Races

Atre-ark:
The first truly sentient begins the Atre-ark (A-tree-arc) were created alongside the Ntre-Arcx (N-tree-arc) or the animals of Éordiarx. No physical descriptions of these creatures have been given within the series as they have all long been either wiped out or altered after the Éordiarx's corrections (see History). With that said, their feats and their abilities are widely known. First off, being the initial people of Éordiarx the Atre-ark were extremely attuned with their magical abilities. To the point were the Atre-ark were able to manipulate Éordiarx's very being, and thus shape the land and the world to their liking. It was this overstepping of their power that forced the Arcx-oTik (creator) to take away their power. Due to this, the Atre-ark either fled into the ranks of the Ntre-Arcx or choose to give into the Arcx-oTik's corrections. Either way, whether it be by choose, time, or corrections, Atre-ark eventually lost themselves and became something different.

As a side note, the Atre-ark scattered across all of Éordiarx with those who choose to flee the wrath of the Arcx-oTik often finding anywhere within the world to hide. As a result, there are various offshoots of the race all with their own unique history and characteristics. Yet, within the series only the descendant closest to the Oválll are shown.

Actroff
After the Atre-ark's correction period there were those who sought forgiveness, those who did were granted a second chance of sorts through the Arcx-oTik. These new people were split and their powers divided, with this they were called the Actroff (Act-tro-ff) and became the predominate group of the Oválll. Within time, three distinctive groups emerged within the land, known now as The Three: the Dẃoff, Flóff, and Únoff.

Oválen
Much like the three tribes listed above, the following people either hail from Oválll or have had contact with the "Actroff" (Dẃoff Flóff Únoff {also known as The Three}) before their exodus to Artésque. This means that they were either the additional groups that split from the original Actroff or Atre-ark that merged with animals as punishment or as a way to avoid punishment.

Fróx:
Pronounced as Fur-ox, the Fróx are a race of sentient, albeit primitive, bipedal Mammalian-like creatures. Though depicted within the series as mammals covered in fur and ranging in colors from that of raccoon like styles to modern day red foxes, this race lays eggs. Further more, the Fróx have been shown to service in various different climates with ease, despite their warm blooded attributes. Height wise, this race stands no taller than two to three feet tall, typically sporting a rather slender body. Various depictions of this species have appeared throughout the series, some depicted as a fox like being like Reynard, and other being raccoon or ferret like in appearance.

Roles With The Three:

There has never been a fully explored city, town, or civilization of the Fróx. However, through stories told within book two and book five, the Fróx within the wild are depicted as a very primitive tribe of hunters and gathers. Though able to speak, only those Fróx under the care of a civilized tribe have been able to achieve such abilities. Under the Únoff crown, all civilized Fróx have been given full rights, although these rights are typically never used in full. Aside from a few examples throughout the series, the Fróx race has normally been sought after as glorified pets or servants for the wealthier Únoff families. Beyond interactions with the Únoff, there are no directly defined interactions with the other tribes. Of course through some character interactions, it is implied that the Fróx are seen more as pets than equal beings.

Úntrólff:
Though never depicted within the series, the Úntrólff (un-troll-off) race are rumored to have become the second most dormant people within the Oválll. These beings are said to be brutish, one eyed, roaming monsters-men. Though not very aggressive, their considerable size and dim wit have often lead to many confrontations with other races. It is implied that these beings are magically resistant, as many historical text reference their raids on Únoff settlements. Due to this, it may be that the Úntrólff were the direct enemy of the Únoff, much as the Grifón are to the Flóff.

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Drágeff:
Another race never fully shown within the series the Drágeff (drag-F) are only described through dialogue. Interestingly, despite never being seen, this race plays a major role within the events of the series. As they are described, these beings are a race of scaly, dry skinned, human-like beings, most normally mentioned to have a tail. The government and overall life styles of the Drágeff have never fully been explored, though many hints to their culture and way of life have been seen well throughout the series. Culturally, the Drágeff live in very large subterranean cities in order to avoid the hot, desert areas they occupy well within the West of Artésque. Trade seems to be a very important part of the Drágeff culture, among the known items traded are: gems, stone, various dyes, and spices. While the Drágeff posses no magical abilities, there have been numerous accounts of advanced poison crafting skills as well as some tales of Drágeff assassins being able to control shadows.

Roles With The Three:

The desert that separates Artésque and the Drágeff tends to keep interactions outside of trading at a minimum. Though even as early as the first book within the series it is implied that the Drágeff have some interest in destabilizing the area, as many assassins are rumored to be at work within Artésque. To date, no main characters have been affected by this rumor, though it has persisted. To some extent, the Drágeff must look similar to the Dẃoff, as there have been many suggestions that the Drágeff remove their tails to help blend in with the Dẃoff populations, suggesting they are rather short. Along with this, apparently when a Drágeff leaves their homeland their skin looses its scaly look.

Beyond the trade and supposed nefarious intent of the Drágeff, it has been revealed that they follow a very distinctive religion. Believing that their Cibyl (prophet-king/queen) is the embodiment of the creator spirit and the world's spirit. Interestingly, it is implied even by the Únoff crown that this may not be entirely untrue.

Fárwift:
Many discussions of the Drágeff included or make mention of the Fárwift. While little is known of these beings aside from their close relations to the Drágeff, it can be assumed that these two races closely mimic one another. It is highly suggested that the Fárwift are very similar to the Drágeff, though smaller and somewhat more salamander like rather than lizard like.

