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Starkeepers are the angels of Cendaea, created by the One to tend to outer space like mythical gardeners. They also serve as the protectors of Terranys and will sometimes reveal themselves to priests and prophets to ( )ing messages from the One.
Skin is midnight blue, with tiny stars embedded in their forehead, shoulders, and neck. Their hair is white, and usually kept in ( )aids or twists, accented with golden clips. Clothing is always silver and gold, and usually fairly simple. They wear white eye makeup that looks like stylized Egyptian kohl. They are the tallest race, normally standing around seven to nine feet.
Most Starkeepers are gentle, although some are more intimidating. They are all virtuous, and don't like to disobey the One. Tyrus is the exception to this rule, of course. But he isn't considered a Starkeeper anymore.
There isn't much to tell about Starkeeper society, as there's no real hierarchy. The intimidating Starkeepers spend most of their time battling evil spirits, while the gentle ones tend to the stars. Occasionally the One will send them down to Terranys as messangers. The number of stars on their body has no significance, they're more like astral freckles.
Starkeeper names are made up of two letter syllables. For example, Kelara, Darenike, Nikalo, and Sere.
Humans are your typical...well, humans. They inhabit the vast majority of Terranys, as magical races are few and far between.
Skin color can be anywhere on the ( )own spectrum from almost black to nearly white, and freckles are fairly common. Hair color can be any natural hair color plus platinum blond. Eyes are muted, natural colors, although there have been humans with yellow or violet eyes. For notes on fashion, please see Cendaea: Fashion in my stories!
The ideal Cendaean beauty has tan skin, dark hair and eyes, a graceful figure
Of course, there's a wide range of human personalities, but there are traits that the common human will share with many others in their country. Cendaeans are superstitious about anything related to fairies. Butterflies are considered ( )ingers of bad luck, and stories are still told of how fairies will kidnap naughty children in the night. Some humans are more curious than scared of the fae, and think that they're more misunderstood than anything.
Cendaean society is divided into classes. The upper class consists of royalty, nobility, High and tethered mages, high ranking army officials, and most successful businesspeople and artists. (Artists meaning anything from painters to florists to dancers.)
Middle class is most merchants, a small part of the successful businesspeople and artists as well as the ones who are well off, healers, farmers, soldiers, mages, guards, and craftsmen.
Lower class is made up of the unemployed, orphaned apprentices, less fortunate tavern workers, and artists who are either untalented or starting out.
Classism is mostly only between the lower and upper classes, as the middle class is happy to socialize with either. The current Queen of Cendaea, Elantine, is working hard to abolish prejudices between the upper and lower classes, and picked her handmaidens from the lower class.
The current King is Peregrine Faefeared, and his wife, naturally, is Elantine Faefeared. Their heir is Queensheir and High Princess Dalyn, seventeen years old, and she has a ( )other aged ten: Prince Julius. Although Dalyn is the favored child, Julius is treated almost as well as she. Kingsheir/Queensheir and High Prince/Princess are the titles given to the heir.
Human names come from all over the place, and sound European, but a bit fantastical, if you know what I mean. For example, Lucia, Morganis, Kilian, or Darius. Last names are normally descriptors of a person, like Brown, Hawkeye, or Archer. Soldiers, royals, and mages normally have wordy titles in place of last names.
Fairies, or Farÿlaÿ, as they call themselves, only live on a small reservation in northeastern Cendaea called Vaerys. They are one of the few magical races on Terranys, and the only one in Cendaea as of now. Fairies were created when Japheth gathered a group of humans and expirimented on them. Eventually, due to prejudice from humans and dependence on magic, they formed their own society and language. Then the Great War happened, and they were pushed back into what would become Vaerys, losing many of their kind in the process.
Magic is the life force of the fae, and they have to replenish it yearly at the Mÿtathys. Scholars, who are tethered to the staff crystals of tethered and High mages, have to live in Japheth's li( )ary to be able to live. They busy themselves studying all sorts of different things, and have filled countless books with their findings.
Fairies are born white, and are given a special prism at birth that allows them to pigment their skin and hair using magic and light. Their skin can be any light tone on the spectrum, and their hair will always be a few shades darker. Some fae choose to leave their skin white, while still keeping their hair pigmented. Healthy fairy skin has a shimmery, almost rainbowy look to it.
The eyes are the only part of a fairy that can't change color. The most common eye colors are blue and ( )own, but fairies can have violet, yellow, green, magenta, and mauve colored eyes as well.
