
Setting
Politics of the World
Less than two centuries ago, Esidon was governed solely by the Mithraleenean Empire. Since the disaster wiped out the centre of the empire and damaged areas in the surrounding provinces, the continent has been divided. At first, the empire was able to retain most of its territories and the capital was moved to Palmu. Over the years, however, an increasing number of rebellions led to much of the empire seceding and forming their own states. Many of the first independent states were owned by generals of the legions who had gone rouge and they were later reconquered by the empire. The first main territory to secede from the empire was the Elven Isles, which formed a union known as the Elven Confederacy. This was followed by later rebellions in Fjorr, which resulted in the formation of Arag, Ajjergoff, Bjorf and Fjerk; Mithraleeth, from which the states of Vettach, Tiberius and Braeburn came into being; and Nargd'Hcuthd, which fractured into many states.With the death of the last emperor, the remnant of the Mithraleenean Empire formed into the Imperial Senate, which was ruled by a collective of nobles and generals within the empire who convened to elect a High Chancellor. The senators voted to abandon all lands that were not considered important. After this point, the Imperial Senate controlled parts of Donton and all of Palmu, Socra and Kroyhatheff. Many of the people living in the regions abandoned by the Imperial Senate migrated to more controlled regions of Esidon, with most leaving for Palmu. Some within the Heartlands formed small townships. In Miraleen, the villages are quickly over-powered by orks without imperial assistance. Instead of massacring the helpless villagers, the orks divided the lands between them and rule as warlords. There are perhaps twelve orkish warlords within the lands formerly known as Miraleen. The warlords are allied to Norkel, though they do not directly take orders for him. The most powerful warlords have up to six hundred orks and goblins under their command and perhaps five to seven villages. The warlords are constantly embroiled in diplomacy, squabbling over villages and tribute. Compared to most other orks, the warlords are rather civil, preferring homage to warfare.
Imperial Senate
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The Imperial Senate, known also as the Imperial Remnant and colloquially called the Mithraleenean Empire, is the one of the most powerful states of Esidon. Although weakened by years of warfare, rebellions and political strife, the Imperial Senate remains an economical power of the world, though its influence extends little from its homeland. The nation benefits from its great ethnic diversity. It is made up of erius, hardeteels, nargds and menagi, however, all other races have at least a few individuals within the lands of the Imperial Senate. The Imperial Senate inherited a proud and strong army from the Mithraleenean Empire and, though it is greatly paled in comparison to the legions of old, the army is among the most capable in the world. The Imperial Senate also inherited a significant naval force from the empire and owns roughly fifty warships, of which, thirty are stationed in Palmu or Socra and twenty in Kroyhatheff. It is led by High Chancellor Aristosis Comiqes, a competent leader.
Elven Confederacy
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The Elven Confederacy, known also as the Elven Empire (in ael'ùvahian Vo Techathïos iyu Valí) to some of the high-ranking ael'ùvah, is a collection of states of the Elven Isles. Although power is said to be shared equally by the menagi of the Havessé Islands and the ael'ùvah of Gil-Navarié it is obvious that there is a great disparity between the menagi and the ael'ùvah, the latter unofficially controlling most of the union. While the population is mostly menagi and ael'ùvah, there is a significant population of Essence Elves, X'azzeeri, ugluh and ael'nonùvah, most of whom immigrated to the islands after the disaster, following a call from the leaders of the confederacy for all elves to return to their ancestral homeland. The Elven Confederacy has almost equal power to the Imperial Senate, owning great trading centres such as Sangéth and Lír. Their military is small but highly-trained and enriched with a large amount of mages. Their navy is much like that of the Imperial Senate's however, the ships are generally smaller. Almdír iGíl is considered to be the most powerful person in the confederacy and he is a noble ruler.
Kingdom of Arag
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The Kingdom of Arag, known also as the Kingdom of the Two Rivers due to its position near the Invers Esg and Arag, is one of the four main factions of Fjorr. As one of the earliest factions to secede from the empire and also one of the safest in Esidon, the kingdom is in a strong position. Recent events have greatly weakened the kingdom and the orks in the west grow more violent and confident by the day. The politics of the region add further injury to the kingdom, despite its strengths. Despite clamouring from both sides of the conflict, the queen of the realm refuses to pledge support to either the Imperial Senate or the other kingdoms of Fjorr. The kingdom's armies are among the most skilled and the realm is protected by the famed Marshals of Arag. The Kingdom of Arag commands a small fleet of several galleys which are used to patrol the Invers Esg and Arag and ferry troops across great distances. The capital, Isgaragoth, is in a prime position for trade throughout Esidon and its port is the richest in northern Esidon. Queen Froidya is a powerful ruler and many consider her to be divinely blessed.
Kingdom of Bjorf
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The Kingdom of Bjorf is one of the kingdoms of Fjorr and broke away from the empire at roughly the same time as the other factions of Fjorr. Although it lacks the economy and power of the Kingdom of Arag, the Kingdom of Bjorf, commanded from an eponymous town, is strong enough to oppose the Imperial Senate in an alliance with Ajjergoff, over the sovereignty of Sytha. The war has been difficult for Bjorf and its main force was destroyed in the first attempt to secure Sytha, leaving the kingdom largely undefended. The kingdom is overseen by King Fadrul, a militarily-minded ruler, frustrated by a lack of troops with which to carry out his aims.
Kingdom of Fjerk
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The Kingdom of Fjerk is much the same as its fellow kingdoms. Although at peace with the Imperial Senate for now, the armies of the Senate have become more belligerent since the start of the war, passing through Fjerk lands and raiding Fjerk caravans. It is only a matter of time until the Imperial Senate tries to force its way into the Kingdom of Fjerk. Currently, it is protected by an old alliance with the Kingdom of Arag and a mediocre, mixed force of levies and professional troops garrison the wooden forts of the land. With an economy largely dependant on agriculture, the Kingdom of Fjerk is poor compared to the Kingdom of Arag or the Imperial Senate and is thus weak. It ruled by King Bjánn, a young and cautious ruler who has recently ascended to the throne.
Kingdom of Ajjergoff
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The Kingdom of Ajjergoff, known colloquially as the Old Kingdom, is one of the main factions of Fjorr and has its seat of power in the city of Ajjergoff, an ancient city that is several thousand years old, older than even the Mithraleenean Empire. Although ruled by the Mithraleenean Empire for centuries, the Kingdom of Ajjergoff is a continuation of an ancient nation of the same name and its people are proud of its heritage. It is perhaps the second most powerful kingdom of Fjorr and commands a powerful port, a significant army and the largest navy based in the north of Esidon. Despite its influence, the kingdom has struggled in the war against the Imperial Senate and a part of its navy was lost in the fight for Sythu. It is ruled by King Ójjor, a militant and aggressive general who seeks to strengthen his hold in the region.
Kingdom of Stjerkaj
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The Kingdom of Stjerkaj, known to its people as Stjerkaj Cúnrón and to its nobles as Hstærgi Cúnrón, is the largest kingdom in Nargd'Hcuthd and one of the most powerful in the world. Despite being locked in a war with the Kingdom of Dirich, which is supported and financed in its endeavour by the Imperial Senate, the Kingdom of Stjerkaj is rich and prosperous, with trade ships carrying goods to and from Isgaragoth and Ajjergoff. The kingdom is probably the most populous in the world, with several hundred thousand nargds living within its lands. It is ruled by a famous warlord, known as King Stjargór. He is notorious for his many [&@%!] children and his affairs with the few ugluh left in Agluh Hghdal.
