Dragons
The dragons of Enzada are ancient, and
even the oldest legends speak of a time when they wandered fee, before the
Inhuridan Sorcerers sought to tame them and turn the dragons in to beasts of
war, fighters for the ancient arenas.
Most dragons are intelligent beings, though
few can relate to the society of humanity. The beastly nature of dragons
insures that they operate on a level of understanding better suited to the
harsh realities of the wilds, and they eschew civilization and its trappings.
They have their own distinctive language, and while they are capable of
learning the many human tongues, they lack the ability to speak anything other
than their draconic speech and the language of the lizardfolk.
Dragons of Enzada come in two varieties,
being the wyrms, which are wingless beasts of the earth, and the drakes, which
are the airborne predators of the sky, The drakes are more gracile and similar
to birds, though some can grow as large as the legendary rocs of the Vanzarik
Sea. The wyrms can grow much larger and are some become legendary for their
size and ferocity.
Dragons are not suitable player characters,
but make excellent foes. Dragons seek allies from among the many beasts and
monsters of the wild, only occasionally associating with humanoids (usually
lizardfolk). Many ancient dragons dwell in the ruins of the deep wilds, usually
claiming the remains of some forgotten Inhuridan city where they once were held
as thralls and gladiators; they prize these ruins as proof of their victory
over their long-dead captors.
Hantu: Enzadan
Demons
The hantu demons of Enzada alternately claim
to come from the Outer Darkness or the Spaces Between (the so-called In-Between
as it is more commonly known to mortals), but their true origins are a mystery.
Some demons claim fealty to the dreadful gods Utalos or the Grasping Hand,
while others revere Miradaka or the Chimera. All demons speak of a domain, a
realm in some unfathomed abyss beyond so terrible that even they seek to escape
it. Of those few scholars who have interviewed demons, it is recorded that the
strange race claims to be escaping a much more terrifying threat, something
which devoured their native realm, leaving the demons nothing more than
disembodied spirits who must seek mortal flesh for possession. Their once great
world, now a fathomless abyss, waqs forever destroyed by this terrible,
overwhelming entity.
Enzadan demons need to possess a being
before they can manifest in the flesh. Once they have possessed a mortal, they
may sculpt its flesh into an image approximating the guise of their own natural
form. The beast in this form can be slain or driven from the host, although the
host rarely survives such an experience...sane or alive. Demons are very
difficult to kill, however, for they can simply appear in spirit form and take
possession of another host. For this reason, demon hunters are a feared but
noble profession in Enzada, being those sorcerers and shamans of sufficient
talent to slay the spirit body of the demon, going into the Spaces Between if
necessary to get the job done. Some demon hunters of great renown are even
known to be tieflings, who use their heritage to gain an edge against their
kindred.
Giants
There is an extensive culture of giantkin in
the heartland of the Hub of Etyri. Giants are rare creatures even so, and some
accuse them of being distantly related to the spirits of the In-Between, given
that they have a unique elemental aspect, but the giants seem uninterested in
elaborating on their nature.
Beastkin
The wilderlands include whole tribes of
beastkin, said to have been humans who went feral or mad and eventually
degenerated back to the form of beastlike beings. Most of the famous beastkin
come from Waladar’s deep wilds and the Barren Lands.
Beastkin are never given any status in
civilized lands, regarded as lawless beings.
Draconians
Draconians do not exist as a race in the
world of Enzada, and are instead the product of matings between the dragonkin
and captive humanoids. As such, while draconians do and have existed, they have
a near legendary status, and are often prized as captive thralls by nobles in
the Hub of Etyri for their unique natures. (see Distant Worlds for details on
what the dragonmen look like).
Dhampir
The dhampir are most famous for being an
ancient breed from the region of Nepar, cursed by an ancient dalliance with the
madness of the enigmatic vampires of that land. They otherwise exist as
described in Enzada, and can be found abroad; Enazadan vampires are not harmed
by sunlight, and so can walk among men (but are completely mortal and without
their abilities by day, detectable only for the faint odor of undeath they tend
to exude if they fail to perfume themselves). Because Enzadan vampires are a
weird mix of spirit whisps animating corpses and being driven mad in the
process, they still manage to reinvigorate the body of their host enough to
procreate, and so have the dhampir come to exist. Most dhampir cannot breed,
being infertile, but the Nepari tribes seem to have overcome this limitation
somehow.
Sentient Undead
In Enzada, sentient undead usually manifest
as agents of the death gods, especially Miradaka and the Grasping Claw, who use
them as agents to hunt down and destroy those who seek to escape their grasp.
Mohrg, wights, mummies, ghosts and some other undead appear in Enzada in this
manner. Almost all undead tend to retain memories of their living selves, but
something about the foreboding afterworld (or the In-Between) seems to drive
them mad and simultaneously instill an insatiable hatred and envy of the living
within them (even those undead who were once of good nature).
Gnomes
Gnomes do actually exist in remote corners
of the world, quizzical beings of nature that congregate in small communities
and are usually mistaken for Uthitin and Duwende. Gnomes are little understood
as a race, but are in fact descended from another breed of spirit that has
escaped permanently into the mortal world and woven bodies of flesh for themselves.
The process and events of how this transpired have been lost to time, but it is
suggestive that the concept of gnomes as mischievous forest spirits is not
entirely unwarranted. Like most spirits or spirit-descended beings, gnomes lack
a sense of moral understanding about right and wrong.