Races
MUKOS
Appearance: Mukos are almost identical to humans, save for a few racial traits. Due to spending a large majority of their time underwater, Mukos have evolved with a second pair of eyelids so that they can see underwater. On the backs of their necks, Mukos also have a set of gills, obviously for breathing underwater. they also appear to be very bulky, naturally more muscular than humans. This is actually the way they are able to move in and out of high pressure zones at the ocean floor and on the surface- The muscles expand and compress according to where they are heading, keeping the insides at a constant pressure. Deep below the surface, they would actually be very thin looking humans, but only a Mukos would know that. Since it is taboo amongst Mukos to cut your hair regularly, Mukos tend to have extremely long, flowing hair. After their hair reaches their waist, it is socially acceptable to shave their heads, but not simply trim their hair, with the goal being to cut your hair as few times as possible. Mukos also tend to have the same color hair, if not the same shade, with all of their hair being a shade of gray (ranging from white to dark gray), and their eyes all seem to be pure black. This is actually because Mukos' iris and pupils have become one thing, allowing the pupils to expand and cover the entire eye when in low-to-no light situations, such as the ocean floor.
Country: Mukos don't have a country of their own- they have a single city that stretches across all of Mid-Ocean known as Mukopolis. No one knows who constructed Mukopolis, not even the Gods. It has simply always existed under the ocean, and the Mukos have made it their home. Only s single spire reaches from the depths above the water, just big enough to be an embassy. This is where other countries' leaders meet with the Lord of Mukopolis when he does not go to them. The buildings are all constructed in a similar fashion to Ancient Rome, with the exception that they also spire upwards. There are no stairs in the buildings, nor are there door- only windows, which isn't a problem for the Mukos as they can simply swim.
Community: Mukos are not as tightly knit as other races, having much more space to roam around than those on land (not only is Mukopolis the largest city on Pangai, but their are three dimensions to traverse when underwater). This leads to Mukos tending to be less of a community than normal, though the communal bonds are still there. Mukos populate Mukopolis in patches rather than spread out over the whole thing, though only for the purpose of assembling hunting parties. Despite this, Mukos still tend to be very friendly when approached by other races outside of Mukopolis, and often find themselves enjoying the company of other races more-so than their own kind.
Prejudice: Mukos can be as accepting or as unforgiving as humans, not truly having a single thought about any one race. Most do not believe themselves to be a superior race, but they are still proud of what they are capable of, regardless.
Weaponry: Since their weapons are most commonly used underwater for hunting, Mukos most commonly use spears and harpoon-guns. However, amongst the Mukos who leave Mukopolis for adventuring, mercenary work, or piracy, weapons from Tranquia seem to be favored the most, such as naginata and katana.
NEIMORR
Appearance: Neimorr generally resemble humans in almost every way, except a few minor details. First of all, Neimorr don't have belly-buttons, as they are simply wrought into existence rather than being born. Another trait amongst them are the slits on the outside of their forearms. These are where the clawed talons emerge and envelope the hands.
Neimorr wings are ethereal and dismissable, so they are not present at all times. The final defining feature of the Neimorr are the odd crescent moon shape imprinted in their left iris. Aside from these defining features, it is completely impossible to tell a Neimorr from a Human. Neimorr claws are all unique, so there is no set pattern for how they look. As for how they work, the come out of the slits on the forearms of the Neimorr like an ooze, then solidify once it has taken shape.
Country: Neimorr are generally born in the Frozen Wastes of Northern Armai, but do not technically have a homeland. As there can only be 50 Neimorr at any given time, there is not enough to populate a land. However, the Neimorr do have a land they can call home, though most never see it: Karasu Island, the resting place of the Neimorr God, Valero. Very few Neimorr have made it onto the island and come back alive, as there are many dangerous trials to reach said island. First of all, it is in the most hostile part of the Northern Ocean, so it is impossible to reach by ship. Secondly, the island's cliff walls are many stories high and are completely frozen over in a perfect wall of ice. The air above the island is too thin to fly through, not to mention it is inhabited by deadly giant eagles. What lies beyond those who make it past these trials is an endless field of grass and fog, seemingly unaffected by the cold. At the center of the island exists the entrance down into the land and into Karasu Temple. None know what lies inside.
Community: There exist no communities of Neimorr. Most go their entire lives without seeing another of their kind.
Prejudice: Neimorr live without prejudice in their lives, as they see everything in shades of gray rather than black and white, nor do they receive said prejudice, as most people are thankful to receive help from the semi-godly beings.
Transportation: Long ago, it was agreed by all countries that should anyone see a Neimorr making his way somewhere, they were to help immediately, as things the Neimorr do can only be beneficial to everyone. This would mean if a Neimorr is walking down the road, the first caravan to spot him must aid in his travels.
Weaponry: Due to their bodies existing as natural weapons, Neimorr have little use for crude things such as sword and guns, but often keep them at their sides, if nothing else than to conceal their identity when needed. Neimorr are also the most magically adept of all the races. Not only do they have unnaturally high amounts of spiritual energy, but their wings are capable of draw many magic circles at once.