𝒊𝒊: Racial profiles
The world of the novel—The Vampire King's Obsession Leads to Ruin—is one home to several gene pools including the well-known human race.
LAND RACES
○✦ ˒ VAMPIRES
The 'supreme' race. Immortal aristocrats who thrive in elegance and blood. Governed by ancient covens, they believe in hierarchy and "the old ways."
Magic runs deep in their veins, especially shadowmancy and blood-binding rituals. Cold to outsiders but dangerously alluring.
☐ Nature: Sentient.
☐ Strengths: Immortality, enhanced senses, mind control, bat/blood mist forms.
☐ Weaknesses: Sunlight, silver, holy relics.
☐ Politics: Royal dynasties and aristocrats, ranked majorly by their families' period of existence.
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○✦ ˒ WEREWOLVES
Fierce and deeply tribal, werewolves are bound to the moon and its cycles. Packs mean everything; betrayal is met with brutal punishment.
Their society values strength, loyalty, and instinct. Lycanthropy is hereditary but can also be spread through the bite.
☐ Nature: Sentient.
☐ Strengths: Super strength, regeneration, enhanced senses, pack telepathy.
☐ Weaknesses: Silver, loss of control during full moons.
☐ Politics: Pack hierarchy. Alpha-led, but rivalries are frequent.
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○✦ ˒ CENTAURS
Scholars of the stars and masters of the bow. They value wisdom as much as warfare. Known for mapping ley lines and guarding ancient ruins. They believe every soul is tied to a constellation.
☐ Nature: Sentient.
☐ Strengths: Precision archery, divination, physical endurance.
☐ Weaknesses: Limited movement in dense terrain.
☐ Politics: Council of Stargazers and Warchiefs.
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○✦ ˒ ZOMBIES
Reanimated entities either raised through magic or cursed into undeath.
Some retain memories of their former lives, while others are mindless husks. Surprisingly organized under necromancer leaders or intelligent Lichlords.
☐ Nature: The majority are non-sentient, but some very rare cases have conscious minds.
☐ Strengths: Tireless, immune to pain, can spread plague/curse.
☐ Weaknesses: Fire, holy magic, decay over time.
☐ Politics: Hive-mind structures or Lich-led domains.
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○✦ ˒ GHOULS
Rivals of the zombie race. Unlike zombies, ghouls evolved through corruption rather than death.
Known for feasting on flesh, they're cunning scavengers with sharp intellects and a grotesque charm. They often trade information in secret underworld markets.
☐ Nature: Sentient.
☐ Strengths: Dark vision, wall crawling, stealth, toxin immunity.
☐ Weaknesses: Light magic, silver, fire.
☐ Politics: Clan-based with alpha-ghoul leaders.
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○✦ ˒ WITCHES
A diverse and mysterious society whose power is drawn from nature, pacts, or ancestry.
Caelmire, the witch's territory, is hidden by magic, accessible only to those invited. Witchcraft ranges from herbalism and hexes to elemental and spirit work.
☐ Nature: Sentient.
☐ Strengths: Spellcasting, enchantments, familiars, elemental mastery.
☐ Weaknesses: Depending on their source, breaking pacts can nullify power.
☐ Politics: Coven alliances. There is no central ruler, but the eldest witches are revered.
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○✦ ˒ GOBLINS
Inventors, scavengers, and surprisingly good merchants. Goblins are chaotic, clever, and surprisingly unified in their greed.
They mix crude magic with unstable tech—some have built mechanical suits or war machines.
☐ Nature: Sentient.
☐ Strengths: Ingenuity, explosives, sabotage, trickery.
☐ Weaknesses: Physically weaker than other races.
☐ Politics: Merchant guilds and tech clans.
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○✦ ˒ HUMANS
Adaptable and ambitious, humans are everywhere—and often in trouble. They compensate for their lack of natural magic with strategy, inventions, and sheer numbers. Some fear what they don't understand, while others try to control it.
☐ Nature: Sentient.
☐ Strengths: Diverse talents (some are mana possessors with elemental abilities), political power, resilience.
☐ Weaknesses: Mortal, vulnerable, greedy.
☐ Politics: Kings, nobles, and empires with unstable peace treaties.
SKY RACES
○✦ ˒ DRAGONS
Ancient beings with elemental breath and dominion over the skies. Divided into noble bloodlines based on color (fire-reds, storm-blues, earth-browns, etc.).
Shapeshifting into humanoid forms is rare but possible among elders.
☐ Nature: Sentient.
☐ Strengths: Flight, elemental power, ancient wisdom.
☐ Weaknesses: Greed, arrogance, rare magical seals.
☐ Politics: Dragon kings rule their own skyholds. Rarely interfere with ground affairs.
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○✦ ˒ PHOENIXES
Creatures of fire, light, and rebirth. Each phoenix lives multiple lifetimes, burning to ash and rising anew. They're guardians of ancient secrets and memory. Only a few are born every century.
☐ Nature: Non-sentient / beast.
☐ Strengths: Immortality via rebirth, healing flames, holy fire.
☐ Weaknesses: Shadow magic, soul magic.
☐ Politics: Solitary by nature.