Kingdom of Dirich
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The Kingdom of Dirich, known as Rhihn Dir to its people who had adopted the ancient tongue of the Bháinn, is the second largest kingdom in Nargd'Hcuthd. Protected by many competent armies, commanded by experienced generals and supported by the Imperial Senate, the Kingdom of Dirich has been successful in its defence against the Kingdom of Stjerkaj, though its border regions have been captured by the enemy. Its capital, Dir, is a powerful, economic hub, with trade routes leading as far as Braeburn. The kingdom is under the secure leadership of King Mád, who is allegedly descended from King Mháidh of the Bhá Empire.
Kingdom of Tiberius
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The Kingdom of Tiberius, based in the same area as the old Clan Tiberius, is the most powerful faction in Mithraleeth. Although its people were once loyal to the Mithraleenean Empire, it was abandoned by the Imperial Senate and a new nation was formed. The first ruler of the kingdom was quick to capitalise on the confusion caused by the abandonment and swiftly claimed land that once belonged to both the ancient kingdoms of Braeburn and Vettach. Currently, it retains dominance of Mithraleeth, though its strength is threatened by a slow rebuilding within the Kingdom of Vettach. It has several armies on its borders and its economy is rather strong. Ruled by the strong king, Ilis of Timorium, the kingdom is safe from outside attack, for the present.
Kingdom of Braeburn
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The Kingdom of Braeburn, a successor state of the ancient Clan Braeburn, is a vassal to the Kingdom of Tiberius. Unable to stabilise quickly enough to secure a strong position, the kingdom was swiftly subjugated and forced to pay homage by the Kingdom of Tiberius. Following its vassalage, the kingdom is only allowed a small force for defence against bandits and goblins and a handful of galleys to patrol its rivers. Its economy suffers from the annual requirement to pay homage to the Kingdom of Tiberius. The current ruler, Habrád of Brae, is a weak-minded and nervous thrall of the king of Tiberius.
Kingdom of Vettach
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The Kingdom of Vettach, succeeding the antiquated Clan Vettach, is the third kingdom of Mithraleeth and is opposed to the Kingdom of Tiberius and its expansion. Weakened by many years of war, the kingdom manages to field only small armies, though they are composed of well-trained veterans. Its navy is quite large, with enough ships to engage the Kingdom of Tiberius is successful naval campaigns. Its economy is weaker than the Kingdom of Tiberius', but far stronger than that of the Kingdom of Braeburn. Its current king is called Várr the Conqueror, who is famous for reclaiming much land that was once lost to the Kingdom of Tiberius.
Mahíär
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The Mahíär, known also as íOdhér, meaning the True, are a loosely-affiliated collection of tribes, families and groups of the ael'nonùvah (though a few other races can be found within them) who refused to return to Gil-Navarié. The Mahíär have two main languages, the most widely-spoken being Lañ-í-adí. Both languages are very similar and are part of a group of languages that comprise of ael'ùvahian (the lingua franca of the Elven Confederacy), Gotárÿé ( a once-extinct language resurrected to be a common tongue of elves in Mira, many of whom were descended from people who originally lived in Gil-Gotham), Fëarra-íqí-Laquí (the traditional language of the Fëarra) and various other languages. Despite their decentralised structure, their nomadic tradition and the distance between camps, the Mahíär are fearsome warriors, with great command of mêlée combat, ranged combat and magic. They are famous for their deadly cavalry. Their economy is almost non-existent and the individual tribes are self-sufficient and with a strong belief in a sharing community, however, they are famed for their ornamental and ceremonial jewels, weapons and armour. The Mahíär have no leaders. The tribes are commanded by councils of elders. Despite this, there are individuals who are held in greater esteem than others.
Villages of the Heartlands
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The villages of the Heartlands are small townships, farms and hamlets in the region formerly ruled by the Mithraleenean Empire. They are independent, however, many villages have formed loose alliances to regulate trade and defence. The Heartlands are plagued by bandits and lawlessness, due to a lack of centralised leadership. The villagers are under the formal protection of the Mahíär, though the Mahíär are rarely able to prevent bandits from raiding territories. The townsfolk are poor (though some towns are involved in trading with larger nations such as the Imperial Senate or the Kingdom of Vettach) and any armies are composed of ill-trained militia and levies and rarely a small core of dedicated guards. Most towns are under the command of feudal lords or oligarchies, although some are ruled by a council of elders or elected representatives.
Villages of Southern Fjorr
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The villages of Southern Fjorr are minor towns and independent cities located in the south of Fjorr. They are independent from larger civilisations, though many are reliant on each other for stability, wealth and protection. Unlike the villages in the Heartlands, the communities in Southern Fjorr are large enough to sustain stable economies and some settlements have populations large enough that they can be considered cities. The few cities are also entrusted in the defence of towns and villages nearby and have a political structure that is more solid than that of their central counterparts. The armies of this region are much the same as that of the Kingdoms of Fjorr, though they are smaller and without great amounts of training. The economy of the region is slightly richer than that of the Heartlands and most of the towns trade with Isgaragoth, Fjerk, Ajjergoff and many other cities.
Villages of Mira and the Orkish Warlords
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The villages of Mira are small townships (each with populations slightly exceeding six hundred people) or villages enthralled by orkish warlords. The villages are kept poor and without armies by the orks and are forced to pay homage. There are very few independent villages and most of them are too small to be bothered by the orks. The region is divided in to about twelve different sections, each ruled by a warlord. Each warlord commands around five hundred orks and goblins and they are based in fortifications near their most important holdings. The fortifications are typically motte-and-bailey castles that were constructed using the villagers as slaves or through the use of orks and goblins. A few of the warlords occupy forts that were once military bases for the Mithraleenean Empire. The fortifications house over half of the warlords' troops, with the rest being arranged in small camps of ten to thirty orks within a few hours of the main fortification.
Orks of Norkel
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The Orks of Norkel, known to themselves as Norkû-ki-mek or mekùnorkû, were orks who pledged loyalty to Norkel. Despite their fervent belief in the greatness of Norkel and their servitude to him, they are divided into many factions, which are located in many different areas. The largest faction is found in Mithraleen, in the ashes of the once fertile region. There are several hundred thousand orks within this land and almost as many slaves toil for them in mines. Little is known about the region that was once the capital of the Mithraleenean Empire as the entrances to the region are guarded by fortresses that are staffed by orks. The second largest faction is found in Miraleeth, to the west of Isgaragoth and to the north of Miraleen. It is one of the coldest regions of Esidon and also the region that has been least explored. For centuries, it was a forgotten wasteland without much habitation. Even the Mithraleenean Empire was unable to colonise it successfully, due to orkish raids and the severe weather. The orks of this faction have been preparing for a war for several decades and have slowly been encroaching on eastern territories. There are many other factions of orks, though none of them rival the other two in size. The remaining factions are found in Arctictas, Agluh Hghdal, southern Mithraleeth and in various other parts of Esidon. There are over a million orks that pledge fealty to Norkel and serve him with utter fanaticism. Many ork camps that are not part of larger factions and are ruled instead by shamans also side with Norkel. Although not considered orks by most, many goblins have joined Norkel in his crusade against the people of Esidon, though there are more independent goblin tribes than there are independent orkish tribes. The undisputed king and god of these factions is Norkel, who commands many generals. His generals carry out his bidding and he does not directly order his troops.
