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Auxiliary Chapter 3: [RACES OF AURELIA-7 – Biologies, Powers, Clans]

1. Introduction

The races of Aurelia-7 are vastly different in biology, culture, and metaphysical capability. This chapter explores the dominant intelligent species that shape the world's political, magical, and military balance—alongside their most powerful factions, social systems, and arcane specializations.

2. Core Races Overview

Humans (Homo sapiens aetherius)

Biologically standard bipeds, humans are highly adaptive but have low innate magical potential. Their edge lies in cognitive plasticity and engineered systems. They excel in reverse-engineering spells, and their greatest metaphysical tool is mimicry—able to replicate most observed Ψ spells with approximately 60% effectiveness.

Human society is built on meritocratic aristocracy centered around metaphysical research output and technological contribution. Though weaker than most races in raw power, they dominate manufacturing, energy regulation, and metaphysical calibration devices. Their survival is ensured not by strength, but by being indispensable to the world economy and field infrastructure. Even the Demonkin refrain from annihilation due to the risk of losing access to human tech—particularly field stabilizers and spell optimization processors that level the playing field.

Elves (Sylvanis cognitara)

Elves are divided into three main subtypes:

Forest Elves – attuned to natural field rhythms and flow.

Moon Elves – noble houses that specialize in divination and long-term field modeling.

Star Elves (also called High Elves) – the royal bloodline, known for unmatched metaphysical clarity and predictive control.

Their primary magical focus includes precognitive field sensing (Ψᴰ), energy evocation (Ψᴱ), force manipulation (Ψᴷ), and physical enhancement (Ψᴴ). Their society is matriarchal and organized by resonance lineage. Leadership is determined not by inheritance alone, but by computational foresight modeling based on ancestral field equations.

Merfolk (Thalassari adaptus)

Comprising mermaids, mermen, and aquatic hybrids, merfolk thrive in high D(x) aquatic environments. Their spells grow exponentially stronger in water-rich field densities.

They specialize in Ψᴱ hydrocasting, entropy-linked memory transmission (Ψˣ), and biological alteration spells (Ψᴬ). Their society follows a tide-structured aristocracy based on aurion saturation and resonance purity in noble bloodlines. Rulership is decided through harmonic signal resonance rings, where only the most field-synced candidates ascend.

Dragonoids (Draconis thermor)

Dragonoids are the strongest race on Aurelia-7 by both physical and magical metrics. Their biology allows extreme energy throughput, often manifesting as thermal plasma-level spellcasting. Their core spell classes are energy projection (Ψᴱ), force control (Ψᴷ), field binding (Ψᴮ), and entropy manipulation (Ψˣ).

Dragonoid society is rigidly hierarchical. Noble houses are ranked by historical Ψ output benchmarks and bloodline strength. The royal bloodline, known as the Golden Dragonoids, possess unparalleled energy scaling and are considered near-mythic. Succession is determined through computable resonance duels and measured metaphysical thresholds.

Vampires (Noctari hematovore)

Vampires are entropy-based organisms who manipulate field energy via blood and hemoglobin circuits. They cast regenerative (Ψᴴ), conjuration (Ψᶜ), binding (Ψᴮ), and entropy-class (Ψˣ) spells.

Their social structure is a rigid aristocracy with noble houses, each defined by specific resonance tolerances and bloodline mutations. The royal vampire family has developed high sun resistance—an edge over common vampires, who still suffer from field instability under solar radiation. Vampire politics revolve around hemocircuit purity and the ability to retain entropy without loss.

Beastmen (Faunari polymorphis)

Beastmen are animal-featured humanoids whose magical abilities are entirely clan-dependent. Their powers are closely linked to celestial cycles, field tides, and environmental resonance factors. Unlike centralized races, Beastmen operate in decentralized, nomadic clan federations.

Depending on the clan, Beastmen may specialize in Ψᴬ biological alteration, Ψᴮ metaphysical locking, Ψᶜ illusion conjuring, or Ψˣ entropy shaping. The balance of power among clans shifts with lunar and planetary phases, leading to highly dynamic tribal politics.

