Age of the Hammer

Age of the Sword

Bloody Century

Magical Plage

Age of the Pumpkin

Habitat
Caves and Tunnels

Life Span
250 years

Diet
Omnivorous

Mating
Continuous
[1-3 offspring]

Dwarfs [dwarf]

The Shorter of the medium Species. What they lack in speed, they compensate with raw power and unmatched endurance, able to withstand the most brutal conditions of their harsh domain. Their civilizations dwell underground and in caves. They are the third most long-lived and hairiest of all thinking Species. Their coefficient is as high as their stature.

The first intelligent Species to walk the lands of Metrecalia. Unlike the Elves, they do not seek progress, but revere tradition and conformity. Over countless generations, they have mastered the craft of tools and the art of hand-to-hand combat, but often market their talents privately. It also seems that Magic is out of their reach.

Specialties

— High Strength:
Capable of lifting three times their weight, and they weight a lot.
— High Endurance:
Capable of resisting extreme temperatures and pressure.

Weaknesses

— Short Mind:
Not brilliant on average.
— Short:
Small Body.

Size
Medium

Magic


Dwarfs
[dwarf]

Max Stats

Habitat
Temperate Regions

Life Span
160 years

Diet
Omnivorous

Mating
Continuous
[1-4 offspring]

Elves [elf]

Slender and orderly in nature. They grow hair only upon their heads and their garments are varied in style and color. All of their few civilizations are united by one big union that coexists with that of the Dwarfs, yet old prejudices between the two still linger. Taller than Humans and more proficient with Magic, but weaker and more arrogant. Creators of their first language: «Elfic», an exclusive dialect learned at early age alongside basic Magic rules. 

The second oldest Species on The Bowl. They were the first to harness and measure magic, writing the earliest encyclopedias on both Good and Bad Magic. They consider themselves the superior race, having built the most advanced civilization. Nevertheless, their longevity and low fertility make them attached to their culture and unable to adapt to new environments. Not exactly the strongest or smartest species, but surely the best pretending they are.

Specialties

— Magic Connection:
Mastered Level One of any Magic Specialty upon reaching adulthood.
— Bilingual:
Fluent Elfic, the language of Magic.

Weaknesses

— Low Endurance:
Accustomed to a temperate climate and wealthy resources.
— Low Strength:
Body incapable of reaching great levels of strength.

Size
Medium

Magic


Elves
[elf]

Max Stats

(Any Magic Specialty)

Habitat
Fertile Lands

Life Span
1
50 years

Diet
Omnivorous

Mating
Once a Year
[1-12 offspring]

Halflings [halfling]

Smaller than Humans but taller than Dwarfs. They are the physically weakest of all medium Species, yet their intellect surpasses all others. Modest and peaceful by nature, they live in small, agriculture-based civilizations, eating little meat and valuing harmony. Gifted in learning and teaching, they excel in gathering and preserving knowledge thanks to their sharp senses. When danger arises, they are masters of concealment, able to relocate entire settlements with stealth. Authors of many encyclopedias.

Though lacking in physical strength, this species has carved out a place in The Bowl through wit and wisdom. From humble roots, their small agrarian societies have flourished in quiet valleys and hidden plains, where they live in harmony with the land. Over the generations, they have become known for their nerdiness, their extensive books and their quirky spirit.

Specialties

— Sharp Perception:
Capable of observing and evaluating information with effectiveness.
— High Intelligence:
Talented with pattern recognition.

Weaknesses

— Fragile:
Anatomy not optimized for confrontation, but escaping.

Size
Medium

Magic


Halflings
[halfling]

Max Stats

Habitat
Big Tree Areas

Life Span
80 years

Diet
Omnivorous

Mating
Continuous
[1-2 offspring]

Cyclopes [cyclops]

Distinguished by their single eye, which limits their depth perception. They are highly creative and exceptionally skilled, especially in craftsmanship and magical engineering. They possess the most advanced civilizations due to their export of unique weapons and armor, and like Elves, all of them exist under one big union.

They perfected the art of blacksmithing originally invented by the Dwarfs, creating a more accessible market for weapons and armor for the rest of The Bowl. Despite having a physical advantage over most species, they are peaceful and focused on their personal growth.

Specialties

— Advance Technologies:
Natural understanding of artifacts and weapons.
— Big Body:
High stature and strong body mass.

