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Chapter 2 - Races

1. Vorathar (The First Ones, Sealed)

Habitat: Ethereal prisons in the depths (abysses, drowned ruins).

Characteristics: Shifting shadows, soul-devouring eyes, voices that speak directly into the mind.

Strengths: Absolute creative power, reality-rending magic, immortality.

Great Flaw: Cosmic arrogance and boredom — they underestimated their slaves, allowing the rebellion to happen.

2. Humans (The Punished Traitors)

Habitat: Dark, poisonous, filthy and dangerous swamps — toxic mists, black waters filled with mutated creatures (giant venomous serpents, swarms of flesh-devouring insects, spirits that whisper madness, plants that feed on fear).

Characteristics: Short lifespan (average 35–40 years due to hunger, plagues, constant poison, and brutal labor); bodies marked by scars, hollow eyes, society divided into small, distrustful clans. Vorin mages (who open Vorathar veils) extend their lives through rituals that drain the essence of others or through dangerous pacts.

Strengths: Sharp intelligence, desperate creativity, stolen magic that is unstable and unpredictable.

Great Flaw: Extreme physical weakness + eternal stigma as traitors; any use of magic demands a heavy price (corruption, deaths of loved ones), and their miserable existence fuels constant internal betrayals.

3. Orcs (The Lords of the Mountains)

Habitat: Black mountain ranges with colossal fortresses carved into the stone.

Characteristics: Greenish-gray skin, tusks, war tattoos, fierce tribal culture.

Strengths: Immense brute strength, resistance to cold and poison, master blacksmiths of nearly indestructible weapons.

Great Flaw: Deep distrust between tribes — internal wars over honor or territory are common; they unite only against a clear external enemy, making them vulnerable to division and manipulation.

4. Elves (The Isolated Guardians)

Habitat: Vast ancient forests with cities of crystal and living gold, hidden by illusions.

Characteristics: Tall, ethereal, millennia-long lifespans, a culture built on refined art and magic.

Strengths: Pure and stable magic (almost limitless), profound ancestral knowledge, unmatched archers and mages within their domain.

Great Flaw: Extreme arrogance — they believe they know everything and understand all the world's secrets, which blinds them to new threats, ancient prophecies, or internal weaknesses (they see humans as "fleeting insects," yet can be caught off guard).

5. Dragons (The Lords of the Skies)

Habitat: Floating realms of obsidian and crystal islands; they travel the world through great migrations.

Characteristics: Metallic or crystalline scales, dual forms (humanoid or draconic), thunderous voices, millennia of wisdom.

Strengths: Devastating primordial fire, free flight, deep strategic intelligence, individual power capable of destroying entire armies.

Great Flaw: Inherent nobility — wise and powerful, yet guided by a strong sense of justice that makes them hesitate to crush the weak or act without moral certainty. This creates moments of vulnerability, costly acts of mercy, and dangerous alliances born from compassion.

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