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○✦ ˒ FAERIES
Capricious beings of whimsy and trickery. Their magic bends reality in unpredictable ways.
Faeries range from sweet and helpful to malevolent pranksters. They can shift size, phase through dimensions, and glamour themselves.
☐ Nature: Sentient.
☐ Strengths: Illusions, teleportation, elemental magic.
☐ Weaknesses: Iron, broken pacts, truth-binding.
☐ Politics: Divided into the Pure Faeries, the Anti-Faeries, and the Wild Faeries—Faeries that belong to neither of the first two factions.
WATER RACES
○✦ ˒ MERPEOPLE
Elegant, powerful, and politically structured. Merpeople rule vast underwater cities and maintain strict control over oceanic territory. Not all are kind to surface dwellers, but they are strategic in forming alliances.
☐Nature: Sentient.
☐ Strengths: Water magic, sonar, aquatic communication, diplomacy.
☐ Weaknesses: Dry environments, dehydration.
☐ Politics: Monarchies, often matriarchal.
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○✦ ˒ SIRENS
Beautiful and terrifying. Sirens sing spells into the tides, drawing ships, sailors, and even sea beasts to ruin. They don't just use voice—they can manipulate emotions and memory too.
☐ Nature: Non-sentient / beast.
☐ Strengths: Vocal magic, memory weaving, dream intrusion.
☐ Weaknesses: Silence spells, mind barriers.
☐ Politics: Sisterhood covens, loosely ruled by an Elder Voice.
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○✦ ˒ NYMPHS
Gentle elemental spirits of freshwater and springs. Nymphs guard the sacred parts of nature, often forming bonds with witches or druids. Usually peaceful unless provoked.
☐ Nature: Non-sentient / beast.
☐ Strengths: Nature affinity, healing, camouflage.
☐ Weaknesses: Pollution, corrupted water.
☐ Politics: None centralized—guided by nature's will.
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○✦ ˒ SEA SERPENTS
Primordial leviathans that slumber beneath the ocean. Rarely seen but feared by all sea-bound creatures. Their power is tied to deep-sea magic and tectonic forces.
They emerge once every 1000 years. It is believed that the territory they're spotted in will flourish throughout that millennium.
☐ Nature: Non-sentient / beast.
☐ Strengths: Size, storm-summoning, abyssal magic.
☐ Weaknesses: Light, enchanted chains.
☐ Politics: One ancient Serpent King leads the rest, believed to be immortal.
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Other beast species include:
- Fire Serpents: Slithering reptiles that thrive in molten lava flows.
- Thunderbirds: Giant avian creatures whose flapping wings create storms.
- Frost Spiders: Giant spiders that exhale cold mist and dwell in icy caves.
- Unicorns: Symbolizing purity, these magical horses often possess healing powers. Extremely rare.
- Griffins: A hybrid of lion and eagle, often noble guardians or fierce hunters.
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World geography
— LAND
Noctavaria
┃ Territory of the Vampires. A kingdom where the moon never wanes and castles cling to mountain cliffs. Elegant but eerie.
Lunaris Thorne
┃ Territory of the Werewolves. Dense forest terrain ruled by blood-bound clans. The full moon is sacred, and the howl is law.
Aestravale
┃ Territory of the Centaurs. Rolling plains, star-strewn skies, and ancient stones. They're scholars, seers, and warriors.
Dreadmire
┃ Territory of the Zombies. Swamplands and ruined cities wrapped in a sickly mist. Necromancy pulses at the roots.
Gravemarch
┃ Territory of the Ghouls. A jagged wasteland filled with abandoned crypts and half-sunken graveyards. Everything reeks of decay and restless hunger.
Caelmire
┃ Territory of the Witches. Enchanted woods, mushroom-ringed villages, and shifting cottage paths. A place where even the trees whisper spells.
Scraghold
┃ Territory of the Goblins. Cavern cities and rickety towers powered by chaotic magic and crude tech. Trade, trickery, and tinkering galore.
Velmoria
┃ Territory of the Humans. A sprawling empire of stone walls and steepled cities. Politically tense, resourceful, and in denial about how outmatched they are.
— SKY
Skyrend
┃ Territory of the Dragons. Floating mountains and burning skies. The dragons claim dominion over the winds, and they enforce it.
Embernest
┃ Territory of the Phoenixes. A realm of sunrise fire and rebirth. Ashes bloom like flowers here, and nothing ever truly dies.
Sylfeyra
┃ Territory of the Faeries. A glowing, dreamlike realm only half-tethered to reality. Tricksters, lovers of beauty, and chaos incarnate.
— WATER
Thalorind
┃ Territory of the Merpeople. An underwater empire of coral spires and glowing kelp forests. Ruled by a royal line descended from sea gods.
Naelurea
┃ Territory of the Sirens. Misty coves and underwater caves where haunting songs weave through the tides. They don't lure ships, they command the sea to take them.
Elarith Vale
┃ Territory of the Nymphs. Gentle streams, sacred springs, and underwater groves hidden in twilight. Peaceful, but not helpless.
Orrak'Zaad
┃ Territory of the Sea serpants. The trenchlands. Vast, dark, and terrifying. Their coils are older than kingdoms, and their rage is a force of nature.