Weaknesses

— Unskilled Vision:
Only possessing one eye restricts their perception.
— Flashing Lights:
Vulnerable to hight levels of luminosity.

Size
Big

Magic


Cyclopes
[cyclops]

Max Stats

Habitat
Orkarion

Life Span
90 years

Diet
Carnivorous

Mating
Continuous
[1-2 offspring]

Orcs [orc]

The most dangerous Species. They are war-driven creatures fueled by violence. Their civilizations are small, and they can afford to kill each other due to their position at the top of the food chain. They inhabit their own island, where no other Species is to be found. Large, green, close minded and horned in various parts of their bodies. They even possess massive teeth that can be used as weapons. Having them in your army would be a wise choice.

They were primarily responsible for the worst massacres of the Age of the Sword. After long negotiations, all Species decided to give them a full island without any connection to other civilizations. With no interest in advancing technologically, their customs are still barbaric and ignorant.

Specialties

— Monstrous Anatomy:
Body optimized for battle and survival.
— High Self Esteem:
No reason to possess fear or insecurities.

Weaknesses

— Close Minded:
Negligent to think more than necessary.
— Primal:
Unfamiliar with advanced technologies and good manners.

Size
Big

Magic


Orcs
[orc]

Max Stats

Habitat
Anywhere

Life Span
70 years

Diet
Omnivorous

Mating
Continuous
[1-4 offspring]

Humans [human]

Taller than Halflings but shorter than Elves. Their main specialty is to build and destroy, driven by boredom, curiosity, and greed. The great variety in their way of thinking drives them to do unpredictable things, such as making enemies with themselves. That's why they are considered the species most likely to save all lands.

Leben, in his wisdom, granted mankind the gift of change, making them able to adapt to nearly any land or season. With an unyielding desire for growth, they shaped the land around them, using its bounty to survive. In return, he made their bodies weak and unremarkable, so they would be neither the smarter nor the strongest among the rest.

Specialties

— Adaptability:
Capable of living in almost any area with access to water and air.
— Unpredictability:
Capable of creating patters and then breaking them.

Weaknesses

— Themselves:
As self destructive parasites, with time they will destroy each other.

Size
Medium

Magic


Humans
[human]

Max Stats

Habitat
None

Life Span
50 years

Diet
Depends on Subspecies

Mating
Continuous
[1 offspring]

Hybrids [hybrid]

Their physical structure is part Human and part animal, sharing traits from both worlds. Like Animaloids, they can only reproduce if they share the same subspecies, so no, hybrid Chimeras do not exist. Still, they are often seen as grotesque by many thinking Species. They do not form civilizations, as they are unable to adapt individual needs into a cohesive community, so they tend to live as mostly independent nomads.

They were born from Leben’s attempt to create animals, a project that turned out only halfway successful. Their variants have different names: Centaurs (part horse), Minotaurs (part bull), Lamias or Nagas (part snake), Satyrs (part goat), Sphinxes (part lion), Harpies (part bird), Kappas (part turtle), and so on. Their lives are full of difficulties and their bodies are the main reason for it, but in their defense: They look rad.

Specialties

— Hybrid Anatomy:
Capable of exploiting their animal and human abilities at the same time.

Weaknesses

— Hybrid Anatomy:
Vulnerable to their animal and human limitations at the same time.

Size
Medium - Big

Magic


Hybrids
[hybrid]

Max Stats

Habitat
Comfy Places

Life Span
(Human + Animal ÷ 2)

Diet
Depends on Subspecies

Mating
Continuous
[1-6 offspring]

Animaloids [animaloid]

A perfect blend of Human and animal or monster, functioning without any genetic flaws and with human intelligence, but with a certain level of neurodivergence. Considered as emotional and disgraceful, always seeking for intimacy and emotional support. Their skills are impressive, and their way of expressing themselves is usually very noticeable.

After the demigod Alister enjoyed his long journey of sexual exploration across The Bowl, hundreds of animals gave birth to a new species of humanoid creatures. Being the only Species not created directly by Leben, they managed to survive thanks to their ability to reproduce with others of the same subspecies (although they are not deprived of mixed practices). Their culture is heavily influenced by Alister’s lust, leading to the stereotype that all Animaloids are promiscuous. They build their civilizations in many different ecosystems but often gather in private conventions or safe spaces where they can interact peacefully.

