The Young Races

    Many of the young races bear a frightening resemblance to the elder. The elder have in some cases united, and in some cases ignited wars with the younger. Some young live only to kill the elder, and show little respect for Edin itself. The Nether and Spur have recruited many of the young races, and embodied them with powerful magic, to do battle for them.

The Spur Cats  The Animals
The Imps  The Half-Races
The Goblins  The Plants
The Drakes  The Elementals
The Unlit Ones  The Hyena Clan

To The Elder Races

Here's The Stats List
Note: Only a few of the young races can be counted for this stats list.

The height of the young races, from tallest to shortest:
    The Drakes, The Spur Cats, The Unlit Ones, The Imps, The Hyena Clan, The Goblins.
 
The intelligence of the young races, from smartest to dumbest:
   The Unlit Ones, The Hyena Clan, The Imps, The Goblins, The Drakes, The Spur Cats.
 
The life spans of the young races, from longest to shortest:
  The Drakes and The Unlit Ones are immortal; then The Imps, The Spur Cats, the Hyena Clan, The Goblins.
 
The magical and spiritual ability of the young races, from strongest to weakest:
    The Hyena Clan, The Unlit Ones, The Spur Cats, The Drakes, The Goblins, The Imps.

    So, The Unlit Ones win in the stats, with the Drakes on their heals. Or do they have heals?


The Spur Cats
 
    The Spur Cats are a breed of lesser spur beasts created solely to do battle with the Imps and Goblins, who have sided with the Nether. They are the ultimate predators, wielding spur magic with ease, but lacking "trivial" things such as morals. They can kill with the speed and grace of a cat, but with the magic of a greater Spur Beast at their whim. They make short work of Imps, and goblins aren't much tougher. They fly with the aid of the drakes, who were also recruited to do the spur's dirty work.
    Spur cats are approximately two meters in length, and one and a half meters high. They are quite lightweight for their size. A sure sign that a spur cat is about to unleash Spur magic on you is the sputtering hiss. When you hear this, and possibly see the eyes narrow, or the claws retract, then it's building the spell.
    What do you do then, you ask? Well, then you die.

The Imps
Here's the wierd Impish theme song.
 
    The Imps sided with the Nether after they realized that if they sided with the Spur, they would be allies with the Spur Cats, their most hated and feared enemy. An Imp's main weapons are it's claws and teeth, which drip with venom. Unfortunately, it's attacks must be used in close. By the time it gets in close, mainly close to a Spur Cat, then it's dead. One thing the Imps do have on their side is numbers. Imps reproduce more than twice as fast as orcs, and they use this to swarm the Spurs on the ground, or the drakes in the air. A spur cat could maybe take on, oh, seven or eight without a scratch. But two dozen... As for the drakes, they can easily take on five or six in the air. But when they fall with a mass of Imps tearing at their eyes and scales, and the goblins have them on the ground...
    An Imp is best described as looking like those flying monkeys in The Wizard of Oz. Except they have no hair. It's all smooth, light-coloured skin. They're faces resemble that of early man's, showing no intelligence, the eyes sunken back and lacking luster. They have small, scaled wings, that look like they could hardly hold their weight, but somehow do. They only possess small amounts of Nether magic, which is unleashed when they expire. If you are too close to an imp when it dies... then you die too. Painfully. As far as any know, the only way to stop the "Living-Death Throes" of an Imp is to behead it, and avoid the venom that goes flying everywhere.

The Goblins
 
    The "children" of the Orcs, the goblins resemble them very closely. They are one of the least intelligent of all the races, even dumber than the Imps. They are the smallest of the races, both elder and younger, and live in dark, underground burrows. They only have the strength to wield lightweight weapons, like spears and whips, and are the loudest, most obnoxious race a person can meet. Why the Nether chose them, of all the young races to recruit, is still a mystery. But, lately, small bands of goblins have been attacking elven and dwarven Ukonian Parties without being detected, even by Hecx, The Ukonian Grand Wizard. Hecx believes that the Nether chose goblins because they are easily persuaded, and susceptible to all forms of magic.