Jéfar:
The Jéfar (E-far) much like the Úntrólff have become the co-dominant race of the Oválll in The Three's absences. Also much like the Úntrólff, the Jéfar have made no appearance within the series aside from being mentioned. Yet, as they are described, these bestial creatures are a race of fur covered, roughly seven feet Minotaur like creatures. Unlike Úntrólff the live in very tribal societies, with some account suggesting some level of heightened intelligence beyond that of a typical raider brute. Bone made weapons and construction seems to be a hallmark of their life style, as the race seems known best for the use of all pieces of a conquered enemy. An interesting thing to note is that the Jéfar seem to have a unique smell to them, as their name also means "foul odor" in old tongue.

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Grifón:
(For more information see the Flóff)

For the most part, the Grifón are absent in the events of the series, however this race of avian-warriors have plagued the Flóff territories for many years. Typically, these creatures have been shown to occupy the lands East of Artésque, though being that their battles with the Flóff have ranged far longer than the series shows, it seems to suggest that the Grifón originated within the Oválll and followed their enemies into the new land.

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Artnervál
Unlike the races listed above, the following tribes are either native to or have come about as a result of The Three entering Artésque. Thus, some manners of culture are not as well understood. Though, cultural sharing has not been hurt by this, as evident of Cáfty adopt of banners (see above).

Cáfty:
The only true natives to the abundant forests, fields, and mountains of the land of Artésque are that of the human-cat like creatures known as the Cáfty (cafe-Te).

For more information please see the Cáfty main page.

Ćróff:
The Ćróff (Crow-off) is a rather complex race, while the term means "crossbreed" its meaning has changed over the years to be more of an insult. While Ćróffs have existed before Artésque they were only the product of political ties. Due to the Únoff belief in tying deals with marriage, many times a deal between the tribes was sealed with marriages. Though neither of The Three can breed with one another the need for such ties lead the Únoff to develop such spells to ensure crossbreeding. Typically, the product of such mating was lackluster though useful. Únoff crossbreeds were found to have less magical persuasion when crossed with the Dẃoff. The Flóff too proved weaker though more capable with weather manipulation, of course with such an emphasis of strength over magical persuasion, this was looked at as unfavorable. The Dẃoff often found no benefits other than some growing to be a bit taller with less pig-nosed features, this often lead to the Únoff preferring to deal with Dẃoff-Únoff crossbreeds in power, though noting much changed.

Though, within Artésque the term, as well as those born under the Ćróff name have taken on a different meaning. The Cáfty being able to breed freely without magic means many different crossbreeding, with the product child able to then breed with other races, though with a lower success rate. But even before this, the notion of generating a true compact between The Three was the cornerstone of Artésque peace treaties. Going so far as to marry the newly chosen Únoff King of Artésque with the daughter of the Flóff Emperor. Many on both sides however have since viewed this union as moot, especially with King Sheyda's destruction of the first city (The Crystoreeñ). While never directly discussed, the Flóff empire blame the Únoff crown. Even still, aside from some very small differences in magical abilities, there is no real way to determine who a Ćróff is.

Fraxtón
The Fraxtón (Fur-axe-ton) are a race of bipedal, amphibious frog-like people native to the islands of Mórókain. Unlike typical amphibians the Fraxtón do not seem to dry out, as their primary home seems to be within a volcano where their "spawning pools" are located (book 10).

A fairly new race to Artésque, the Fraxtón are both technologically and culturally behind the mainland races, more akin to the Jéfar in terms of primitive societies. Though what sets them apart is their ability to communcate and learn from the other races. Unfortunately, being so young, the Fraxtón are easily swayed and taken advantage of, often leaning to a miss use of their rather dangerous toxins.

Célst:
The Célst (C-lest) are a specialized race created by with the magic of the first Stoná. As explained within the book, the Stoná is an immensely powerful and sought after object and thus must be guarded. However, expose to the Stoná for long periods can psychically alter a person, much like the small changes seen through the Crystoreeñ (see Crystoreeñ). Those who were tasked with guarding the Stoná became hulking beast of bright blue stone, similar to that of a Kélf stone. While still able to function as normal, the person's body would grow larger and eventually become nothing more than a construct of magic. The process takes time and many who do not wish to be a Célst simple ask to change their guard duty. Though, within the city, it is considered a great honor to become a Célst. As Damien explains in book nine, he himself is in the process of becoming a Célst as he attempted to kill himself, do this activated the Stoná's magic and attempted to safe him, though the consequence of this is that he is slowly turning into a construct of magic. As a Célst the individual does not need to eat nor are they weak to magical attacks on their psychically form. While turning into a Célst an individual losses all sensation within the parts of their bodies that have begun to change, additionally, simple deaths such as freezing, drowning, or being brunt alive do not yield a person's demise, though they can still alter their body until the full form of the Célst takes over. Along with this, a person becoming a Célst has remarkable self healing capabilities, able to close wounds within minutes after damage.

Atémor:
Actively hunted, hated, and hailed as enemies the Atémor (at-a-more) have never the less become a part of Artésque's ever expanding population. The Atémor are a race of typically quadrupedal, sleek black furred/skinned transmorphic, canine-like beings. Despite their nature, these creatures are truly best described as Skin-walkers or Werewolves.

For more information, please visit the Atémor page.