


Humanoids:
Humans (or Humanoids) are a bipedal species, probably the most widespread in Ishural after the Goblins. Three major races are distinguished among humans, defined by their continent of origin rather than their skin color. These races are themselves divided into numerous ethnicities (with varying skin tones and physical appearances). Humanoids are renowned for their extraordinary endurance and highly developed social skills.

Northern Human:
Humans from the free kingdoms are accustomed to political conflict. Indeed, the free kingdoms are a multitude of states and kingdoms ruled by various kings who spend their time arguing or waging war on each other.
Northern humans are accustomed to a form of freedom and are more often devoted to their own cause than to the common cause.
The so-called "Northern" Kingdoms, spread across the central continent of Tiradia, stretch from the equator to the north pole of Ishural. Thus, these kingdoms contain a colossal number of different ethnicities and peoples.
The tall, white-skinned barbarians of the north, the refined, dark-skinned diplomats of the south, and the great lords of the central islands, with their fine eyes and pale skin. A common mythology, that of the Valkars, is found throughout the Northern Kingdoms.
These kingdoms are mostly in great tension with the Dovariks, their age-old enemies.
Some of the Northern Kingdoms are now allied with the White Elves and, by extension, the Orcs, within the framework of the Transatlanteum Pact. The Northerners cherish their independence and have always refused to submit to the Celestia Empire.

Harrakin Human:
The Harrakin humans originate from the coasts and archipelagos of Lordania.
They are great sailors and are known for their merchant guilds. They are inveterate travelers who maintain good relations with anyone wishing to trade.
Their homeland is divided into several city-states, each governed by a guild of merchants or pirates. The largest of these merchant guilds, the Jade Lenders' Guild, directly competes with the Dwarven bank.
Some Harrakin nations are Sultanates, in which the power exerts strong pressure on the people.
The Sultans are feared and their armies merciless. Currently, the Harrakin Sultanates host a strong Imperial and Nerrubi presence, each there for geopolitical reasons.
The Ashra Sea Archipelagos are known to be the stronghold of global piracy.
Although many other races practice piracy, the Harrakins are renowned in this field, especially since the advent of the great Pirate Lords and the Piracy Code.
Imperial Human:
In itself, the word "Imperial" doesn't actually refer to a race, but rather to all humans who share faith in the Empress. Foreigners often instinctively label any human from the southern continent of Soradia as "Imperial." The correct term for humans from that continent would be "Soradian."
The Imperials, for their part, define their belonging to this race by their faith in the Empress Goddess. This is also how Imperial citizens are recognized within the administration.
The Celestia Empire is the most powerful faction in Ishural, both politically and militarily. Its vast territory is located on the continent of Soradia. The empire's humans are devoted to the glory and grace of the Divine Empress Caelestina. She is a god to the imperials, and her mission is to enlighten humanity and lead them to the pinnacle of human civilization.
For a long time, the Empire placed little trust in non-humans, especially white elves, brown elves, and orcs; their wars against the latter did not improve matters.
Celestia possesses a gigantic army and has built magnificent structures to glorify humanity, and especially the Empress, a glorious solar deity. The Empire is a matriarchal society; women are considered the blessed representatives of the Divine Empress. The clergy consists of very few men, however, men are very present in the army.
Despite their expansionist ambitions, the humans of the Empire have forged alliances over the years to serve their interests. As a result, the Empire has maintained a strong and friendly alliance with the Saronians and the Dark Elves for many years, even more so since the rise of the "Solar Triad".
They also maintain a cordial relationship with the Jiituns of the Sun Clan.

Elvenoids:
Elves (or Elvenoids) are a family of races that includes White Elves, Brown Elves, and Dark Elves. The main characteristics of elves are their pointed ears and their much more slender and elegant physique compared to humans, as well as their exceptional longevity. Since elves have a very long, even infinite, lifespan, an elf's age can only be determined by the length of their ears; the longer the ears, the older the elf.
However, the elven races are much more physically and biologically different than the human races are from each other.