Daring fairies will sport wings, an extremely painful body modification that requires extensive numbing spells, which even then aren't able to fully take away the pain. Fairy scholars are required to have wings, as flying around the li( )ary that houses the Mÿtathys is easier than taking a ladder everywhere. Wings are designed by the fairy who wears them, and are very personal.
Speaking of body modifications, fairies love changing their ear types. Ear morphing is far less painful than wing sprouting, as they don't require sprouting extra bones from your shoulderblades. It hurts about as much as when your foot falls asleep and feels like there are needles poking it. There are ears for every outfit, ranging from multi-pointed to pointy and drooping to flat. A different ear will come into fashion each month, and a lot of fairies are willing to use a bit of their life force to stay on-trend.
For info on fashion, please refer to Cendaea: Fashion!
Lots of the fae despise humans for what they did to them, but some are trying to move past that and make the most of the home they've had for thousands of years. Of course, the Laerds won't let them forget that humans should be hated. Laerd Selyph is the biggest advocate of human hate, but only the people closest to him know why.
Society is very similar to human society, although most fae despise favoritism and strive to make sure everyone is treated fairly. The fae are networking masterminds, everybody seems to know someone who will end up being convenient. Fairy society is patriarchal, but women are treated with honor and respect, and own the same rights as men.
The Chyngh, or king, rules with the help of six Laerds, or lords. The Laerds act as his advisors and each govern a part of Vaerys. The Qyn, or queen, oversees the palace, ordering around the servants and making sure everything looks perfect.
The main problem with the society is poverty, as the upper and middle classes tend to avoid fraternizing with the lower. The most committed crime is theft, and poor fairies are usually out on the street, living in shanties, or in jail because they stole to survive.
Punishments for minor crimes, such as petty theft, are jail time, servitude without pay, and being forced to wear human-styled ears for long amounts of time. Punishment for major crimes like rape, murder, or grand theft is normally banishment. Banishment entails having your prism taken away, being reverted to a human appearance, and being trapped in a ball of light for decades to centuries. After the period of time trapped in the bubble, if contact is made with a sentient being, they are released and deal with their newfound state. Death is thought to be too good for major criminals, as in death they at least get to be with Chapelys.
The current Chyngh is Emych Chathys and his Qyn is Estra Chathys, formerly Estra Vÿthaÿch. They are expecting twins.
Fairy names are based off of words with positive connotations, for example Estra, from estre, meaning star, or Emych, from emynÿch, meaning justice. Last names are the same way, but they're mostly compounds of different words. (Chathys, meaning holy land.)
Fairies will sometimes change their name to something with a sadder meaning after a tragic event in their lives. (Rysla, from ryslyn, meaning sadness.)
Banished fae have done something worthy of banishment, and have been cast out of Vaerys by the Laerd governing their area. Sometimes their banishment is fair, but sometimes they were undeserving of such a punishment.
Banished fae have human appearances chosen for them by a Laerd. Generally they have pale to tan skin, although sometimes there are ones who are darker. Albino fae are also albino as humans. The fae do retain their eye color.
Many of these fae are bitter, and live alone in the wilderness because they don't want to compromise their origins by living with humans. There are a few settlements of banished fae, and they generally have a rough feeling to them.
Some fae choose to live in human towns and start their lives over, in a sense. These fae tend to be optimistic, but sad. They will avoid anything that reminds them of their old home.
Banished fae either cling to the last shards they have of their culture or reject it entirely.
These fae are in high danger of using too much magic, so a lot of them try to find as many ways as possible to avoid its use.
These creatures are only seen out of the corner of your eye, but are talked about in many legends. There's a lot of speculation around if they're real or not, but those who have seen a miria face-to-face say that they will be mad if you dismiss them as a wild figment of your imagination.
They appear as grey, black, or white people. Some people report seeing blue or cream colored ones as well. It's said that they have either a hideous exterior or supernatural beauty, depending on their mood. Their eyes are yellow, and glow.
Mirae follow people around, and like to cause trouble. They range from playful and mischievous to maligned and destructive. The latter have usually been scorned by the person they're following, and are rare.
Mirae don't live in groups, they simply wander around from person to person. They're born from failed magic spells, and don't need to eat, drink, or rest, so settlements are useless to them. Nobody really knows about how mirae interact with one another, since they stay hidden so well.