Specialties

— Enhanced Feral Abilities:
Capable of exploiting their wild skills with extraordinary effectiveness.

Weaknesses

— Emotional Intensity:
Vulnerable to insults and emotional breakdowns.

Size
Medium - Big

Magic


Animaloids
[animaloid]

Max Stats

Habitat
Near Magic

Life Span
19 years

Diet
Hatred

Mating
(Born from Magical Soil)

Trolls [troll]

These barely intelligent creatures are born in areas with high Magical Essence and live exactly 19 years before turning to ash. They have no bones, organs, or gender, and are made of a strange, magical flesh that can easily absorb Magic and Elements. They feed on hatred and grow larger the more attention they receive, sometimes reaching up to 6 meters. Their appearance is highly variable, often featuring large noses and deformed bodies.

The most annoying and destructive species born in the Magical Plague, dangerous in group, but even more if their flesh is made of an Element. They rarely make an actual conversation if it’s not for making you react with anger. They also have their own science, it's so funny.

Specialties

— Rage Bait:
Capable of picking on their victims in a very personal way when hungry.
— Sponge Skin:
Natural absorption and conduction of Magic, specially Elements.

Weaknesses

— Indifference:
If ignored, their size and strength will decrease significantly.
— Unpleasant:
Unable to create a good impression due to their very low charisma.

Size
Small - Giant

Magic


Trolls
[troll]

Max Stats

- Magic Sponge

Habitat
Swamps and Forests

Life Span
40 years

Diet
Omnivorous

Mating
Continuous
[1-19 offspring]

Goblins [goblin]

They dwell in small villages hidden deep within forests and jungles, often near places surrounded by Magical Essence, where they possess great connection with the wild. Though intelligent and with great senses, their limited intellect makes them fickle and easily manipulated. Without firm guidance, their nature turns chaotic, prone to disorder and anarchy. Their physical appearance shows little variation, so much so that only they can truly distinguish one another.

Feared by some, exploited by many, their kind has long been regarded as expendable by the great empires. Born from the Magical Plague, but not magical enough to consider them as a pest. Their simplicity has led many civilizations to justify their enslavement. In the shadows, they build primal civilizations, just like Orcs, but way smaller.

Specialties

— Natural Connection:
Capable of mastering alchemy and understanding wild nature.
— Sharp Perception:
Capable of sensing their surroundings with ease thanks to their big organs.

Weaknesses

— Low Intelligence:
Gullible and easily manipulable.
— Weak Bodies
Weaker and smaller than most Species.

Size
Small

Magic


Goblins
[goblin]

Max Stats

- Natural Connection

Habitat
Magical Forests

Life Span
600 years

Diet
Herbivore

Mating
Once a Year
[1-3 offspring]

Gnomes [gnome]

The second smaller of Species, only bigger than Fairies. They live in the forest and wear pointed hats as part of their cultural attire. Males (and some females) can grow prominent beards at a very young age. Incredibly long-lived and strong, with a natural ease for controlling Magic. Highly intelligent and reserved toward other species, except for fairies. Often referred to as «Forest Guardians», they are mysterious and unpredictable.

After gathering wisdom from the rest of the world, they chose to make their home in the most abundant forests. They can possess all kinds of skills in any field, making them masters of whatever they dedicate their long lives to. Many say they operate on a level beyond the understanding of other thinking Species.

Specialties

— Wisdom:
Capable of retaining lots of information and experiences with ease.
— Tactical Body:
Six times more powerful than their own size, with all its tiny benefits.
— Magical Culture:
Familiarized with Fairy Dust and Magical Essence in forests.

Weaknesses

— Antisocial:
Isolated and unable to fit in large societies.
— Short Attack:
Weak and almost useless in battle.

Size
Small

Magic


Gnomes
[gnome]

Max Stats

- Natural Connection

Habitat
Forests

Life Span
50 years

Diet
Herbivorous

Mating
Continuous
[1-3 offspring]

Fairies [fairy]

Tiny creatures that live in trees. They produce a large amount of Magical Essence in the form of dust, which they often sell to other Species. Their physical appearance resembles that of Elves, but with transparent wings and skin that emits a natural glow that varies from each individual. Friends of the Gnomes.

They are the most harmless species of the Magical Plague, even more useful for spells and potions than Trolls. Their customs revolve around their Fairy Dust, which, when mixed with herbs, also acts as a narcotic. They hide by building small civilizations in the trees alongside Gnomes, with whom they have a symbiotic relationship, trading Fairy Dust in exchange for protection.