The Peoples
Playable



White Elf:
The White Elves are beings who consider themselves superior. Blessed by the life-giving waters of Siktis, the Aspect of Life, they are at the head of the Magisterium Dalvinor, the second power in the world, governed by Lord Dalvinar, the chief magister of the White Elves.
These elves are the most refined and educated; they are divided into two ethnic groups: the "High Elves" of the countryside, wise mages and academics (Portraits on the left), and the "Oligarchs" of the cities, arrogant and opulent politicians (Portraits on the right).
The White Elves consider humanity a pale imitation of elves and harbor an unwavering hatred for the Dark Elves, with whom they have been in conflict since time immemorial. Other races leave them indifferent. The longevity of a White Elf is unparalleled, for the power of the Aspect of Life resides within each of them. A White Elf rarely deigns to converse with an inferior race, except in cases of absolute necessity, which is becoming increasingly the case.
The Magisterium is a fervent practitioner of slavery, which it considers necessary to maintain such a high standard of living for the population.
For centuries, the Saronians served as their slaves, until the day the Saronians rebelled with the help of the first Dark Elf.
Since then, the hatred has remained. Not to mention their historical enemy, the Celestian Empire. Today, the White Elves have founded the Transatlanteum Pact, an alliance with the Northern Kingdoms and the Orcs.
COSTUME: Elf ears required

Dark Elf:
Dark elves are a genetic anomaly; they were born from the fusion of a white elf and an evil creature.
Daronn the Sorcerer is the first of the dark elves. He turned against his father, freed the Saronians from their servitude, and swore the destruction of the light elves. Today, he rules a nation of sorcerers and practitioners of dark illusionist magic. The dark elves are a people with dubious morals.
They are libertines and attempt to experience all the pleasures of this world. Vicious by nature but elegant, they worship Sourèbe, the Aspect of Illusion, personified by the "Pink Serpent".
Today, the world's geography places the dark elves between two great powers: the Celestian Empire to the south and the Dalvinor Magisterium to the north. This is why the dark elves are now members of the "Solar Triad" alongside the Imperials and the Saronians.
While the alliance with the Empire is mostly pragmatic, the one with the Saronians is sincere and friendly, especially in the face of their common enemy, the Magisterium Dalvinor.
COSTUME: at a minimum, charcoal black skin and elf ears.






Brown Elf:
The Brown Elves are close to Erebus, the Aspect of Nature, and preserve a Druidic heritage and culture. They live in the south, in the heart of the lush forest of Narandil.
These elves consider most other races to be stupid and disrespectful of nature.
They harbor less animosity towards races close to the forest. Despite this, the brown elves' affinity for nature surpasses that of all other races combined.
Their unique communion with plants and animals gives them access to great powers long since lost.
Indeed, their culture is largely governed by a kind of bestial instinct and a symbiosis with different forms of life.
Their tribes are spread throughout the Narandil forest to protect the great guardian trees, themselves from the extensions of the Great Tree of Life, Arendil.
Since the Augury Games, tensions between the Empire and the Brown Elves have eased, a miracle after years of open warfare.
COSTUME: Elf ears required
Jiitun:
The Jiitun are enigmatic humanoid felines of mysterious origins. Deeply connected to nature and order, they are an honorable people who fight with devotion. Their homeland lies in the far southeast of the world, in the heart of the Shayukai Peninsula.
From shinobi to samurai, the Jiitun follow a very strict philosophy based on discipline. Occasionally, a Jiitun is banished from Shayukai for violating the Jiitun code of honor. He then becomes a "dissident" Jiitun. This is why dissident Jiituns can be found all over the world. Conversely, the Jiituns living in Shayukai and maintaining the traditions are called "Honorable" Jiituns.
There are many Jiitun clans, each with a different political and ideological line: the Sun Clan (friend of the Celestia Empire, progressive, led by Junin Jittaî), the Moon Clan (Conservative, member of the Black Union, led by Iruko Jittaî), the Lotus Clan (Traditionalist, reintegrates dissidents, led by Hiromoshi Jittaî) and many others such as the Snow, Sand, Cloud, Lily and Rain clans.
This has become paramount in the last year, as the Rain Clan, founders of the Yakuzas, proclaimed the return of the Rikudo Shinra, the ancient Jiitun deity, before founding the Black Union, dedicated to the destruction of the Empire and the Magisterium.
COSTUME: Mask recommended, makeup and cat ears at a minimum


Anthropomorphic:
Anthropomorphic species are bipedal beings like humans, but possess attributes extremely similar to certain animal breeds.
Although scholars may classify them in the same large family, most of them have almost nothing in common. Most of them possess senses more developed than other species, as is often found in animals.

