The Nightscape Shard

Races of Nightscape


Cardean | Anuhrian | Somerled | Gypsy | Elves | Dwarves




Cardean

Life span: Average life span of 65 years

Physical Appearance: Cardeans can range from pale in skin tone to a tan or dark tone dependant on their station in life as well as ethnic background. They are medium to large in build, their weight generally based on their social standing and financial situation. A wealthy landowner and political officer is more likely to be overweight as opposed to a commoner or farmer. Hair color varies from blondes, browns, and reds to greys. Eye color also varies widely. The extreme variability of the features and appearances of the Cardean people stems form the fact that they are not members of one culture, but rather the term used to describe the humans from all over Ashmyr who immigrated to Cardea when the Nightscape was settled.

Personality: Cardeans are a very prideful people, interested in not only business and politics, but also social issues and the foreign affairs. They are often quite friendly, but can be a bit suspicious in matters of business. Their opinions in this matter are not often spoken in the town square, but rather in small groups behind closed doors. The Cardeans come in all shapes and sizes as far as their personality is concerned, and this reflects in their values and moral standings... such variance in appearance and upbringing leads to a massive variety of social places, from tradesman to nobility to criminals.

Most Common Trades: All crafts.

Most Common Classes: Fighter, Rogue, Cleric, Knight

Most Common Alignment: Ranges from lawful good to neutral with a bit of evil dotted here and there, though true evil is not prevalent in this culture. Most Cardeans make a show of lawfulness, but many have been jaded by city life and a hard settling, and harbor true feelings of neutrality or even chaotic tendencies.

Main City/Land: The Cardeans, as a whole, originated from a great many places of the world. When the war of the gods and their followers had led the rest of the world to chaos, the Nightscape was relatively unsettled. The "good" deities urged their followers and people to make a pilgrimage here and build a solid foothold for their cause, hoping to create a fortress of sorts from which to make a stand against the "evil" gods and their forces, who were beginning to gain an advantage. And so the tiny port village of Cardea, which was once nothing more than a few fisherman who refitted ships traveling down the coast, ballooned with the coming of immigrants form all cultures and social orders as well as religious followers. It rapidly grew from a village into a city, the largest in the region.

Cardea then is a place of variety and disorganization. The constant flow of newcomers into port has made city life interesting, and fast, as well as occasionally dangerous. Prejudices sometimes take hold of small-minded people. Most Cardeans are businesslike, preferring to keep personal distance from those they do not know or do not need to know. Social status is sought after, as is wealth and power. Life is hard though, because these things do not come easy to a culture as diverse as this one. There is always competition, setbacks, and fortunate turns in the rapidly changing city. Not more than a decade past, the government of Cardea sought to expand, and from the tales told by the frontiersmen and explorers who had traveled West, it was decided they would build fort to ensure control of a river. The river was a trade commodity; it crosses a good portion of the region, and unlike any other river in the known world, it flows South to North instead of north to South. It is deep and fast-flowing. For these reason, it is the principle route for merchants and travelers not willing to brave the dangerous Werewood.

The fortress was named Ironoak, and before long, the adventurers and frontiersmen, as well as explorers who originally explored the West began to age, suffer injury, or otherwise find reason to settle somewhere safe. Safety presented itself in the fort"s surrounding lands, which were then settled. From Cardea, adventurous merchants seeking to both use the river and cater to the settlement around the fort, made their journeys and set up shops and homes of their own.

Unlike the people of Cardea, the people of Ironoak have not yet developed into such a stringent city structure or social hierarchy. Their lives here are fresh and promising, as well as exciting. Ironoak people tend to be friendlier and more personable, as well as oriented to providing for the needs of adventurers and merchants who use the town as a staging ground. The laws of Ironoak tend toward the feudal rather than the ordinances and policies that strictly govern Cardea.

Cultural Customs: These very between the two major cities of Cardea and Ironoak. [To be detailed later in separate sections for the two cities].

Teachings: Ironoak, being fairly young, is not home to many children nor established in its routines. Cardea, on the other hand, is subject to curfews and a special system of law for its children, which they are taught to follow at an early age to build good habits in the future. The exact manner of their education is up to the family. Many start their children working during early adolescence, hoping they will learn quickly through apprenticeship or experience, and help to support the family. Other families, who can afford it, send their children to study with tutors or in privately run schools devoted to one trade or another. Often these take the form of military schools run by the city.

Politics: [A note to the staff: Cara"s info here is awesome, but probably better represented in the separate city info sections for Cardea or Ironoak as they organize their governments very differently. I'm saving this info for use there.]