Witches of Eíldor
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The Witches of Eíldor, known also as the Third Witches of Kraathi, are a coven of witches who inhabit secret caves in the north of Mithraleeth. They are ideological opposites of the factions of Mithraleeth, who believe that Lokve (rendered sometimes as Lokanus) is the creator, as they profess Alitura to be the true creator of the world (which is somewhat true). Unwittingly and unwillingly, they are ruled by Norkel who impersonated Alitura at the first council that the coven convened and instigated hostility between the witches as the people of Mithraleeth, in an attempt to prevent the Kingdoms of Mithraleeth from growing strong. The witches have no economy and many of them operate as normal citizens during the day. Every witch and warlock is expected to fight and die for the bidding of Alitura, or rather, Norkel. They are skilled and dangerous users of magic, though none are equal to the skill of Kraathi, the First Witch.
Troll Lands
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The Troll Lands is a region of southern Mithraleeth, formerly under the dominion of the shortly-lived Kingdom of Mordach. The Kingdom of Mordach was defeated by the orks in Mithraleen within a decade of its formation. Its cities were sacked and its people were slaughtered, enslaved or were forced to leave for new lands. Instead of adding the lands to his dominion, Norkel offered them to the trolls that inhabited the mountains of Miraleen and Mithraleeth to foster an alliance between them. The trolls now terrorise southern Mithraleeth and are used by Norkel as shock troops and as raiders. The trolls greatly benefit from the hilly terrain of the region. The trolls exhibit signs of civilisation, though it is nothing compared to even the tribes of the goblins. They array themselves in meagre collections of stone buildings in the highlands of the region and keep cattle for food and goblins as slaves. Their civilisation is not such that they have a single ruler or even a collection of rulers. Instead, within each tribe of trolls, there is an alpha male who commands the others, much like a wolf pack.
Races of the World
Ancient Races
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The valiö, known to themselves as vatéra Lokve iyùrru Chenrenaliö, were a human-like race that inhabited Esidon long before the time of the other races. They were Lokve's second race and the first race that were given a soul by him. After the khârg, they are the second race on Esidon. In their prime, they were a very advanced, very magical race with an empire that spanned the entire continent of Esidon, excluding modern-day Miraleeth. A proud race, they viewed the mequë as lesser beasts and slew many of them. Their race was later brought to an end through infighting caused by a terrible war with the mequë and the cataclysm that followed it. They are the ancestors of all the validor races.
By the ael'ùvah, they are known as vos patróis i ael (our Holy Fathers) and aët ad'ommast ulasé (those who came before). The ael'nonùvah know them as viü fayis e sayis a Lokve. In Fjorrian, they are called Fjorentedhl, meaning Fathers of the People.
The Valiän Empire, also known as Myymundírë's Empire and as The Empire of Lokve, was one of the largest empires ever on Cerceres. It was dwarfed in size only by the Mithraleenean Empire. It controlled all of Esidon, except from Miraleeth, which was infested by orks, and had possession over the lands that would become the Faka'r Islands and X'zazaz. Of all empires on the world, it lasted the longest and ruled over Esidon for over twenty thousand years. Despite this, it only had three rulers, with each ruler having an average reign of roughly eight thousand years. The first emperor was Myymundírë, one of the original twenty-eight valiö.
By the ael'ùvah, they are known as vos patróis i ael (our Holy Fathers) and aët ad'ommast ulasé (those who came before). The ael'nonùvah know them as viü fayis e sayis a Lokve. In Fjorrian, they are called Fjorentedhl, meaning Fathers of the People.
The Valiän Empire, also known as Myymundírë's Empire and as The Empire of Lokve, was one of the largest empires ever on Cerceres. It was dwarfed in size only by the Mithraleenean Empire. It controlled all of Esidon, except from Miraleeth, which was infested by orks, and had possession over the lands that would become the Faka'r Islands and X'zazaz. Of all empires on the world, it lasted the longest and ruled over Esidon for over twenty thousand years. Despite this, it only had three rulers, with each ruler having an average reign of roughly eight thousand years. The first emperor was Myymundírë, one of the original twenty-eight valiö.
Current Races
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The ael'ùvah are elves native to Gil-Navarié and the other islands of the Elven Isles. They were one of the first races to evolve from the Valiö. They are called the udesi by the ael'nonùvah, the ùpatiir by the Essence Elves and Mystic Elves by the Erius. The singular form of ael'ùvah is al'ùvah, which means I am blessed in their native tongue, ael'ùvahian. They were once called aelutur'ùvah by themselves in their early history. They are one of the validor races on Cerceres.
The ael'ùvah are a tall race. The average height is between 6' and 7', however, heights above that range are not uncommon. The tallest ever individual was an al'ùvah named Servésidrù, who stood at a height of 9' 6" when he died. They are also lithe and lean. They are naturally slim. It is very rare to see an overweight al'ùvah. On such example was Cyriöd the Undesirable, a very fat individual who was known for his feasts.
Their skin colour ranges from bronze to pale but it is commonly a faint golden colour. Those living in Palmu have paler skin than those living in Gil-Navarié. Their hair colour is generally blond or black. Red is very uncommon. Their hair turns grey or white as they grow older. Their eye colour is limited to blue or green.
The ael'ùvah are one of the longest-lived races. They can live to an age of two thousand. The oldest al'ùvah was roughly two thousand five hundred years old when he died. They mature slowly. They become adults around the age of one hundred and fifty years for males and one hundred and thirty years for females. They are quite infertile and mothers rarely bear more than three children.
The ael'ùvah as a whole currently hold one of the strongest and most stable positions within the world. They have a great leadership and command over one of the most powerful factions of the world. They were also barely affected by the disaster, which wiped out entire countries. Despite being a slow-breeding race, the ael'ùvah have a large population compared to many other races, a position that they have not enjoyed in thousands of years.
The ael'ùvah are a tall race. The average height is between 6' and 7', however, heights above that range are not uncommon. The tallest ever individual was an al'ùvah named Servésidrù, who stood at a height of 9' 6" when he died. They are also lithe and lean. They are naturally slim. It is very rare to see an overweight al'ùvah. On such example was Cyriöd the Undesirable, a very fat individual who was known for his feasts.
Their skin colour ranges from bronze to pale but it is commonly a faint golden colour. Those living in Palmu have paler skin than those living in Gil-Navarié. Their hair colour is generally blond or black. Red is very uncommon. Their hair turns grey or white as they grow older. Their eye colour is limited to blue or green.
The ael'ùvah are one of the longest-lived races. They can live to an age of two thousand. The oldest al'ùvah was roughly two thousand five hundred years old when he died. They mature slowly. They become adults around the age of one hundred and fifty years for males and one hundred and thirty years for females. They are quite infertile and mothers rarely bear more than three children.
