YGGDRASIL'S RACES V: Of Depths and Waters Picture

Part five of the races that exist in Yggdrasil, in all of its twelve kingdoms, which will be described later. Part Four >>[link]<< here Here they are:

* Erkeengard's Naga: Inhabitants of the oceans, the Nagas are half-elf half-reptile creatures, looking like large snakes from the waist down, but with a monstrous torso covered with rough scales, big strong arms and hands armed with sharp claws, as well as powerful jaws and eyes glazed in goals, provided that they are the destruction and conquest of power. Worshiper of grim supernatural entities, the Nagas are the arch-enemies of Aquilans, and often entire groups hunt each other, almost in a war without end. Its major cities are built in relatively shallow water in the great Warm Oceans of the Kingdom of Mysticism, crowded with breathtaking reefs, almost the only living beings that do not suffer from the activity of scaly monsters. Voracious defenders of their cities, usually attack with black shamanic magic or tridents and spears, often with the help of the Kutulus, incredibly powerful allies, keepers of secrets coveted by Naga as if they were its goal of existence.

* Erkeengard's Aquilan: Proud lords of the skies, the Aquilans are fantastic creatures, half-man half-eagle, being feared enemies and trusted allies. Amid the great foggy and sparse jungle-covered mountains, these majestic creatures inhabit large vertical cities, built of stone, as if they were all Earth's Hindu temples, because in all there is an altar of worship for Erkheen, the Great Black Eagle and Healer of the World, which they considered the creator of the world and the father of Aquilans and adjacent races. Dominators of unarmed martial arts or even with their powerful swords, the Aquilans has a serious problem with pride, often finding themselves superior to other races, whether or not from Erkeengard, and imposing their values of Loyalty, Pride and Honor, that although important, do not meet the ideal of all races. Like most creatures of the Great Tree, use shamanic values ​​to communicate with the Immortal Plan or even to perform powerful elemental spells. Despite their considerable "arrogance", the Aquilans were called by the Yggdrasil's Allied Council, choosing the hero Garuda, The Snake Hunter as their representative.

* Helheim's Draug: Somber-looking and obviously cadaverous, the Draugr are the popular living dead or zombies, usually of pale color skin, with bones or other parts of the organism exposed, eyes of white or yellowish tones and bright as jewels, almost as if their souls were fading away. These creatures such diversified are the opposite of the Einherjar - The warriors killed in battle who go to Valhalla, where the All-Father welcomes them to be able to fight alongside Him during Ragnarök, sought by Freyja's Valkyries - being the souls of those who die of old age or disease, or even in childhood, being great as a Maseuton or tiny like a Leprechaun. But their souls are just migrating to the Kingdom of the Dead, assuming the bodies often stunted of inert Draugr. Extremely agile and cunning, the Draugr are often extremely stronger than they look, and can even lift weapons built just for Giants - especially if they have souls of Risar or Jötnar - and resilient, surviving the most varied types of mutilations and attacks, since they can somehow regenerate their soft tissues and reattach bones and ligaments. With a somewhat organized society, these undead can be both those who died peacefully with no major faults on their backs, being welcomed by the regent or the great matriarch - in that case was Hel herself - or those who die naturally but were criminals of all kinds. Thieves are considered lighter, just receiving the punishment when they arrive, but when his crime it was more heinous, more cruel tortures and punishments become, and the murderers, rapists, genociders and other hideous criminals are thrown into the Naströnd pit, where their bodies are eaten by Nidhoggr, the Devourer of Corpses and Dragon of Death.

* Helheim's Duerg: Mysterious and their shadowy, the Duergr has a similar story to that of the Ljusalfheim's Drekkans [link]. Having been created from Dwarves kidnapped by the Goblins, who injected into their veins the blood of Monkrels - Beasts inhabitants of the Kingdom of the Dwarves, similar to those Svartalfheim's Gargoyles - who changed their racial characteristics and very especially behavioral. Their muscles grew, their skin became gray or black, getting tough as a steel mesh, and their their hair seemed to catch red fire as well as their eyes usually of shades of yellow, orange or red. Before acting as slaves of Hoenir, The Warlock, were freed by the the Great Forge's Dwarves and their Trolls allies, after a bloody battle at the Pontydd, the Goblin Citadel. A little aggressive and suspicious, the Duergr ended up leaving Nidavellir, not by distrust of the Dwarven brothers, but for not feeling at ease in a realm of many alliances, preferring to remain lonely and tough in the Kingdom below them - Helheim, The Kingdom of the Dead. With a society of warriors and shamanic healers, the Iron Dwarves (as often called by their Nidavellir brothers and by laity breeds), these creatures follow a strict code of conduct of warfare, dealing with enemies almost Berserker savagely and treating allies with respect and hospitality, the foundation of this society so controversial.