3. Expanded Beastmen Clans Top Three Clans

Kitsune Clan: Masters of illusion projection through Ψᶜ. Their illusions are powered by emotional resonance, often targeting mirror neuron pathways. They act as ritualists, diplomats, and psychological manipulators.

Fenrir Clan: Known for entering berserker trance states during lunar maxima. They wield Ψᴮ spells to amplify strength, sever limiters, and channel rage into field disruption. They serve as shock troops and spiritual warriors.

Phoenix Clan: Their signature ability is entropy ignition, a Ψˣ burst triggered by death. They are reborn in a field explosion that resets local entropy flow. Often used as ritual suiciders, field purifiers, or magical self-destruct engines.

Other Notable Clans

Nekomata Clan: Agile manipulators using dual-tail resonance illusions. Specialize in fast entropy rechanneling and acrobatic ambush tactics.

Lion Clan: Radiate alpha-like auras that boost allies' metaphysical strength. Favor leadership positions and aggressive forward command.

Monkey Clan: Tricksters and chaos casters who manipulate field dynamics through prank loops and kinetic redirection.

Snake Clan: Masters of infiltration and subtle damage. Their spells blend Ψᴰ sensory manipulation and Ψˣ entropy seepage.

Panther Clan: Night-based predators who use Ψᴬ stealth blending to merge with field shadows and nullify detection systems.

Many other clans—such as the Bear, Hawk, or Boar clans—exist but play only minor roles in the geopolitical scene of Aurelia-7.

4. Demonkin: The Seven Sin Clans

The Demonkin are structured around seven kingdom-like factions known as the Sin Clans. Each clan governs one of the demon territories and is led by a Sin Lord or Sin Lady. These clans often conflict with one another in ideology, but maintain a shaky unity due to the existential threat posed by humanity.

Although humans are physically and magically weaker, they have developed highly advanced metaphysical tech—particularly field regulators, entropy engines, and caster-type artificial stabilizers. These inventions allow humans to match or even surpass Demonkin in strategic scenarios, making them too dangerous to ignore and too valuable to eradicate.

The Sin Clans and Their Roles

Lust: Masters of seduction and espionage. Their signature spell is an empathic hijack (Ψᴰ), allowing them to override enemy emotions.

Pride: Defensive casters who erect personal ego fields through Ψᴴ, protecting nearby allies and resisting enemy manipulation.

Greed: Specialize in copying exposed spells via Ψᶜ. They act as magical thieves and tactical counters.

Envy: Experts in target nullification, using Ψᴰ-class null pulses to erase magical advantages.

Gluttony: Absorb ambient field energy using Ψˣ. Highly effective in sieges or draining environments.

Wrath: Amplify damage by looping their own pain into destructive output through Ψᴮ feedback spells.

Sloth: Use Ψᴬ temporal manipulation to slow, delay, or stall enemy casting windows.

Each clan has its own rituals, dialects, and metaphysical dialectics. Rituals differ, but all are tuned to their respective sin-based entropy frequency.

5. Race-Based Political Power Summary

Dragonoids are metaphysical superpowers capable of ending entire civilizations in direct war. They are few, but their output is unmatched.

Demonkin are unstable, divided, and brutal—but terrifyingly effective when unified. Their threat scale rises in proportion to human tech gains.

Elves hold long-term influence through ritual foresight and defensive supremacy.

Vampires are aristocratic manipulators with a growing edge due to solar resistance mutations and biofield weaponry.

Merfolk dominate water-based warfare and are critical to the global spell-signal web.

Beastmen act as guerrilla casters and lunar-cycle saboteurs. Their power is wildly variable depending on the clan and celestial phase.

Humans, though the weakest race biologically, hold the highest political influence through technology, trade monopolies, and control over essential casting tools and stabilizer infrastructure.

6. Final Note

Though biology defines potential, it's the integration of metaphysics, politics, culture, and memory theory that determines a race's survival. No spell exists in a vacuum. Every species is part of a mathematically closed system—and every action carries a measurable cost in the field.

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