The ael'ùvah as a whole currently hold one of the strongest and most stable positions within the world. They have a great leadership and command over one of the most powerful factions of the world. They were also barely affected by the disaster, which wiped out entire countries. Despite being a slow-breeding race, the ael'ùvah have a large population compared to many other races, a position that they have not enjoyed in thousands of years.
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The ael'nonùvah are a race of elves that are native to Esidon. They were once split into two cultures. One culture was a group of loosely-allied nomadic tribes that were continually on the move while the other had permanent settlements in Mithraleen (the latter of which influenced the political and cultural arrangement of the Mahíär). They are called Forest Elves by those in the Mithraleenean Empire and hárshés [pronounced: YAR-CHAYZZ] by the Essence Elves, which means ranger or archer. They are also called fatiir by the Essence Elves, which means brother. The nomads of this race call themselves nóhodál, homeless. The other group call themselves énos én Lokve, which means one in Lokve.
The ael'nonùvah are biologically similar to the ael'ùvah. Despite these similarities, the ael'nonùvah differ from their cousins in many ways. For example, they mature quicker than the ael'ùvah, with males being sexually mature at an age of one hundred and twenty and females being at the same stage at the age of one hundred. They are also shorter lived than the ael'ùvah. The average al'nonùvah can live to the age of one thousand five hundred years.
They are taller and generally stronger than the ael'ùvah. The average height falls between 6' 2" and 7' 2". As with the ael'ùvah, red hair is uncommon. Brown and black are the most common hair colours. While the ael'ùvah can only have blue or green eyes, the ael'nonùvah have a larger variety. Brown and grey eye colours are not uncommon.
Most ael'nonùvah belong with the Mahíär, although some can be found living in the Elven Isles or in the Imperial Senate. Although few, they occupy a stable place in the world and are well-poised in the fight against Norkel.
The ael'nonùvah are biologically similar to the ael'ùvah. Despite these similarities, the ael'nonùvah differ from their cousins in many ways. For example, they mature quicker than the ael'ùvah, with males being sexually mature at an age of one hundred and twenty and females being at the same stage at the age of one hundred. They are also shorter lived than the ael'ùvah. The average al'nonùvah can live to the age of one thousand five hundred years.
They are taller and generally stronger than the ael'ùvah. The average height falls between 6' 2" and 7' 2". As with the ael'ùvah, red hair is uncommon. Brown and black are the most common hair colours. While the ael'ùvah can only have blue or green eyes, the ael'nonùvah have a larger variety. Brown and grey eye colours are not uncommon.
Most ael'nonùvah belong with the Mahíär, although some can be found living in the Elven Isles or in the Imperial Senate. Although few, they occupy a stable place in the world and are well-poised in the fight against Norkel.
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The Essence Elves are an elven race that once inhabited the Faka'r Islands. They are the most biologically similar race to the valiö and, due to their isolation from Esidon, they have remained most true to the valiö. They are called Essence Elves by the Erius and actually prefer it over their own name for themselves, Hátéödiäpatiir. By the ael'ùvah, they are known as emùré and are called dhùsá by the ael'nonùvah (copiers and friends respectively). They are known as xhexteopaxt by the X'azzeeri.
The Essence Elves are a tall race, standing at an average height between 6' 4" and 7' 4". They have a light build and are naturally talented mages. On average, they have the greatest affinity to magic than all other races. This is due to their closeness to the ancestors to all validor, the valiö.
Their hair never turns white or grey and can be a fascinating golden colour. Other colours are blond, black and brown. Their eye colour can be pink, purple, green, orange or blue. Their skin ranges from white to tan.
Since the disaster, the Faka'r Islands and indeed all other parts of Cerceres that were not part of Esidon have been gone from the world. Perhaps it was the disaster that destroyed these lands. Whatever the reason, the Essence Elves are an ailing race. Only those that lived in Esidon at the time of the disaster survived. The majority of the remaining Essence Elves live in the Elven Isles or in Palmu, although a significant minority of them live or lived in the lands of Mira, where they adopted the Gotárÿé language.
The Essence Elves are a tall race, standing at an average height between 6' 4" and 7' 4". They have a light build and are naturally talented mages. On average, they have the greatest affinity to magic than all other races. This is due to their closeness to the ancestors to all validor, the valiö.
Their hair never turns white or grey and can be a fascinating golden colour. Other colours are blond, black and brown. Their eye colour can be pink, purple, green, orange or blue. Their skin ranges from white to tan.
Since the disaster, the Faka'r Islands and indeed all other parts of Cerceres that were not part of Esidon have been gone from the world. Perhaps it was the disaster that destroyed these lands. Whatever the reason, the Essence Elves are an ailing race. Only those that lived in Esidon at the time of the disaster survived. The majority of the remaining Essence Elves live in the Elven Isles or in Palmu, although a significant minority of them live or lived in the lands of Mira, where they adopted the Gotárÿé language.
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The ugluh are an elven race that, in antiquity, inhabited the northern parts of Esidon, though now most of them reside in the Elven Isles. They are an isolationist race and commonly cut themselves off from the rest of the world. They despise the khârg and the nargds and both races return this emotion.
By the ael'ùvah, they are called anlibrù, equals. By the nargds, they are known as inkelkédhaiht, slavers. The Erius know them as ugluh, which comes from the ugluhian name for themselves, ugluhre, meaning oneness in Lokve.
The ugluh are a validor race. They fall into the elven category. Like the rest of the elves, they have long lifespans and an affinity for magic.
The typical ugluh is blue, varying from a light complexion to a darker one. However, some rare individuals can be seen with purple or even green skin. They generally have black or brown hair, which turns white or grey with age. Their eyes are limited to red or purple. On average, they stand between 5' 10" and 6' 10", however, it is not uncommon to see individuals outside this range.
The ugluh have adapted to the extreme colds of Agluh Hghdal. For example, they are the only elven race that can naturally grown facial hair. They are also more tolerant towards the cold and can withstand freezing temperatures longer than most.
Currently, the ugluh have survived well after the disaster. Many of them left their icy homes for the Elven Isles almost immediately after the disaster, where they were greeted like kings by the ael'ùvah in Gil-Navarié. Though few, they enjoy great power in the Elven Confederacy. Very few ugluh remain in their ancient homeland and the few that do are typically outcasts or bandits.
By the ael'ùvah, they are called anlibrù, equals. By the nargds, they are known as inkelkédhaiht, slavers. The Erius know them as ugluh, which comes from the ugluhian name for themselves, ugluhre, meaning oneness in Lokve.
The ugluh are a validor race. They fall into the elven category. Like the rest of the elves, they have long lifespans and an affinity for magic.
The typical ugluh is blue, varying from a light complexion to a darker one. However, some rare individuals can be seen with purple or even green skin. They generally have black or brown hair, which turns white or grey with age. Their eyes are limited to red or purple. On average, they stand between 5' 10" and 6' 10", however, it is not uncommon to see individuals outside this range.
The ugluh have adapted to the extreme colds of Agluh Hghdal. For example, they are the only elven race that can naturally grown facial hair. They are also more tolerant towards the cold and can withstand freezing temperatures longer than most.