Saronian:
The humanoid reptiles of the island continent of Reponok, called the Saronians, are creatures who believe in the gods of the Oceans and have built great pyramids in the heart of the jungle to glorify these deities.
They are highly skilled in magic and can breathe underwater for hours. Despite their strange appearance, the Saronians are generally peaceful towards other races, while their sense of vengeance is highly developed.
An ordinary Saronian will never harm you first, but if you ever wrong them, they will relentlessly pursue you. This is exactly what happened to the White Elves. After being enslaved for centuries and then rescued by the first Dark Elf, the Saronians swore revenge against the White Elves, and their vengeance is still unquenched.
The Saronian Orders are part of the "Solar Triad" along with the Celestian Empire and the Dark Elves. Saronian culture is heavily based on sacrifice; they practice numerous rites in veneration of the ocean gods. Each Saronian Order corresponds to an underwater deity: the Order of the Kraken, the Leviathan, the Hydra, the Euletaire, and the Macrocheira.
Saronian society is organized into castes assigned at birth. An interesting biological peculiarity is that Saronians reproduce by laying externally fertilized eggs; consequently, unlike other races, they do not experience sexual desire.
COSTUME: Reptile mask recommended, at a minimum headdress and makeup.

Nerrubis:
The Nerrubis, a mystical people of the desert, are canine humanoids. The secrets of their ancient civilization remain a mystery to many.
The Nerrubis are very isolated from other races. They live in the Aj'Nerub desert, where immense pyramidal structures rise, sumptuous monuments erected to the glory of Pharaoh and his insectoid deities.
Beware those who venture too deep into the desert, for the eye of Pharaoh watches them, and the mighty Khemris will devour them to the depths of the eternal river. Aj'Nerrub shares a border with the Chaos Wastes, so the Nerrubis are accustomed to facing daemonic horrors and orcs.
Their current Pharaoh is Sethraxes IV, he is considered the morning and evening star, a living representative of the Insectoid Gods.
The Nerrubi deities are numerous, but three are principal: the Scarab God, the Scorpion God, and the Ant Goddess. In terms of diplomatic relations, until recently, only the Jiituns maintained regular contact with the Nerrubis.
Today, the nerrubis are beginning to make some contact with the Harrakins, but their centuries-old ties with the jiituns will remain their main priority.
COSTUME: masks are mandatory, but they can be made with simple materials.

Alakir:
Originating from the Floating Islands of Arvak, the alakirs are a disparate people. They have no real government, no official nation outside their homeland.
Alakirs are creatures physically similar to birds; they have feathers, wings, and a beak.
The alakirs are bound together by what they call the Great Totems of Power. Known for their piggish nature and touchy temper, the alakirs often make enemies.
This stems from their original culture, which promotes competition and the rejection of authority.
They are often very good leaders, but their culture of self-sufficiency and egocentrism often makes them unbearable for others.
However, their knowledge and totemic magic remain very enigmatic to other peoples.
COSTUME: bird mask recommended, bird beak, makeup and feathers at a minimum.


Ogroids:
Species belonging to this family are known for being larger than most others and possessing more developed musculature than normal.
Often also nicknamed "giant breeds" or "Big guys", these species are often intimidating and physically robust.
Dovarik:
The dovariks are horned giants from the Nordania peninsula in the far north.
Their warrior culture is based on the glorification of war and the law of the strongest. They worship Khortis, the aspect of death, and also Dragons.
Thus, the Dovariks do not fear being defeated in battle; on the contrary, for them it is the most glorious death imaginable. The Dovariks are born warriors, and their martial skills are impressive.
This people has been at war with the Northerners for centuries, and even though a truce is in place today, the hatred is still very palpable. The Dovariks are led by the high dragon priestesses, the most respected of whom is Nohori the Black Dragon.
Dovarik culture is very martial and relies heavily on communion with dragons and necromantic magic.
Once friends of the orcs, the dovariks' recent membership in the "Black Union" does not prevent them from continuing to enjoy the company of their southern neighbors, even if that "company" consists of killing each other.
COSTUME: Mandatory horns (whole or sliced) and grey skin.

