Denizens of Duren
Humans:
The humans of Duren are ruled, mostly, by the namesake of the kingdom- the House of Duren. While there are plenty of normal humans in the nation, many empowered humans -wizards, mages, sorcerers, enchanters, spell slingers, what have you- flock to Duren, due to its open door policy. Unlike the elves who are tied to one of each of the Primal Sources and can only utilize magics relating to that source, humans are not tied to any particular source. This is seen as a strength as well as a weakness.
While humans are able to use magics from any of the sources, excluding Cosmic, if they put in the time and effort to learn it, their magic is seen as less potent than that of the elves. A human illusionist would never be able to progress in that particular magical field nearly as far as an elven Moon Mage could, given their Primal affinity.
The more closely connected one is to a source, the stronger they become in that particular magic. Likewise, the further they are from the source, the more likely they'll be able to tap into the other sources. Given these strengths and weaknesses, many human mages spend their entire lives attempting to master all of the sources, but none have ever succeeded. Most tend to focus on one or two, maybe even three sources as their specialties, while learning a few utility spells from other sources.
The strongest of these magic users are known as Archmages, and most tend to be old and grey. They are often seen in positions of power within the political spectrum of the kingdom.
Gnomes:
Gnomes are, by far, the most technologically advanced race on Eos, utilizing their inherent magics to fuel their mechanical creations and flourish as a society. Though their numbers are few, and most of these creatures live in Duren, their machinations are well known throughout the other territories. These skilled craftsmen are one of the few groups who do not work with the Merchants Guild or Artisan's Guild to get a leg up in the market. Their wares essentially sell themselves, without the need for assistance in that area.
These creatures are small human-like people with short arms and legs, and most tend to have pale skin and large noses. Gnomes age slowly, but they are not immortal or ageless like the elves. Many of the elder Gnomes tend to have long white beards that often hang down to their feet. To keep their beards out of the way while working, they are often either braided, or simply slung over the Gnome's shoulder and pushed out of the way.
While most Gnomes are peaceful creatures, who prefer to tinker with their creations rather than deal with others, some are skilled warriors and mages who join the armies of Duren or even strike out on their own in hopes of finding adventure.
Djinn:
Djinn, or Genies as some refer to them, are exceedingly rare creatures. Summoned from an alternate dimension long ago by a mage who believed he could control them, these near-omnipotent beings are gods in their own right. However, caught unawares in a new world by the odd ways of a strange civilization, these Djinn were quickly bound to the offending mage. Despite his death having come swiftly at the hands of his newly acquired servants, the Djinn are still bound to the realm several thousand years later. They are trapped in a strange land and tattooed with archaic magical etchings, marking them as slaves of the old kingdom were marked long ago. Slavery has died out in the many centuries since their arrival, but the Djinn are unable to rid themselves of the wretched markings.
These blue markings spread across their forms in various patterns are paired with one more defining feature, a skull mask seemingly tattooed on the face of each of the Djinn. This skull only shows when the Djinn is peering at a reflective surface, such as a mirror, however. This skull, in ancient times, was the mark of an unruly slave, one who had acted out violently against their master in some way or another.
Though the markings etched onto their skin were put there to show their 'place' in society long ago, they were also put there for a different and much more important reason- to keep these godlike beings from reaching their full potential. The magic laced into the markings ties the Djinn to Eos, and drains their powers heavily if they attempt to strike out against others. While they can easily take on several opponents without breaking a sweat, if they were to become bold enough to attack a kingdom, or even a city for that matter, the markings would drain their powers and leave them defenseless, if the markings didn't simply kill the Djinn outright. If one of the more... vengeful Djinn were to ever break their bonds, Eos and its inhabitants would likely face cosmic retribution for past wrongdoings.
Despite their ties to Eos, the Djinn have always shared a common goal- going home. While some have struck out against the humans in the past for the mage's transgressions, most, it seems, just wish to be released from the chains that bind them to this alien realm.