Currently, the ugluh have survived well after the disaster. Many of them left their icy homes for the Elven Isles almost immediately after the disaster, where they were greeted like kings by the ael'ùvah in Gil-Navarié. Though few, they enjoy great power in the Elven Confederacy. Very few ugluh remain in their ancient homeland and the few that do are typically outcasts or bandits.
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The X'azzeeri are an elven race. They are extremely different from their fellow elves as they are large and bulky. They are very-dark skinned. They have developed to deal with the harsh landscape and environment of X'zazaz as well as the surrounding lands. By the erius, they are called Volcanic Elves. They are known as pyra-hiárés by the ael'ùvah, fire people. By the ael'nonùvah, they are known as pyróis-edhanù, fire people, similar to the ael'ùvahian name.
The X'azzeeri are biologically asimilar to most races. Despite being validor, they have evolved dramatically to cope with the harshness of X'zazaz. In their early history, they were extremely similar to the Essence Elves. In fact, the only difference was that the X'azzeeri were slightly taller and were generally more muscular. After they had changed, their skin became very dark, being black or even dark, dark red. Their eyes became red and they lost much hair. Their skin developed an extra thickness to protect against the heat and their feet grew pads to stop ash from burning the underside of their feet.
They stand at a massive height, averaging between 7' and 8'. They are a well-built race, with the average weight being somewhere around 16st. Their hair is limited to black and their eyes are limited to black or red. They are short lived for an elven race, only lasting between three hundred or three hundred and fifty years.
Similar to the Essence Elves, their homeland, X'zazaz, was destroyed in the disaster, leaving only the few X'azzeeri in Esidon alive. The remainder of this race dwell in the Elven Isles, where they were welcomed alongside the other elven races.
The X'azzeeri are biologically asimilar to most races. Despite being validor, they have evolved dramatically to cope with the harshness of X'zazaz. In their early history, they were extremely similar to the Essence Elves. In fact, the only difference was that the X'azzeeri were slightly taller and were generally more muscular. After they had changed, their skin became very dark, being black or even dark, dark red. Their eyes became red and they lost much hair. Their skin developed an extra thickness to protect against the heat and their feet grew pads to stop ash from burning the underside of their feet.
They stand at a massive height, averaging between 7' and 8'. They are a well-built race, with the average weight being somewhere around 16st. Their hair is limited to black and their eyes are limited to black or red. They are short lived for an elven race, only lasting between three hundred or three hundred and fifty years.
Similar to the Essence Elves, their homeland, X'zazaz, was destroyed in the disaster, leaving only the few X'azzeeri in Esidon alive. The remainder of this race dwell in the Elven Isles, where they were welcomed alongside the other elven races.
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The menagi are an elven race that hail from the Havessé Islands and Sortír. Their ancestral homeland is Aman-Haver. They were originally the offspring of a union between ael'ùvah and ael'nonùvah but soon became their own race due to Boriémeg's involvement in their race. In many ways, they are more similar to the Mannish races than elven races. Despite this, they have the signature pointed elven ears. Menagi is the erius translation of the name mænagi, which is what the menagi call themselves. It is derived from ael'ùvahian marenag, meaning shame. Some ael'ùvah, especially those in Gil-Navarié, also call them marenagathù, great shame. To the hardeteels, they are known as meánaghi, to the nargds they are known as ménáhiá, méanáhir or máenáhir. In Mira, they are known as miégnag. All of these terms are derived from the erius word. The ael'nonùvah know them as chidhrén, meaning children. Due to the promiscuous nature of the menagi, many languages have words derived from menagi to relate to matters of a sexual nature. In the Sepilonæa language, the word for nymphomania is menagikoæsimaniæ. This is repeated across many languages.
The menagi are the result of extensive breeding between the ael'ùvah and the ael'nonùvah, however, most of their biological differences are a result of divine intervention, caused by Boriémeg, who nurtured the early menagi.
The menagi are regarded by many to be an attractive race, even to the ael'ùvah, though most would not admit it. They are highly sexual and reach sexual maturity at the same rate as humans, unlike elves, who can take over one hundred years to reach sexual maturity. In addition to this, their sexual organs are more sensitive than that of other races.
A peculiar thing about the menagi is their tattoos. All menagi are born with tattoos. There are many theories as to why the menagi have these tattoos, however, it is not biological, rather, it is spiritual as Boriémeg is said to have given the menagi their tattoos after she delivered them to Aman-Haver. Menagi within the same family will have similar tattoos. The tattoos can be any colour, from black to red. They can also take various patterns. The menagi are of similar height to the ael'ùvah. Their hair can range from blond to black. Their eyes can be red, blue, green, black, grey, brown or purple. The menagi have an immunity to certain diseases.
The menagi have formed a formidable and unusual alliance with the ael'ùvah. Despite a shared history of war, genocide and prejudice going back to antiquity, the two races joined together to form the Elven Confederacy. Not all of the menagi live in the Elven Isles and roughly a third of their entire population live within the Imperial Senate.
The menagi are the result of extensive breeding between the ael'ùvah and the ael'nonùvah, however, most of their biological differences are a result of divine intervention, caused by Boriémeg, who nurtured the early menagi.
The menagi are regarded by many to be an attractive race, even to the ael'ùvah, though most would not admit it. They are highly sexual and reach sexual maturity at the same rate as humans, unlike elves, who can take over one hundred years to reach sexual maturity. In addition to this, their sexual organs are more sensitive than that of other races.
A peculiar thing about the menagi is their tattoos. All menagi are born with tattoos. There are many theories as to why the menagi have these tattoos, however, it is not biological, rather, it is spiritual as Boriémeg is said to have given the menagi their tattoos after she delivered them to Aman-Haver. Menagi within the same family will have similar tattoos. The tattoos can be any colour, from black to red. They can also take various patterns. The menagi are of similar height to the ael'ùvah. Their hair can range from blond to black. Their eyes can be red, blue, green, black, grey, brown or purple. The menagi have an immunity to certain diseases.
The menagi have formed a formidable and unusual alliance with the ael'ùvah. Despite a shared history of war, genocide and prejudice going back to antiquity, the two races joined together to form the Elven Confederacy. Not all of the menagi live in the Elven Isles and roughly a third of their entire population live within the Imperial Senate.
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The erius are a validor race, native to Mithraleen. Due to the Mithraleenean Empire, the race has become one of the most advanced in Cerceres. They can be found almost anywhere on Esidon as a result of their considerable power on the world stage. They can be found holding administrative posts in many kingdoms. Their name is derived from what ael'ùvahian settlers called them when they first met the early erius, iberanus iyu cerum ucognital. In ael'ùvahian, this means natives of this unexplored land, however, in everyday usage, the ael'ùvah know them as the iberius. By the Essence Elves, they are called the hesálth-hûr, central man. The hardeteels know them as éirus. The nargds call them úeirus, which is derived from the hardeteelean name.
The erius are a Mannish race. Together with the other races of men and the elves, they are a validor race. Due to this, they share considerable similarities with many other races, especially those such as the hardeteels and the nargds. Unlike the other races of men, they also share many traits with the ael'ùvah.
