The Myst of Avsolom is a medieval high fantasy role play forum set in an original world. It is 3/3/3 on the RPG scale and 18+
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Races of Avsolom

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Avsolom Races


Humans »
Elves »
Dwarves »
Myst Born »
Beast Races »
Dragons »
Vampires »
Werewolves »

Humans are the most common race on Avsolom and the leaders of the most powerful kingdoms including the Old Empire, Nal Akima and the Cathwa Nation.

In their own right, humans have no distinguishing features. However, from the use of the Myst some humans have mutated genes that are passed on to their offspring. Humans can be born taller, stronger, with pointed ears similar to their elven counterparts, with bodies covered in fur, cat-like ears and tails, strange skin colors and more. There are virtually no limitations to the mutations caused by the use of the Myst over generations.

Not all mage lines have visible mutations. In the Empire, noble lines often breed deliberately for more natural appearances. Instead, they often breed for other mutations such as longer life spans, better vision (including night vision) and more. Longer life and, to a rare extent, immortality, are perhaps the most praised of these genetic traits.


Outside of their tall, lithe frames, silk-like hair and pointed ears elves have numerous differences from their human counterparts. One of their most notable differences is their lifespan. While humans breed for longer if not immortal lives, elves exact lifespans are unknown as once they get around two hundred they start to lose their minds from old age. Most that lose their minds end up inadvertently ending their lives sooner than later.

Elves are not mutated by the Myst, while this means they cannot breed for strength, immorality or a number of other boons humans strive for, they make up for this with their innate magical abilities. Most elves can rival even the strongest human magi bloodlines in the Empire, though despite this, they are still seen as outsiders in the Empire. Breeding with them is frowned upon in the human world, mostly due to their lifespans but there is numerous other social pressures and backings that's force the two races apart.

While their origin and homeland is the Lantheri Wilds, most elves were forced out by their savage brethren after a long, bloody war. A war that took place in ancient times. Many believe that retaking and resettling in the wilds will cure the insanity that plagues them during their two hundreds. Some have even tried to retake it, but failed and ended up back as nomads, traders and outsiders in human civilizations. There were those that were lucky enough to settle down in the nation now known as Meikyo, but in doing so lost most of their elven qualities when they immersed with the human culture.


What once were a powerful race of humans had become a threat to the Empire and collectively hunted down and run out of Avsolom. Seeking refuge where the Empire would not go, the dwarves dug into the earth so far that the ocean became their ceiling. The crafty people formed an establishment under Avsolom where no one could threaten them again. They called their home Molosva as a way to remember what once used to be called home. There were some dwarves in history who fled their home and sought refuge from their own people, but doing so was a risk for if the Empire ever found a Dwarf they'd be put to death on the spot.

As a whole, the dwarven culture respects and cherishes nature. They have surrounded their city within the earth's core and there they worked on bringing their civilization back to the strength it once held. Immersed within nature, they chose to never use magic unless it is absolutely necessary. Those that can wield the Myst are known as Roots, and are the lowest rank of dwarves. The next up are Branches, followed lastly by their Trunk which is the strongest and most powerful Dwarf. Those that chose to fight for the dwarven race are known as The Thunderhead for their innate ability of the Storm allows them to summon lightning not of the Myst. In other words, merely by holding onto a conductive weapon they give it the power of electricity.

Myst Born

Myst Born is a blanket term for all sentient creatures born within the Myst itself or created by mages. These beings—or creatures as many call them—vary greatly in appearance, size, skills, magical abilities and intelligence. They're not to be mistaken for regular creatures from the Myst that have little to no self awareness and intelligence, though some misuse the term on them.

Most Myst Born are completely unique as they were created by the Myst itself and not born to a family line. However, there are some clans of sentient Myst creatures; the same or similar creatures that seem to be created over and over again by the Myst.

One such creature is known as the goblin. A short, lanky being that often has light or dark green skin, pointy ears and noses and jagged teeth. They're known for their total lack of respect whenever they cross over from the Myst realm into Avsolom. Often they're caught breaking laws, stealing, spreading lies to cause chaos and eating crops of food over night. Not all goblins are troublemakers, but with their bad reputation people often assume all of them are.