While the Djinn are no longer slaves, these rare creatures are most often seen (if they are seen at all) in communion with the most powerful mages in the kingdom of Duren, or even set on their heels as exceedingly well paid bodyguards. Though the Djinn are limited in their powers, they are not beings to trifle with. Many who have witnessed their powers speak of blue lights emanating from the Djinn, melting skin from bone and nearly disintegrating any who are foolish enough to offend or assault the ancients.
Although they are powerful, many of the Djinn summoned to the realm have died in past centuries. They are strong, but they are able to be killed, and their powers do have their limits.
It is rumored, however, that when at full strength, the Djinn are capable of granting wishes with a simple snap of the fingers. While many creatures on Eos are powerful, none have ever shown the capacity to bend reality to fit their whims. Many believe this rumor to be a fairy tale, but others have their suspicions that it might be true. Some have spent decades trying to find a way to release them from their bindings, in hopes of having their wishes granted in return for their services.
Faeries:
Faeries, much like the Djinn, are born of an alternate realm and summoned to Eos through the use of magic. However, these creatures tend to come over willingly and are rarely trapped. Fae will often grant humans a boost to their magical strength and reserves, in exchange for large sums of gold and silver. These transactions are referred to as 'faerie deals,' and are sought by many mages in the kingdom of Duren. But, few ever get the chance to follow through. It is unknown what the fae do with the accepted payment, as it seems to disappear as soon as the terms are agreed upon. However, it is assumed that they use it in their home realm for something. Perhaps they simply hoard it, or maybe it's something more clever or even sinister.
The appearance of faeries ranges wildly, depending on the species summoned. From Sidhe to Brownie, these creatures differ in size, appearance, beauty, and some even have wings.
While the fae often visit Duren on business, there are very few that have made it their home. Those that attempt to do so seem to lose their powers over time, as the connection to whatever source that feeds their magic slowly fades. Most tend to return to their own realm swiftly, after a deal has been made, but some do stay for a bit to see the sights.
Doppelgangers:
Doppelgangers are humans born with the inherent ability to shift their form. Differing from shifters and werebeasts, these beings are only able to shift into other human appearances. While many look on these creatures with suspicion, due to their ability to steal someone's identity in an instant, most Doppelgangers are quite docile and rarely cause trouble. On the other end of the spectrum, there have been some Doppelgangers, or Dopplers if you prefer their nickname, who have used their special skills to steal from others or sneak into places where they are not meant to be. Unlike the magic of an Illusionist, the shifting of a Doppler is physical rather than magical, meaning it won't trip any magical warding- which is a boon in most cases.
Demons:
As seems to be commonplace within the borders of Duren, some mages tend to toy with forces beyond their control. Demons, much like the Fae and Djinn, are from another dimension. These creatures, like the Fae, often come willingly seeking deals. While the Fae deal in gold and favors, Demons deal in souls, possessions and forbidden magics. While one could strike a deal with a demon and come out on top, it is a very rare occurrence. Demon deals are not to be taken lightly. Faeries will offer a boost to a mage's power for payment in gold, while demons will offer power to rival even the strongest mages in the world, or even to cut down one's enemies. These great gifts are given in exchange for a simple little soul to be delivered to the demon, once the one making the deal dies.
While demons are rare and exceedingly powerful in their own right, they do not have physical forms in the realm of Eos. However, demons have been known to possess those who summon them if a deal is not struck, using the summoner's body to move freely throughout the territories. They often wreak havoc wherever they go, until their vessel is destroyed. The few demons who have been captured and questioned about their actions describe the chaos and destruction they sew as 'unimaginable fun'.
These creatures are rare and exceedingly difficult to summon, often requiring payment in blood and a large pool of magic to be spent on the ritual. The requirements alone make it impossible for most beyond Duren's borders to follow through with such a dark endeavor, but there are several in the magical kingdom that toy with these dark forces.
Cambions:
Cambions are the offspring of a demon-possessed human and a normal human, or some other humanoid- making them half-demons. These creatures vary in appearance, often inheriting some characteristics such as horns or wings from their demonic parent. However, they do share many similarities with humans- some can even pass for human easily enough.