* Grüntilgard's Clurichaun: Extremely skilled, the Clurichauns are the main Gnome clan of the Kingdom of Reason, being differentiated from its siblings - The Leprechauns - by their gray or brown eyes and hair, ranging from glaring colors like green and blue to the simple grizzled and white. Male individuals tend to be more bold and pushy, while females are more shy and reclusive, a situation that tends to reverse in the Leprecahuns. Worshippers of machines and gadgets, the Clurichauns are known for their large capital and citadels, armed with colossal buildings - at least for the size of the inhabitants (males do not exceed more than 1.15 meters tall) - in a style known on Earth as Steampunk, almost like "steam-driven advanced Technology", where machines considered by Humans today as "primitives" or "Exceeded" is for Clurichauns the pinnacle of their development, considering that they have more limited resources than the Earth has. Moved by reason, these Gnomes, like their cousins ​​Leprechauns do not have a belief in a defined supernatural power, and a few remnants of shamanic magic, even if not nonexistent.

* Midgard's Selkie: Calm and peaceful, the Selkies are cold water Merpeople, having seal and not fish tails as their relatives. Of stocky bodies and thicker hair, these creatures inhabit communities in underwater caves in the northern seas - Norwegian Sea, Barents, North and Celtic Seas, as well as part of the North Atlantic up to Baffin Bay (A few, however , have been seen in remote islands of the Caribbean, having tanned skin) - usually led by bigger and stronger male, rarely being overwhelmed by the rogues looking for females. Even being led by Alpha, have an egalitarian society, and the other males of the colony can be with their families with their own mates. Very prisoners, Selkies avoid contact with people, but if threaten their cubs - confused with seal pups for their white coat - they can attack with tooth and claw, and can often kill the intruders drowning them or biting their jugular and other vital points. Are considered the most primitive of the merpeople, having emerged about the same time that the first men and using weapons such as war clubs and spears tipped with flint. Their population on Earth has shown considerable size to its catchment area, being little more than 20,000 individuals.

* Midgard's Siren: Almost like water elves, the Siren are warm water merpeople, being seen in both the Atlantic and the Pacific, usually close to tropical islands, where their powerful scaly tails earn dazzling reef fish colorful. But it is not in these places that these beautiful creatures have earned their fame, especially females, popularly called Mermaids. Long ago, when there was still the Cretan Civilization, Poseidon, Olympian of the Seas and Earthquakes, built a great underwater city in the back of a large armored beast - only he knows what it is, it could be a whale or even a colossal crab or turtle - this colossal city, which should be considered a Greek polis, was Atlantis, where the Olympian live like king and adopted the Siren as his Atlanteans, as well as dolphins and thinking other creatures of the Mediterranean. Very beautiful, these creatures are excellent artists, musicians and warriors, knowing how to skillfully use swords and tridents, like the mighty Poseidon. It was a mermaid - Amphitrite, Queen of Atlantis and wife of Olympian of the Seas - the chosen to represent all the merpeople in the Council of the Twenty-Three Swords. In almost all the coasts of the world, whether in Oceania or Africa, the number of these beings reaches nearly 3 million people, not counting a million of them who still live in the Sunken City.

* Midgrad's Merrow: Slightly feral, the Merrows are the river, lakes and even swamp merpeople, even being sighted in parts of the Indian Ocean, especially in the Asian coasts and islands of Indonesia. Of primitive appearance, these creatures are the most aquatic of the merpeople, completely adapted to life underwater, with the body covered with scales, webbed hands and proto-gills almost as if they were lungfish. Somewhat aggressive, but prisoners, Merrows avoid contact with men, even though thay have been recorded in many South American and European rivers, especially the females, who supposedly sing to attract males to drown or for her to devour. But all this is nothing but legends. Without a society built, these creatures live in family groups consisting of the male, two females and their cubs. Great experts on secrets of the rivers, Merrows are well respected and feared by the ancient inhabitants living on the verge of them, like the South American natives, who consider them keepers of the waters and the children of Iara, the Lady of the Rivers.

* Erkeengard's Kutulu: Lords of obscure magic and from the depths, the Kutulus are horrific and nefarious creatures, allies to the Naga and hated by Aquilans, Gnolls and Rakshasas of the Kingdom of Mysticism, and perhaps for many other races. Seeming grotesque humanoid with octopus head, dragon wings and muscular body, covered in gray or green scales, covered a viscous liquid, these monsters build great cities in caves deep in the cold and dark Southern Ocean, being that only their sharp yellow or red eyes can see in the complete darkness of the waters. Their mighty capital - Ramunrk - however, is above the surface in the extreme south of the world, where the night is almost eternal and sacrifices for the great Athapoklar, The Almighty, the Destroyer of Peace and Lord of Fear, are made. The Kutulus are the second greatest masters of black magic - behind only the Formorians - with the prophecies of Ragnarök, uttered by Pythia, the Dephi Oracle, say:

And from the sea came the calamari
Those who had terrorized the coasts
That will bring the magic and weapons from the depths
That devour the souls of those who get caught by them
They are those who bring madness to the heart of mortals
While the winged demons bring pain and death.

Birth of Yggdrasil
In the Begining
YGGDRASIL'S RACES V: Of Depths and Waters
Hermes Rescues Ares
Thor