Orc:
A predominantly nomadic people who get along well with the dovariks, the orcs are used to living to the rhythm of battles in the hot climate of the Vordania Steppes.
This race possesses a special bond with the Aspect of Chaos, which sometimes lends them its strength. Hunting and ancestral rites are part of the orcs' daily life. Mak Drogan, the great tribal chieftain, is the only one to have united almost all the orcs under a single banner, the great Horde.
Infernal and demonic magic is prevalent among the orcs, earning them the hatred of many factions such as the Empire and the Jiitun. The tribes of the Horde are accustomed to fighting their degenerate cousins, the black orcs, creatures corrupted by demons and driven by a thirst for blood.
The orcs have long been at war with the dwarves of Earthforge, and now the Celestian Empire confronts them on their own turf. This is one of the reasons why the orcs are now part of the Transatlantic Pact with the White Elves and the Northmen.
This decision did not fail to provoke a reaction from their former Dovarik comrades; finding themselves in two antagonistic alliances did not really tarnish relations between these two belligerent peoples, who seem to rejoice at the idea of confronting each other on the battlefield.
COSTUME: Mask recommended, green makeup and a prominent jawline at a minimum. For different skin tones (red, white, black), please contact the organizing team.

Gnomoids:
The gnomoid family includes species that are small in size or whose average size and physical mass is less than that of other intelligent species.
Often given the same nicknames "half portion" or "dwarf breeds", their cultures and biological specificities remain nonetheless totally different.
The distinctive feature of gnomoid species is a much more developed brain than other races, which makes them very inventive and innovative peoples, each in their own way.
Yes... even goblins!
Dwarf :
Slightly taller than Hobbits and Goblins, dwarves are still known for their small stature and prominent body hair. Despite this physical characteristic, dwarves are an extremely hardy species.
Grand masters of the Forgeterre mountains, rulers of the great stone bank, the dwarves are the great people of innovation and architecture.
Their civilization inspired almost all others. There is no place in Ishural where the dwarves have not left their mark. In ancient times, the dwarves worshipped Trateus, an aspect of the Infinite, whom some still consider their guide today.
The Dwarven people are highly cultured; the greatest thinkers and philosophers of Ishural often belong to this race. The Stone Bank, for its part, is a very powerful institution that manages the finances of many factions in Ishural.
Indeed, many peoples place their savings in the Dwarven Bank, so Forgeterre possesses a strong diplomatic influence.
Following last year's collapse of the magical economy, the Stone Bank seeks to revive its fortunes by capitalizing on the emerging rivalries between the three major factions. It also hopes to gain an advantage over the Jade Lenders' Guild, its main competitor.
COSTUME: Loose, wide and puffy clothing, beard for men, possible for women but not mandatory.

Headdress of
Cheyenne Creation

Goblin:
High-strung, inventive, and incredibly numerous, goblins are both feared and admired. These tiny, green-skinned creatures live in vast underground communities.
Most goblins are stupid and unpredictable, but there are many goblins with intelligence equal to that of other races, the "Alphas".
Despite their strange and rudimentary lifestyle, goblins seem to possess a technology that defies comprehension, leaving other races utterly perplexed. This race has a peculiar devotion to music, and in particular to a style of music whose secrets they alone possess.
It is said that goblin instruments can make mountains tremble and unleash storms. Goblins number in the billions on Ishural, found underground and on every continent. They are sometimes aggressive, but more often they are willing to trade and remain neutral.
Be warned, they remain extremely unpredictable and playful.
COSTUME: Green skin and large ears at a minimum.