Much like the Bloodcursed, these half-breeds are seen as outcasts. Unlike the Bloodcursed, however, Cambions within Duren's border are executed on sight- any dealings with demons being strictly forbidden by the ruling House. These beings are treated with extreme prejudice due to the dark powers they often inherit from their demonic parent- which tend to taint Cambions and drive them to acts of violence.
While many Cambions do take a dark turn at some point, some have been known to live a full life without giving into their urges. Though it is quite difficult, it can be done.
Cambions, much like their Demonic ancestors, don't tend to appear in many other places. Most of these rare creatures hide within Duren's borders.
Elementals:
Elementals are exceedingly powerful creatures, pure physical manifestations of the varied elemental sources. Some Elementals are more common than others (Sky, Earth, Sea), while some are quite rare (Sun, Moon, Ice) and other types have never been seen at all (Cosmic, Blood). Though these creatures are sentient and possess a will of their own, it is clear to any who cross them that they have a natural compulsion to protect anything related to their primal source- including other sentient beings sharing the same primal affiliation.
Dragons:
All kinds of Dragons, excluding Cosmic if they exist, call Duren home, due to a deal struck between the Dragon Queens and the House of Duren long ago. Though Dragons are rarely spotted throughout most of the territories, they are a fairly common sight within the borders of this kingdom. While she is only seen on very rare and important occasions, the Moon Dragon Queen does nest somewhere in Duren- though her lair is hidden either by magic or her own cunning.
Notable Wildlife of Duren
Undead:
Along with other types of 'dark magic,' Necromancy is strictly forbidden by the ruling body of Duren. However, it is still a fairly common practice among outlaw mage. This, of course, makes ghosts, wraiths, ghouls, revenants and zombies a common nuisance for the authorities and those who choose to venture out into the wilds. While most of these creatures have little substance, due to lack of necromantic skill when summoning them, there are some out there that are much tougher to deal with. The strongest of these undead are summoned by mages well versed in the ways of Necromancy, known as Liches. These mages, having tainted their bodies with dark and evil magics, change over time to appear as if they are rotting corpses, each spell acting as a catalyst.
Golem:
Golems are structures born of magic and controlled by mages. Often made of clay, rock or some kind of amalgamation of metal or minerals, they are generally quite sturdy and useful in battle. While they do have uses in combat, many mages tend to use them for utility and heavy lifting- Golems often being used as their creator's pack mule. These constructs have no mind of their own, so they are controlled by a mage who splits their consciousness in two, and casts it into the form of the Golem. That said, most mages prefer to stick to one Golem at a time. Each additional construct requires another piece of their consciousness, which leaves their own physical body weakened and slowed. Dazed and quite vulnerable even, if they split too many times. Mages who push themselves too far, trying to control too many constructs at once, can even fracture. Those who fracture become broken mentally, and are never able to piece themselves together again.
Animal Familiar:
A Familiar is a mage's companion, their partner in crime, often appearing in the shape of a small beast or bird. Not all mages have a familiar, and not all familiars have mages. Familiars are really spirits and can appear however the choose to, but most take on the appearance of a non-threatening animal to avoid suspicion or aggression from others. These spirits are magical in nature and generally quite intelligent in the ways of the arcane. They are able to help their mage companions with certain arcane tasks by forcing their forms to become corporeal for short bursts of time. The act of becoming corporeal is quite draining if done for more than a couple of minutes. As spirits, these Familiars cannot be killed. But, they can be banished by certain Sun magic and are able to be controlled by those who dabble in necromancy.
Chimera:
Throughout history many mages have attempted to magically splice creatures together, to create even stronger beasts in hopes of using them as weapons or guardians of a sort. Such experiments are now outlawed in Duren, as the practice falls under the umbrella of necromancy. But, that doesn't fix the mistakes of the past, nor does it keep those who care little for the laws from meddling in such affairs. Chimeras, the creatures borne of these vile experiments, are odd amalgamations of various bits and pieces taken from different species of animals, and then sewn together with magical threads. These monstrosities are fierce creatures indeed, and tend to keep even the strongest of mages from wandering the wilds alone. Chimeras vary in appearance, as do their mix of species, and all of them are difficult to put down. Though doing so is seen as an act of kindness- putting the frankensteinian beasts out of their misery.