically only fly for the purpose of diving into the water to catch prey beneath the surface. Their preferred method of travel is to run along the surface of the water, obviously at extremely high speeds, zipping from one enormous crystalline structure jutting up out of the water to another. These harpies will make their homes on larger formations, keeping watch for prey in or along the surface of the water. Naturally, they present an enormous threat to sailors who will be terrified upon seeing the harpies running on water alongside their ships. Because of their smaller size, one or two human-sized prey is plenty for a Shard Strider, so while they may be a threat to the entire crew on a ship, it’s typically only going to be one unfortunate soul who the harpy is hoping to snatch as she runs by. Another tactic that the Shard Striders use to hunt sailors is diving into the water near a ship and causing the biggest wave possible, with the intent to knock someone into the water to be easily gobbled up when she emerges from the water.
(Scrapped ideas below:)
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Phix(es)
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Danger Level: Medium
Occurrence: Very Rare
Size: 100 - 110 ft (30 - 33 m) upright
Phixes are very rare, giant feline-human hybrids that are believed to have originated at Gaieochos Island. They are completely covered in fur from head to toe. It can be said that Phixes are larger and more primitive-looking versions of nekos; they are most certainly leaning more towards the feline end of the spectrum than the human end. The generally wild look they have about them might belie any notion of sentience, however they are very much so. Phixes commonly move about by alternating between walking on all fours and walking upright. Their bone structure is apparently quite flexible and able to adapt between upright movement and movement on all fours. This aids them in catching small prey as they are faster than a giant predator crawling on their hands and knees after a fleeing target.
Phixes tend to be solitary creatures. In their short - and mysterious - history, they have never been known to form large groups. And while they are also feline, they don't appear to get along with the Sphinxes of the Shimmering Seas region either. Given the nature of Sphinxes, they most likely look down on the Phixes; perhaps seeing them as primitive beasts not far removed from the "insufferable Harpies". But the Phixes would adamantly disagree that they're anything like the crude Harpies. Nevertheless, Sphinxes don't have very high opinions of their hybrid cousins, and a sure way to insult the Sphinxes is to suggest that they are indeed related to the Phixes.
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Kitsunes
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Danger level: Medium
Occurrence: Rare
Size: 110 - 115 ft (33 - 35 m)
Typically found in Deeper Felarya and most easily described as a human-fox hybrid, Kitsunes have a humanoid form with fox-like traits and are almost completely covered in fur. Much like the rare Phixes are to nekos, the Kitsunes can probably be considered the giant and more furry versions of inus. They are primarily solitary creatures and not very friendly, though they have been said to put on an inviting facade when they're up to no good. One of the most striking features about the Kitsunes is their ability to grow multiple tails. Biologists have theorized that Kitsunes can grow one additional tail for every one hundred years that they live, with nine tails likely being the maximum number of tails they can grow. Coinciding with the growth of each new tail is the increase in the kitsune's capacity for use of psionic powers. Some poachers that have followed the research on Kitsunes have suggested that their tails are directly linked to these psionic powers and that their powers can be granted to those that make artifacts out of their bones.
Kitsunes typically possess slight frames and do not possess much strength relative to other giants, nor do they often specialize in any magic that's particularly effective. In general, Kitsunes simply rely on their brilliance and cunning; tricking both prey and fellow predator species to make their way in life. They are famously clever and notoriously sneaky. What might be the most amusing thing about Kitsunes is that they have the intelligence to best almost any creature in a game of strategy fairly but most would rather cheat their way to victory. Many of them will never turn down an opportunity to see how gullible a person is; one man claims to have witnessed a kitsune talk an adventurer into letting her eat him.
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The Harpies of the Charon Oasis
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Danger Level: High In Flocks (Low Alone)
Occurrence: Uncommon
The savage harpies that originated at the Charon Oasis in the Akaptor Desert have seen their infamy rise within the last century. At one point there was a single flock that was fairly typical but they took a distinct turn for the worst after the death of their matriarch and then chaos ensued. Out of desperation to keep their flock strong amongst fierce rivals they dared to mate with the Terror Hyenas of the Great Rocky Fields. The resulting generations of Harpies were truly wild and savage creatures, hardly resembling sentient beings at all. Their hair and feathers were ruffled and unkept, and they could barely put together an intelligible sentence.
Many have speculated on how high, or low, their I.Q. really was but no matter what the case may have been they formed a very formidable threat. Whatever they lacked in intelligence they made up for in tenacity and the dangerous quills hidden in their plumage that could be ejected at targets. These quills filled with paralyzing venom were an odd development considering the Terror Hyenas possessed poisonous claws, not quills; somehow this trait manifested in their offspring in a completely different way. When threatened, the Charon Harpies could make these quills stand on end giving them an almost porcupine-like appearance, although their quills are not quite as long.
They were very dependent on their flock and would almost never be seen straggling. As an example of how strong their flock mentality is, even when out matched none of these savage harpies would relent during an attack until the dominant harpy called for a retreat; they would all simply fight to their death. Luckily for them, their dominant member has never been killed first. The Harpies of Charon have also inherited the eerie laughter of the Terror Hyenas which they do almost uncontrollably when excited. Their color patterns usually range from brown to black and sometimes feature spots.
Smaller humanoids need only fear Charon Harpies if they are in groups seeing as how a lone humanoid obviously won't feed a flock. These harpies typically pose a much bigger threat to other giant creatures. They have no qualms about ambushing a lone centaur or even a harpy in mid-air.
In spite of the rumors of seeing Charon Harpy flocks as far as the Pyrale Mountains, the prevailing belief is that there is just this one flock which migrates around the Shimmering Sea. Their flock is currently led by a particularly wicked Harpy named Morta and are not on good terms with any of Iracal Island's inhabitants. They've even managed to get on the bad side of the Gigan-meras who are usually very tolerant. Recently they have begun flying up Mount Litocoro on Iracal Islands east side, all just to visit the city of Torin and pluck a few Humans to eat. There are Humans, Inus, and Elves elsewhere on the Island but they would rather eat Torinians for their unique flavor and as payback against the harpy matriarch in Torin for the past events that took place within their flock. Unlike the Sphinxes who declare their arrival before launching large scale attacks, the Harpies of Charon will attack without warning, laughing as they snatch many Torinians before they are eventually driven off. If the Harpies can't make a satisfying meal out of humans, they will try to carry off at least one giant harpy to eat. Sadly, some Torinian Harpies have indeed been killed defending the humans from these vicious Terror Hyena half-breeds.
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