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Beast Races

Beast Races are classified as any sentient race of animal of Avsolom. They're humanoid in nature while still holding true to their baser instincts and patterns of the animal species they came from. Some choose to stay in packs, others can be integrated into society in a limited way. Occasionally a beast may decide to live with a human, but essentially as a pet in most cases.

They're not Myst Born creatures. They evolved on Avsolom, naturally through time from their pure animal form into a humanoid one. Because of this, the same rules of magical bloodlines apply to beasts as it does to humans.

The most common types of beasts evolved from felines, large canines (including canis lupus familiaris, canis lupus, canis rufus and canis latrans) and the smaller canines such as foxes. Like humans and other sentient races, often beast races walk on their hind legs. They also often have claws on all their paws, have tails protruding from their lower backs, and pointed ears atop their heads. But there are also reptilian and avian beast races. Only time will tell how many different races will come into existence and what their affect on the world will be.

One example of a beast race is the Kitsune. These fox-like species are capable of integration into human society. Kitsune are identical in many ways. They have sharp teeth for eating meat and hunting. Likewise, they have sharp claws on their paws and powerful legs to give chase. They are capable of smelling threats and other beings up to three miles away and are extremely skittish by nature. Their ears also give them sharp hearing to sense what is going on around them. Learn more about the Kitsune »

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Dragons come in several sizes, shapes and colors. A great many have hides lined with scales so strong that hardly any weapons can penetrate them. Most are so intelligent that they outwit humans, elves and dwarves alike. Dragons often see magic as beneath them as they've rarely felt the need to use it. Their connection to the Myst and magical abilities are underdeveloped compared to humanoids as a result, something many of them take pride in. They were once creatures that people feared to come across, but, despite their nearly impenetrable bodies and shared intelligence, over time they have become increasingly rare

There are four types of dragons.

Mountain Drakes: One of the two types of dragons people think of when they are told the word dragon. These are the biggest of the dragons that inhabit the land. As their name implies they are only found in the mountain chains that dot the lands. They build an elaborate cave as their lair or nest site. Sometimes building multiple caverns so that people have a harder time finding the nest. They have four legs and one pair of wings. Their nest sizes are two to six eggs. The eggs are pearly with a bluish tinge to the eggs. These dragons mostly breath fire, though there are some that breath lightning.

Wyvern: Considerably smaller than Mountain Drakes, Wyverns are still considerably big compared to a person. They are found in all sorts of habitats from the tropics to the tundra. They have two legs and one pair of wings. They tend to be more aggressive than Mountain Drakes. Their nest sizes are smaller with only two to three eggs in a nest. The eggs are a pearly with a green tinge to them. These dragons inherit a variety of abilities depending on where they come from. Wyverns from the mountains will most likely unleash fire or lightning. Those in the desert and tropical areas spit venom. Those in the tundra ice or very cold water. It is said that those that are found in the plains have no abilities but that has not been proven. This species is the most aggressive out of the four.

Lizard: These dragons have no wings and are very lizard like in appearance. They are found only in the desert regions. They hide during the day and venture out at night to hunt. They are the smallest of the four dragon types. They are also the least aggressive and the least likely to attack unprovoked. But they will fight back with the full aggression of any dragon when attacked or cornered. These dragons breath fire. Their nest is typically two eggs that are pearly white.

Serpent: This class of dragons are serpent like in appearance with long bodies and a dragon like head. They are found in all sorts of water systems including rivers and lakes (The ones that inhabit the rivers and lakes have an appearance similar to Mountain Drakes). The biggest of these dragons are only found in the ocean, though encountering one of these is extremely rare. These are the dragons that spark tales of sea monsters from sailors. They do not breath fire or anything but they can sink vessels with ease and when big enough cause monstrous waves. Like the Lizard Dragons, they are more on the docile side. Only becoming hostile when provoked. While not proven to be true. Serpent eggs are said to be pearly like other dragon eggs but have a gold tinge to the eggs.

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All humanoids can be transformed into vampire's through two different methods. The foremost method is through a ritual that is a highly protected secret. Ritual vampires, also known as original vampires, are the strongest of the two kinds. They are the only vampires capable of transforming others into vampires without the ritual, and such creations are considered the second sort of vampire. Though ritual vampires are always the strongest of the two kinds, vampires strengths, weaknesses and abilities greatly vary between one another. When a humanoid is transformed into a vampire, things do not always go perfectly, though sometimes they go even better than usual; it all depends on the persons genetics. One thing that is consistent is their magic is not as strong as regular humanoids, but the benefits to turning usually outweigh the cons.

