Korrosin Chronicles Workshop #13
A bit late, but I’m finally done with all the races of Orstrys! Well, except for the demi-races, but I’ll save those for the bestiary. As always, I love any feedback I can get! Next week I’ll be starting on the religions of Orstrys, so that should help explain a few of the things mentioned in the race bios.
Half-Lobaas
Magic 8 - Half-Lobaas, like their canine parents, are naturally gifted druids and mages. The Lobaasi pack bond tends to give them more leeway in their society, granting them proper training in their rituals and magics.
Intelligence 8 - Half-Lobaas remain curious even past their younger years, allowing them more chances to learn. As such, they tend to be a bit more intelligent than their full-blooded packmates.
Defense 5 - Half-Lobaas are more capable of healing severe wounds thanks to their human side, and as such can bear to make more mistakes while hunting large game. Where a broken leg would permanently cripple a Lobaas, combies can be back in action after a month or two.
Offense 6.5 - Wielding the powerful claws and teeth of their Lobaasi parents, Half-Lobaas are just as fearsome hunters. Their human half also grants them a bit more fluidity in their movements, which makes them more capable in one-on-one combat.
Speed 7.5 - Half-Lobaas aren’t as nimble or fast as their packmates, but can chase and fight prey for much longer. This extra stamina tends to lead them to over extend while chasing down prey, occasionally causing tension between the hunting parties.
Half-Cyora or Catkin
Magic 7 - Half-Cyora are just as magically gifted as their parents, which helps them keep up in their society. Using their magic, they can build and innovate just as well as their peers.
Intelligence 8.5 - Curious to a fault, Half-Cyora are always trying to figure out something. Whether it be how a contraption works, why society is how it is, or where the best materials can be found, most Half-Cyora become stuck in a cycle of wonder.
Defense 5 - With their human half boosting their natural healing processes, Half-Cyora can recover from injury better than a full-blood. Regardless, their physical defenses are still the same as their Cyoran parent.
Offense 6.5 - While they inherit the sharp claws and strong muscles of their Cyoran parent, Half-Cyora have a jaw structure almost identical to a human and their claws are far less durable. As such, they’re all but useless for combat and are primarily used in utility.
Speed 8 - Half-Cyoran skeletal structure is much closer to a human than a Cyora, and as such they’re not as agile as a full-blood. However, they still outclass most races in their flexibility and speed.
Half-Sakumo or Gylls
Magic 8.5 - Half-Sakumo are just as capable mages as their purebred counterparts, with the additional benefit of not being limited in their elements. Still, few actually pursue further than water and air magic.
Intelligence 8 - Half-Sakumo are just as intelligent as their parents - and just as business savvy. With access to their emotions, however, they tend to be more variable when it comes to future professions.
Defense 6.5 - Gylls are covered in tiny scales that feel smooth to the touch, but still give moderate protection from attacks. Additionally, they constantly secret a form of mucous that traps moisture, but also makes them difficult to grab onto.
Offense 6 - Gylls have sharp teeth and spines on their joints, granting them more natural weapons than many pure Sakumo. They also have impressive strength, and can crush trees with their bare hands.
Speed 7 - While not as fast in the water as their Sakumo parents, they’re more than capable on land. Their human stamina also helps keep them moving longer.