They are one of the most varied races. They are tough and hardy, though some individuals may not look it. They can live almost any where. They can adapt to their surroundings well. They stand at an average height between 5' 8" and 6' and weigh, on average, 13st. They are one of the most diverse races, with individuals varying dramatically in build, eye colour and hair colour. Their hair can be almost any colour. They have slightly pointed ears, though not as much as the ael'ùvah or other elves.
The power of the erius was greatly weakened by the disaster, however, they have managed to retain great power over the world, through their dominance of the Imperial Senate and prevalence throughout the world. Most of the erius live in Palmu, though they can be found almost anywhere.
The erius are a Mannish race. Together with the other races of men and the elves, they are a validor race. Due to this, they share considerable similarities with many other races, especially those such as the hardeteels and the nargds. Unlike the other races of men, they also share many traits with the ael'ùvah.
They are one of the most varied races. They are tough and hardy, though some individuals may not look it. They can live almost any where. They can adapt to their surroundings well. They stand at an average height between 5' 8" and 6' and weigh, on average, 13st. They are one of the most diverse races, with individuals varying dramatically in build, eye colour and hair colour. Their hair can be almost any colour. They have slightly pointed ears, though not as much as the ael'ùvah or other elves.
The power of the erius was greatly weakened by the disaster, however, they have managed to retain great power over the world, through their dominance of the Imperial Senate and prevalence throughout the world. Most of the erius live in Palmu, though they can be found almost anywhere.
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The hardeteels are a race of men that inhabit Fjorr, Kroyhatheff, Mithraleeth and the Heartlands and have large populations in other countries. They are very strong and powerfully-built. They are one of the oldest races. They are tough and hardy, able to cope with extreme conditions. They can be very aggressive. They are known as noreranus by the ael'ùvah and nûredhanù by the ael'nonùvah. They both mean North-native. They call themselves hárdetedhl, from which the word hardeteel is derived.
The hardeteels are a tall race. Excluding the Giant Men of Drooding, the hardeteels are the tallest races of men. They stand at an average height that falls between 6' and 7'. They are also naturally muscular and are built for endurance. They are generally quite slow at running but can do so for long duration and while carrying a heavy weight.
Like most Mannish races, they can have many hair and eye colours that vary between individuals. The most common colours of hair for hardeteels are black, blond and black, with it becoming white or grey in older age. It is not uncommon, however, for there to be individuals with red-coloured hair. Their eye colour is commonly brown, blue or green, however, grey eyes can be found.
The hardeteels, as a race, are very powerful. The kingdoms of Arag, Ajjergoff, Fjerk, Bjork and Braeburn are dominated by hardeteels and the kingdoms of Vettach, Tiberius and Stjerkaj have large populations of hardeteels within their lands. They have an influence that is equal to the erius and to the ael'ùvah. They can be found almost anywhere in the world.
The hardeteels are a tall race. Excluding the Giant Men of Drooding, the hardeteels are the tallest races of men. They stand at an average height that falls between 6' and 7'. They are also naturally muscular and are built for endurance. They are generally quite slow at running but can do so for long duration and while carrying a heavy weight.
Like most Mannish races, they can have many hair and eye colours that vary between individuals. The most common colours of hair for hardeteels are black, blond and black, with it becoming white or grey in older age. It is not uncommon, however, for there to be individuals with red-coloured hair. Their eye colour is commonly brown, blue or green, however, grey eyes can be found.
The hardeteels, as a race, are very powerful. The kingdoms of Arag, Ajjergoff, Fjerk, Bjork and Braeburn are dominated by hardeteels and the kingdoms of Vettach, Tiberius and Stjerkaj have large populations of hardeteels within their lands. They have an influence that is equal to the erius and to the ael'ùvah. They can be found almost anywhere in the world.
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The nargds are a race of men who inhabit north-eastern Esidon. They are a warrior-like race and have a bloody history. They are divided along tribal lines. They make fierce warriors and are known for their bravery and strength. Despite their apparent savage nature, they are very cultured and many of them love fine arts and music. By the ael'ùvah, they are called calcheciän, a corrupted form of Kalkechián. They are called vaghmin, vermin, by the ugluh. By the ael'nonùvah, they are known as dhést-hár, eastern man. In aër'obahian, their name is rendered narcdo, which is derived from the erius word instead of the ael'ùvahian word, which would be carcesíän
The nargds are a Mannish race. They are strong and fast and naturally built for war. They can be quite tall, with the average height falling between 5' 8" and 6' 8". On average, they weigh 15st. but most of that is muscle. In the winter months especially, they can have a very thing and weak appearance, despite their true nature. Their ability does not extend to magic, however, as they are generally quite poor at it. This is also reflected in their culture.
Their hair colour can be black, brown, blond or red with a preference to the latter and the former. Their eye colour can range between blue, green and brown, with brown being the most common. Their skin is generally quite pale.
The nargds were least affected by the disaster of all races. Unlike the realms of Mithraleeth, Donton and Palmu, Nargd'Hcuthd (and, indeed, the nargds of the land) was not dependent on the Mithraleenean Empire and the nargds had fiercely retained some degree of independence and most of their ancient culture and traditions. The majority of the remaining nargds live in the kingdoms of Stjerkaj, Dir and within the Imperial Senate.
The nargds are a Mannish race. They are strong and fast and naturally built for war. They can be quite tall, with the average height falling between 5' 8" and 6' 8". On average, they weigh 15st. but most of that is muscle. In the winter months especially, they can have a very thing and weak appearance, despite their true nature. Their ability does not extend to magic, however, as they are generally quite poor at it. This is also reflected in their culture.
Their hair colour can be black, brown, blond or red with a preference to the latter and the former. Their eye colour can range between blue, green and brown, with brown being the most common. Their skin is generally quite pale.
The nargds were least affected by the disaster of all races. Unlike the realms of Mithraleeth, Donton and Palmu, Nargd'Hcuthd (and, indeed, the nargds of the land) was not dependent on the Mithraleenean Empire and the nargds had fiercely retained some degree of independence and most of their ancient culture and traditions. The majority of the remaining nargds live in the kingdoms of Stjerkaj, Dir and within the Imperial Senate.
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The Giant Men are a strand of erius, who they call naídr-s-crysada, that inhabited the Drooding region of Mithraleen. In antiquity, they ruled the region of Dryd, however, they were enslaved by the Mithraleenean Empire in its early history. By the ael'ùvah, they are called thùinyar, by the ael'nonùvah they are called chéidedhanú, strongmen. They call themselves naídr-s-dryd, natives of Drood.
The disaster wiped out almost all of the Naídr-s-Dryd, reducing their population to less than one hundred individuals who were located outside of Mithraleen at the time. The remaining Naídr-s-Dryd moved to Palmu, alongside tens of thousands of other refugees.
The disaster wiped out almost all of the Naídr-s-Dryd, reducing their population to less than one hundred individuals who were located outside of Mithraleen at the time. The remaining Naídr-s-Dryd moved to Palmu, alongside tens of thousands of other refugees.
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The barabs are a dark-skinned race of men that hailedthe arid deserts of Afrik. They are a formidable race, though they can be quite small. Like all Mannish races, they can be fierce and aggressive. It is unknown how they evolved from the valiö but they are a validor race. They are called norkù-hiärés by the ael'ùvah, black people. They call themselves nhā-h'ārs, which also means black people. By the canids, they are known as En'oor-Res, betrayers of Trust.