If you catch a miria they will be obligated to grant you a wish. How do you catch a miria? You flick drops of primrose oil on them when you see them out of the corner of your eye. Sometimes they're too quick for you, and may become malicious. If you are successful, the miria will fall to its knees and ask what your wish is. There are no limits on what can be wished for, although if you wish to marry the miria they will become human, only retaining a little of their beauty. It's considered unwise to marry a miria, as they are known in legends as prone to terrifying fits of rage. Tyrus hath no fury like a miria scorned.
A popular belief is that if you set something down and can't find it later, a miria took it. They're said to especially love stockings and keys. If you find the item later, the miria simply got bored with its plaything and returned it.
Spreaders of disease, these ladies hide deep in the forests near Milltown, where curtains of poison ivy stop humans from entering the clearing they call home. Like the mirae, no one really knows if they exist, but those who have seen them are adament that they do.
Seólim are always female, with corpselike skin, long curly hair, and extremely bony build. They look as though they barely have enough skin to cover their skeleton, and have dark circles under their eyes, which have no iris or pupil. They're always in winter clothing, sometimes tattered or dissolving into smoke at the hems. You can tell a Seóla from far away by her red headscarf, which they use to spread sickness. Despite their malice, they can be very playful at times. Surprisingly, they are very sanitary when not wearing their scarf.
They have a second form in which they fly around to make people sick. In this form, they are small clouds of smoke, occasionally extending a thin black hand to shake out the diseases contained in their headscarves.
Seólim do have a colony, unlike the mirae, but they rarely stay there, especially during winter, when disease thrives. They will interact with one another, banding together to form terrifying clouds of disease that target specific towns.
Seólim like to prey on babies and elderly folk the most, as their immune systems are weaker.
They will occasionally attend human dances, keeping their scarf tucked away where the humans won't see it. Some have even fallen in love with humans. A seóla/human child will stay with the human parent if it's a boy, and become a seóla if it's a girl. Seólim will watch over their family and make sure that no deadly disease touches them.
Silent and ever watchful, chaldrúmha (singular chaldrú) alert humans of impending doom. They are formed from failed healing spells, and appear as unnaturally tall beings draped in heavy white cloth, with no other adornment aside from occasional circlet. Their King wears a circlet with six tall points sits atop his head.
They live in caves, and occasionally wander the woods. They themselves are harmless, but the sight of one means that something terrible is about to befall you. They're very shy, so it's unlikely that you'll see one unless something absolutely horrendous is going to happen. In fact, they were only discovered fairly recently, (10 years ago, to be precise,) when a Cactus mage saw one a day before the death of his wife and child. The mage named them after the Old Cendaean word for closed: chálen, because of their quiet nature. They're becoming increasingly popular in legends due to being a great plot device.
Physae were created when fairy life force was spilled onto the ground. The surrounding plants absorbed it, and they eventually became sentient, and then sapient.
Physae have a wide variety of sizes, but generally they are between three and eight feet tall. Their size depends on the plant they originated from: a fungus physa would be a lot smaller than a redwood one.
Their defining trait is their head; each physa sports a different plant atop their head, from flowers to tree ( )anches and so on. It is considered rude to compare head-plants, as those with less than beautiful plants can get their feelings hurt.
Their skin can be like the stalk of a flower or mushroom, or like the bark of a tree. Rose and cactus physae have thorny skin, and moss physae are velvety to the touch. Grass physae have skin made up of grass strands.
Physae travel in groups, and live on and around the Cendaea/Quira border. The human Cendaeans don't exactly trust them, and keep their distance. The physae know of this disapproval and keep their distance as well, just to be safe.
Physae are kind to those who respect the land, and use it wisely. However, those who destroy it for no good reason will feel their wrath. Common forms of "punishment" (read: torture) include getting animals to attack the guilty, poison, impalement by tree ( )anch or thorn, and even planting parasitic fungus inside the guilty or turning them into plants themselves.
Born from the leftover magic in potionmaking, these little people love to live with humans. They can ( )ing good luck if you follow their conditions properly.
Slips stand at around eight to ten inches tall, and appear as though made of crystal. They come in ( )ight colors, and take great pride in their semi-transparency.
Slips don't particularily like each other, preferring to live in human houses. Their favorite spot is in the attic, and some families designate an area in the attic specifically for slips.
If you leave out food and drink, the slip in your house will be satisfied. If you go out of your way to provide blankets and furniture, they will use their magic to ( )ing you good fortune. If you ignore them, they will not hesitate to ransack your house (and maybe even attack you) before leaving in a rage.