The Drakes
 
    The Drakes are the spawn of the dragons. Though smaller, they have all the attributes the dragons have, and also have the added bonus of being far more maneuverable. The Spur has enlisted them to carry Spur Cats from place to place, acting as enforcers against the imps and goblins. They only share a small portion of the wisdom of the True Dragons, but still can drive a mortal to insanity from over-informativeness. "I told him not to take it to heart." Is a favorite joke among the Drakes. They enjoy mortals, and don't eat them as much as the Elder Dragons did. They do, however, eat house pets...

The Unlit Ones
Here's the Unlit Ones' Theme song. Sound Familiar? Could there be a connection? Hmmmm...
 
    The Unlit Ones are the most contreversial of all the races. Very little is known about them, besides the fact that they will kill anyone for very little. when seen they just look like a shadow, but some have taken up material forms, specifically Jare the Mercenary, and The Possesser, who gave H'leaw Puchese's body to Kormos. How many there are within Edinian ranks is also unknown.
    The Unlit Ones never wield weapons. They kill by touch.

The Animals
 
    Many animals have evolved, since the nether/spur war broke out, far faster than they should have. Dogs have been known to imitate voices like a parrot. Cats have begun using their tails like possums. Apes have learned the elven verbal system, which is amazingly challenging. Stranger things have happened, even. From bears that walk upright 100% of the time, to pirahnas that have begun to learn nether magic, to ravens that speak fluent orcish. This scares the elder races witless. They are all afraid of change. For all they know, they could all sprout wings and fly into the sun tommorow.

The Half-Races
 
    Half races are just as the name implies. There are half elves, half trolls, half imps, and half gnomes all around. This is a both a  blessing and a curse, as half-troll/half demons are amazingly powerful, and half spur cat/half bear are frighteningly dangerous. There are some races, however, that welcome in half races. Mainly the elves and humans. Half elves, for example,  are a blessing to both humans and elves alike, as they make excellent rangers.  The same goes for half Ukonians(specifically elven/Ukonian), who combine both loving, caring hearts, with sturdy, unshaking, magical ability, and a strong physical form.

The Plants
 
    The Edinian plant life has seemingly taken a turn for the worse. Some trees have been known to purposefully fall on passers by, and thorn bushes have been known to act in conjunction with tall oaks to act as a barrier to travellers. Human, Dwarven, and Orcish loggers are killed each day, just trying to earn a living.
    Once, a huge Dwarven army known as the "Stoneweaver Faction" was about to strike at the orcish heartland, when another army stepped into play. An army of trees. There was not much they could do but run, and hope they weren't blocked by a wall of brambles. A huge section of the great forest had become animated, and decided to wreak havoc with the countryside. After crushing the dwarves under root, it stormed into the main orcish city, Khi'nth'g, and killed at least ten thousand more. It was only the combined forces of all the Elves, and Grand Wizards Blue Tree and Hecx, that finally brought the forest army to rest.

The Elementals
 
    Elementals are creatures solely created of Earth, Fire, Wind, Water, Nexus, Nether, or Spur elements. They are created by mages to take the place of real soldiers. Fire elementals are used to sack cities, earth elementals are used as a sort of bulldozer, to crush the enemy underfoot. Water elementals are created to search for nearby streams or springs, and if there are none, act as sustenance for armies. Wind elementals are created for multiple purposes, from message delivery to air conditioners. Nether, Nexus, and Spur elementals are by far the most dangerous, though.
    A single spur elemental can destroy an entire town by sacrificing it's power all at once. Because of this the tomes containing instructions to cast the summoning spell were destroyed. It's the same with Nether and Nexus elementals. Nexus is arguably the most dangerous, however, as a nexus elemental's sacrificial magic is polymorphic. That means it can turn an entire army into toads, just by letting itself die.

The Hyena Clan
Here's the Hyena Clan's theme song.
 
    The Hyena Clan is not so much a race, as it is a state of being itself. Those wishing for "Universal Peace" join the Hyena Clan. By Universal Peace, of course, is meant Universal Annihilation. They attack everyone, and everything in sight. Sadly, a good percentage of all the races has joined the Hyenas, but fortunately, they're biggest attack was at the wrong place, at the wrong time. They, a few years back, rallied all their troops, and charged into Khi'nth'g, only to find the orcish city devoid of all life. All life, except for the Unlit Ones, who had allied with the Ukonians against the Hyena Clan. A good 12000 Hyena Clan members died, with only 30 or so Unlit One casualties. Now, the Hyena Clan is building its ranks again. It's only a matter of time...