The barabs are known for their many languages. Their languages are part of the Valiän Language Family, however, the languages have not evolved from any current or extinct language that had been documented. One such example of a language is H'ārs-lh'ān'ā, which is also spoken by a minority of canids. The barabic languages also possess similarities to the canidic languages. The grammar of both groups of languages is also very similar. In certain barabic languages, h'ārs [HIY-YAARZ] is the word for people or men. This is similar to ael'ùvahian hiärés [HEE-AAREZ]. Both come from valiän hùrensiës
The barabs are biological similar to other Mannish races. Despite this, they do not share the diveristy of the other Mannish races and individuals can look quite similar. Their hair colour is limited to only black and brown, with it becoming grey or white in appearance in later life. Also, their eye colour is limited to brown. Their skin colour can be very dark, almost as dark as that of the X'azzeeri.
The barabs range between 5' 6" and 6' 4", with some individuals being shorter or taller than that. They have a lithe build, not unlike that of an erius.
Their situation is much like that of the Essence Elves and X'zazzeeri. Their homeland has been destroyed and the only survivors are those who dwelt in Esidon before the disaster. Most of the remaining barabs live on the southern coast of Esidon and work as traders or as hired mercenaries.
The barabs are known for their many languages. Their languages are part of the Valiän Language Family, however, the languages have not evolved from any current or extinct language that had been documented. One such example of a language is H'ārs-lh'ān'ā, which is also spoken by a minority of canids. The barabic languages also possess similarities to the canidic languages. The grammar of both groups of languages is also very similar. In certain barabic languages, h'ārs [HIY-YAARZ] is the word for people or men. This is similar to ael'ùvahian hiärés [HEE-AAREZ]. Both come from valiän hùrensiës
The barabs are biological similar to other Mannish races. Despite this, they do not share the diveristy of the other Mannish races and individuals can look quite similar. Their hair colour is limited to only black and brown, with it becoming grey or white in appearance in later life. Also, their eye colour is limited to brown. Their skin colour can be very dark, almost as dark as that of the X'azzeeri.
The barabs range between 5' 6" and 6' 4", with some individuals being shorter or taller than that. They have a lithe build, not unlike that of an erius.
Their situation is much like that of the Essence Elves and X'zazzeeri. Their homeland has been destroyed and the only survivors are those who dwelt in Esidon before the disaster. Most of the remaining barabs live on the southern coast of Esidon and work as traders or as hired mercenaries.
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The khârg are a short, rotund race that commonly inhabit underground cities built into mountains. Unlike the majority of other races, the khârg belong to the Cthori races, a group of races made by the god Cthor. Most of the other races evolved from the valiö, who were made by Lokve. They are an ancient race, older than even the valiö. They are renowned for their expert skills in smithing. By the ael'ùvah, they are known as the dimùné, the dimunitive. They are called keros by the ael'nonùvah. The hardeteels call them khergem, from which the word khârg is derived.
Khârg is what the khârg call themselves. It comes from khergem, which is what the hardeteels called them. The hardeteels were the first to teach the khârg language so their languages are related to Fjorrian. Khergem means little. It comes from valiän cérdhemn. It is from cérdhemn that ael'ùvahian gets themn, which evolved into Erius thin.
The khârg are a very small race. Standing at an average height of between 3' and 4' 6", they are smaller than all other races. Despite their small stature, they are quite heavy, with an average weight of 16st. They are hairy creatures. Their hair colour is generally black, red or blond. It is rare that a dwarf will have white or grey hair. Even the oldest dwarves usually keep their bold hair colour until their death. Their eyes are commonly green, brown or blue, although grey eyes are not uncommon. Due to time spent under the ground, they commonly have pale skin. They are very strong and naturally muscular. They have no magical ability as they were not made by Lokve. However, they have a resistance to magic and their bodies are unaffected by simple spells. For this same reason, they can rarely be manipulated.
Since a century after the disaster, the khârg have retreated inside their mountain cities, wherein they pursue a policy of isolation. Almost immediately after the disaster, without the influence of the Mithraleenean Empire to unite them, the cities of the khârg fractured into different factions, which warred against each other. Since the destructive wars have finished and they have retreated to their cities, very few of their race have been seen in the open world, typically only in the largest cities.
Khârg is what the khârg call themselves. It comes from khergem, which is what the hardeteels called them. The hardeteels were the first to teach the khârg language so their languages are related to Fjorrian. Khergem means little. It comes from valiän cérdhemn. It is from cérdhemn that ael'ùvahian gets themn, which evolved into Erius thin.
The khârg are a very small race. Standing at an average height of between 3' and 4' 6", they are smaller than all other races. Despite their small stature, they are quite heavy, with an average weight of 16st. They are hairy creatures. Their hair colour is generally black, red or blond. It is rare that a dwarf will have white or grey hair. Even the oldest dwarves usually keep their bold hair colour until their death. Their eyes are commonly green, brown or blue, although grey eyes are not uncommon. Due to time spent under the ground, they commonly have pale skin. They are very strong and naturally muscular. They have no magical ability as they were not made by Lokve. However, they have a resistance to magic and their bodies are unaffected by simple spells. For this same reason, they can rarely be manipulated.
Since a century after the disaster, the khârg have retreated inside their mountain cities, wherein they pursue a policy of isolation. Almost immediately after the disaster, without the influence of the Mithraleenean Empire to unite them, the cities of the khârg fractured into different factions, which warred against each other. Since the destructive wars have finished and they have retreated to their cities, very few of their race have been seen in the open world, typically only in the largest cities.
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The canids are a bipedal race of canines who inhabited the continent of Afrik. Their closest relatives are wolves and dogs. They are an ancient race, inhabiting Afrik before the valiö arrived in the continent. They befriended the early barabs but were betrayed by them. Their culture, languages and religion are similar to that of the barabs, due to this early bond. Despite their fierce appearance, they are a kind and gentle race. Many canids find employment as merchants and traders.
The canids are a remarkable race. They are bipedal canines with the ability of speech. This allows them to communicate with other races. They can manipulate sounds in the same way as the validor or cthori races can, however, they possess the ability to bark.
The canids are, as the name suggests, canine-like creatures. They have a cardio-vascular system that is suited for endurance, sprinting and to cope with the desert heat. They are dichromats. They have a skill for perceiving objects at long distances. Their vision is suited more for low-light situations, as they typically go out hunting during the night.
They have very good hearing, which stretches above the normal range of a human. They have hearing mobility, which allows them to pinpoint the direction of a sound quickly. This is vital so that they can hear desert predators and Barabic bandits coming during the night. What they lack in the visual field, they make up for it in nasal efficiency. Their mastery of their sense of smell is tenfold better than that of a human.
They have short, thin tails that have slowly retracted into their bodies as they have evolved. They have three fingers and a thumb and a pad on their palms. They have four toes. Their nails are like that of a dogs, although smaller and fatter. They typically stand at a height of six feet, just over the average size of a human. They live to about the age of fifty.
The canids are an ailing race. Only a handful of individuals remain, ever since their homeland was destroyed in the disaster. Many work as traders and as warriors, much like the barabs, with whom they once shared a continent.