Specialties

— Fairy Dust:
A powerful magical element and narcotic.
— Flying:
Their unique wings allow them to fly with no extra effort.

Weaknesses

— Very Fragile:
Their weak and tiny body makes them vulnerable to almost anything.

Size
Tiny

Magic


fairies
[fairy]

Max Stats

- Magical Aura

Habitat
Magical Areas

Life Span
60 years

Diet
Magical Essence

Mating
Sentimental

Nymphs [nymph]

Sentient manifestations of nature. The last Species born from the Magical Plague and the most beautiful, being walking parts of the environment, dedicated to protect it from contamination. Their bodies are made of an element of the surroundings where they are born, always in areas with lots of Magical Essence, mastering the powers of their natural element with ease, which can be a literal Element or a part of the flora. They live and die for their element.

More than a pest, they are considered as exterminators for other pests, with very close connection with nature and a fragile physical build. It is very hard to find one since their ability to blend in and evasive tactics are highly effective. They will hardly get far from their habitat, mostly because almost every Species wants to take advantage of their magical properties.

Specialties

— Elemental Connection:
Capable of manifesting their natural element and understanding it.
— Blend in:
Capable of hiding in their surroundings taking a non sentient form.

Weaknesses

— Fragile:
As strong and resistant as their natural element.

Size
Small - Big

Magic


Nymphs
[nymph]

Max Stats

- Elemental Power
- Nature Connection

Habitat
Seas and Reefs

Life Span
70 years

Diet
Carnivorous

Mating
Continuous
[1-2 offspring]

Merfolk [mermaid/merman/merperson]

Semi-terrestrial sea predators. Their lower half resembles a large fin, while their upper half allows them to breathe air for a limited time outside the water. Their favorite prey are land creatures, which they lure with their hypnotic song. They have several underwater civilizations, mostly materialistic and exclusionary toward the Tritons.

Created by Leben with the help of Abundo Aurelio to prevent land Species from disturbing the marine balance. Their singing awakens the sexual impulse of their victims, creating an illusion that makes them see their greatest temptations. Years after establishing their civilizations, they became hostile toward the Tritons, seeking to ensure that their territories do not overlap with those near the surface.

Specialties

— Hypnotic Singing*:
A powerful spell that lures and distracts their victims.
— Hybrid Breathing:
Capable of breathing air temporarily.

Weaknesses

— No Armor:
Sacrifice protection for style and mobility.

Size
Medium

Magic


Merfolk
[mermaid/merman/merperson]

Max Stats

* Enchantment

Habitat
Open Seas

Life Span
50 years

Diet
Omnivorous

Mating
Continuous
[1-6 offspring]

Tritons [triton]

Similar to non-thinking sea creatures, but closer in nature to Merfolk. They are not considered Hybrids because their mix is homogeneous, nor Animaloids because they do not have legs. They live entirely underwater but often use magic to counteract their weaknesses on land. Mostly peaceful but skillful in combat and enemies of the Merfolk.

Created by Abundo Aurelio with the help of Leben to give more order to the underwater ecosystem. They were the ones who discovered Sea Iron, a material soft on the surface but highly resistant underwater. Merfolk can also manipulate this material without issue, but the tritons perfected its use. Being more socially developed than Merfolk helped them build stronger civilizations with influence on the surface as well.

Specialties

— Enhanced Underwater Abilities:
More powerful than most land Species underwater.

Weaknesses

— Air:
Unable to survive on the surface without magical help.

Size
Medium - Big

Magic


Tritons
[triton]

Max Stats

Habitat
Frozen Places

Life Span
800 years

Diet
Carnivorous

Mating
Once a Decade
[1 offspring]

Yetis [yeti]

Huge and peaceful beings whose long lives revolve around minimalism and solitude. Their fur is so thick and abundant that their bluish skin is barely visible. They are so reserved and so few in number that their presence is considered a mystical and significant event, also because they can easily master Magic. They live for the ice and the peace of the universe.

The last creation of Leben.

Specialties

— Patience:
Capable of remaining still for long periods of time.
— High Resistance:
Huge bodies and thick skin.

Weaknesses

— Heat:
Not optimized for hot environments.

Size
Big

Magic


Yetis
[yeti]

Max Stats

- Healings