Ritual Vampires: In general, ritual vampires, also known as original vampires, have increased strength and speed, incredible vision and hyper fast healing on top of being immortal. When a ritual vampire bites a humanoid, the bitten become infected with the Vampiris Virus. If the victim of this infection dies within 24 hours, they're transformed into a regular vampire.

Regular Vampires: After a bite from an original vampire and dying, a person will be reborn as a normal vampire. They're slightly weaker than a ritual vampire, incapable of transforming others into vampires and often carry a desire to serve the vampire that created them.

The Sun: Oftentimes, exposure to the sun or fire for long periods of time kills them, but there are ancient—and highly sought after—pieces of jewelry that are able to protect vampires from the sun. Though they're not always needed as some vampires simply do not inherit the weaknesses.

Protective Jewelry: No one knows the original origin of these pieces of jewelry, but these items, when worn by the vampire, are able to protect them from the sun and the heat of fire. Once fire makes actual contact, the magical barrier is broken and the vampiric wearer will feel the full wrath of the flames. Some extremely talented mages—predominantly from the Old Empire's nobility—have been able to recreate these pieces of jewelry. While vampirism is not against the law in the capital, such creatures are often feared or reviled by wider society, and thus finding one able to create such artifacts is no small feat.

Blood: Vampires often require blood for their bodies to function. While they are undead and thus cannot starve to death, they can degenerate to the point of being immobile or even unable to think if they go for too long without blood.

The Vampiris Ritual: The ritual cannot be performed by humanoids infected by either the Vampiris Virus or lycanthropy. The ritual requires two sacrifices of either human or elf. Sitting within the blood painted symbol, one of the casters must chant the spell (found in the Tome of Vampiris) and at the end they both must be slain. The chanter (caster) will be revived for three minutes and within those minutes he or she must drink blood of the recently dead, thus the second person.


Werewolves are humanoids with lycanthropy, a Myst curse passed on from the scratch of a werewolf. However, the werewolves themselves hardly consider it one. They call it the 'Angel Disease' or, more causally, 'the gift', and they are not the first to refer to it that way. There are numerous ancient writings across multiple cultures referring to the werewolf curse as the Angel Disease. Some scholars believe this is due to the natural rivalry between werewolves and the reviled vampires, compounded with the general belief that werewolves do not enjoy the taste of human flesh. Regardless, the attitude towards werewolves vary greatly across cultures and personal beliefs; some see them as pest control, some see them as nothing but a force of nature and some see them as a threat.

Werewolves Transformed: When a cursed individual is in their werewolf form, often they are greatly stronger than their humanoid form. Many have enhanced senses such as better eyesight and hearing. Some werewolves are able smell those with the Vampiris Virus from huge distances away. And, for reasons yet not understood, werewolves often find the taste of vampires to be intoxicating. Like their vampire counterparts, every werewolf has different strengths, weaknesses and quarks; it all depends on the persons genetics. One thing that is consistent is their magic is not as strong as regular humanoids, inside and outside their werewolf form.

While in humanoid form they may think and feel as any normal person might, in wolf form they often find it considerably difficult to control themselves. Werewolf coats can range from white to any number of colors and the way their form looks varies. Some cursed transform into what looks like a normal wolf or a slightly larger than normal wolf, while others look closer to their regular form and stand on their hind legs.

The Transformation: Some werewolves feel pain when transforming, others not. One thing that seems to be consistent is the rush of adrenaline they get once they transform. This sense of power does not leave them until they return to humanoid form.

Plant Sensitivity: Sometimes werewolves find themselves allergic to a plant called wolvesbane. If they're allergic and how much they're allergic depends on the werewolf. Unfortunately for those that are allergic, wolvesbane has a strong scent unless it's been smothered or mixed into a potion. Because it's strong the smell often triggers a gag reflex in them. Wolvesbane tends to only grow in the thickest woods of the Old Empire and the Lantheri Wilds.

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