The canids are a remarkable race. They are bipedal canines with the ability of speech. This allows them to communicate with other races. They can manipulate sounds in the same way as the validor or cthori races can, however, they possess the ability to bark.
The canids are, as the name suggests, canine-like creatures. They have a cardio-vascular system that is suited for endurance, sprinting and to cope with the desert heat. They are dichromats. They have a skill for perceiving objects at long distances. Their vision is suited more for low-light situations, as they typically go out hunting during the night.
They have very good hearing, which stretches above the normal range of a human. They have hearing mobility, which allows them to pinpoint the direction of a sound quickly. This is vital so that they can hear desert predators and Barabic bandits coming during the night. What they lack in the visual field, they make up for it in nasal efficiency. Their mastery of their sense of smell is tenfold better than that of a human.
They have short, thin tails that have slowly retracted into their bodies as they have evolved. They have three fingers and a thumb and a pad on their palms. They have four toes. Their nails are like that of a dogs, although smaller and fatter. They typically stand at a height of six feet, just over the average size of a human. They live to about the age of fifty.
The canids are an ailing race. Only a handful of individuals remain, ever since their homeland was destroyed in the disaster. Many work as traders and as warriors, much like the barabs, with whom they once shared a continent.
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The mequë, singular mequ, are a tough and violent race that can inhabit and endure the most extreme regions of the world. They are the oldest race, older than even the valiö. They were the first beings made by Lokve, however, they were stolen from him by Helcêh and corrupted. They are loyal to Norkel and serve him willingly. They are colloquially known as orks. The ael'ùvah know them as mekeré, the ael'nonùvah call them mácù and the hardeteels call them orkùl, from which the term ork is derived.
The mequë are remarkable for their variation in height and weight. This is due to the amount of different sub-species of orks there are. Certain sub-species of orks can weigh as little as eight stone and reach the diminutive stature of 5', while others can tower as high as 8' and weigh as much as 20st., with some being found outside these ranges.
Like the erius, and other races with high individual dimorphism, the orks can have different colours of hair from each other, however, the variation is limited to only black, brown and grey, with most orks' hair turning white when they reach an old age, which they rarely do. What is considered old for an ork differs with the sub-species. Some sub-species only have a life expectancy (excluding unnatural deaths) of fifty years, while some have a life span of up to two hundred and fifty years. While uncommon, it is not impossible to find individuals outside of the spectrum. Another area of dimorphism is in their skin tone. Orks can have very varied skin tone and complexion. Some tones are more common for certain sub-species, while others are less so. Skin tones can range from brown to dark yellow, green to black. Many orks have a mixture of shades, with some orks having sickly-yellow colours and green-black skin pigments.
The orks now occupy the totality of Miraleeth and of Mithraleen, with many extending outside of these areas and into the borders of other regions. Although they do not yet enjoy the dominance that their race did near the end of the time of the valiö, they readily march the lands that once belonged to the Mithraleenean Empire, with their capital being built on the ashes and ruins of Crusada.
The mequë are remarkable for their variation in height and weight. This is due to the amount of different sub-species of orks there are. Certain sub-species of orks can weigh as little as eight stone and reach the diminutive stature of 5', while others can tower as high as 8' and weigh as much as 20st., with some being found outside these ranges.
Like the erius, and other races with high individual dimorphism, the orks can have different colours of hair from each other, however, the variation is limited to only black, brown and grey, with most orks' hair turning white when they reach an old age, which they rarely do. What is considered old for an ork differs with the sub-species. Some sub-species only have a life expectancy (excluding unnatural deaths) of fifty years, while some have a life span of up to two hundred and fifty years. While uncommon, it is not impossible to find individuals outside of the spectrum. Another area of dimorphism is in their skin tone. Orks can have very varied skin tone and complexion. Some tones are more common for certain sub-species, while others are less so. Skin tones can range from brown to dark yellow, green to black. Many orks have a mixture of shades, with some orks having sickly-yellow colours and green-black skin pigments.
The orks now occupy the totality of Miraleeth and of Mithraleen, with many extending outside of these areas and into the borders of other regions. Although they do not yet enjoy the dominance that their race did near the end of the time of the valiö, they readily march the lands that once belonged to the Mithraleenean Empire, with their capital being built on the ashes and ruins of Crusada.
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Goblins are a primitive but fierce race that can inhabit many cruel and harsh environments. They are divided into two categories, separated through cultural differences and slight biological differences due to social incompatibility with each other. These two categories are the enacra and tribal goblins, with the enacra goblins being bred by Norkel originally for use as support troops for his orks. By the ael'ùvah, they are called gornù, by the ael'nonùvah they are named gordhù and by the hardeteels they are called gornùka. They are similar to the mequë.
Goblin is derived from the Mordach word gobléin. This came from Brae goíbléin. This is derived from Proto-Fjorrian gwoírnúka, which came from valiän ghëornùsá.
Goblins are a diminutive race, relative to most others. Even the enacra goblins, the tallest type of goblin, have an average height of 5' 6", compared to the average height of the human races, which is usually above 5' 9". They typically have crooked backs which make them look even smaller in stature than they already appear. As well as being small, they are light and agile. Tribal goblins can weigh between 8st and 12st. The enacra goblins are slightly heavier, with an average that falls between 10st and 14st.
Goblins commonly have dark green skin. It is not uncommon for goblins to have yellowy-green or yellow skin, however, or other mixtures. Some individuals can be found with brown or even black skin but this is apparently extremely rare. They have red or black eyes and black or brown hair, which turn grey with age or fall out completely.
Goblins are still hunted by men and elves and many have fled to Norkel for security and for the promise of freedom. There are a few tribes of goblins that do not call Norkel their liege, but they dwell deep inside caves to escape torment from both the hordes of Norkel and from the descendants of the valiö. These independent goblin tribes function as communities and they keep captured cattle as a source of food, mine for ores, forage outside their caves for sustenance and construct buildings for their tribe.
Goblin is derived from the Mordach word gobléin. This came from Brae goíbléin. This is derived from Proto-Fjorrian gwoírnúka, which came from valiän ghëornùsá.
Goblins are a diminutive race, relative to most others. Even the enacra goblins, the tallest type of goblin, have an average height of 5' 6", compared to the average height of the human races, which is usually above 5' 9". They typically have crooked backs which make them look even smaller in stature than they already appear. As well as being small, they are light and agile. Tribal goblins can weigh between 8st and 12st. The enacra goblins are slightly heavier, with an average that falls between 10st and 14st.
Goblins commonly have dark green skin. It is not uncommon for goblins to have yellowy-green or yellow skin, however, or other mixtures. Some individuals can be found with brown or even black skin but this is apparently extremely rare. They have red or black eyes and black or brown hair, which turn grey with age or fall out completely.
Goblins are still hunted by men and elves and many have fled to Norkel for security and for the promise of freedom. There are a few tribes of goblins that do not call Norkel their liege, but they dwell deep inside caves to escape torment from both the hordes of Norkel and from the descendants of the valiö. These independent goblin tribes function as communities and they keep captured cattle as a source of food, mine for ores, forage outside their caves for sustenance and construct buildings for their tribe.