The Cardean city, in its rapidly growing and developed state, has formed its own government run the local Lord Baron who serves as monarch. The Lord Baron is followed by several higher government positions appointed by himself or by election, concerned with justice, peacekeeping, trade, resources, and other aspects of running the city. The upper class, merchant union, larger religious groups, and wealthy also play a part in influencing the direction the city takes through their obvious influence on the welfare of the city government. As such Cardea is subject to codified laws set down by the government that regulate everything from taxes to criminal justice. Cardea does keep a standing army of highly trained foot soldiers, who police the streets when martial law is required.

Ironoak, on the other hand, consists only of the fort on the river when it comes to government. Only the fort itself was built by Cardea; the town itself was built by settlers who sought safety in proximity to the fort. However the citizens of Ironoak do look to the fort and its High Captain as their governing body. Despite their Cardean origins, the people of Ironoak do not associate themselves with Cardea beyond diplomatic ties, and the regular operation of the city and fort is far different from Cardea's law system. In fact, beyond the City Watch, law is largely enforced by the settlers. For the most part this means that law is not written in stone and enforced in court rooms, but a matter of personal ethics and cooperation among the people who stand together to protect their settlement from crime and evil.

Religion: The Cardeans are a mix of cultures from around the world outside the Nightscape, and as such their religion is the most diverse of all cultures. Secondarily, it is the most accurate, as the war of the gods and their involvement in society outside of the Nightscape so far has provided numerous chances to understand the workings of the godly plane and put it into mortal terms. The Cardeans vary in their religious dedication, but as humanity has a habit of forming groups around their causes, in many cases those who follow a deity or religious order are supported by a temple or group through their faith.

Race Background: Cardea is relatively new to the Nightscape, which began as a small, isolated coastal town. As the wars and troubles of the world increased, the people of many cultures sought fresh new lands for both religious, financial, and personal reasons. The Nightscape is the largest of these "new" and relatively unexplored lands. Cardea rapidly became a city and swelled through immigration. It is a melting pot of cultures and societies, governed by a monarchy and influenced by those with power and wealth. With the building of a fort to control a major trade river in the West, Ironoak was settled by merchants and adventurers seeking a safe haven. To the Cardeans, the world is a dangerous place with many opportunities.




Anuhrian

Life span: As any human, but closely dependent on social status.

Physical Appearance: Anuhri tend to fall into two categories in reference to build: the lean, slender type, and the wide, stockier crowd. Their skin tends to be darker tones of brown and tan. Hair colors range from blacks/greys to browns. It is extremely rare to see pale skin or even fair colors of hair among their people. Eyes are generally dark in color. The desert is a harsh place, lending to the tendency of Anuhrian people to be trim if not simply skinny. Being overweight is a sign of status or wealth among them, simply because it reveals the subject can afford to be so. Tattoos, piercing, and jewelry are common among those who own such treasures.

Personality: Anuhri are a proud people. They are open and friendly in social settings, but stern and sometimes stingy in matters of trade or government. It can also be said that the Anuhrian soul can be fiery, be it in matters of passion or pride. The Anuhri take pride in their families and their customs, evident in the commonality of an Anuhrian family specializing in a single, focused trade for generations on end. For the most part they are a warm people, can seem exotic in their ways among other cultures, and feel strongly about their religion and homeland.

Most Common Trades: Tinkering, Inscription, Tailoring

Most Common Classes: Mage, Fighter, Rogue, Bard, Crafter, Cleric, Monk

Most Common Alignment: Anuhri tend to be of any alignment

Main City/Land [can also go into housing as well] : Na'jharah, a large oasis settled along the lake Ra'him. This area is the main trade and religious center of the land of Anuhri. Tall towering sandstone buildings mingle in with tents of various colors, housing vendors and travelers alike with in the city. Weaving in and out of the sandy paths of Na'jharah are a series of aqueducts that aid in the cities water supply and to feed the few fields that surround the outskirts of the city.

Na'jharah is considered somewhat of a holy place, housing both the Temple and the highest political seats of Anuhri, and it has gained a reputation as the prize of the desert.

Beyond the Temple of the Sun lies a small training ground where the temple warriors reside and train. This area contains not only tents that house those warriors, but a sparring pit, where desert warriors prove their strength to their god and their worth in serving with in the army of one of the Na'jharan territories, or even that of the Temple itself.

With in the shadow of the temple lies the palace of the moon, an ornate building housing the political and trade meetings. It is a "neutral" area, where those who enter are to put aside their differences and come together to make those political/trade decisions that need to be made.

Cultural Customs: Dance of the Moon: A cultural ceremony that takes place on the first night of full moon of the new year. It is a celebration that lasts the week before and finalizes within the sands of the desert illuminated by the full moon. The purpose of the celebration is to honor not only their gods, but their people and the sands from which they come, in hopes for a blessed rain and strength among their people. The celebration often contains large feasts containing many local foods such as goat cheese and flat breads. Dancing and music are also a large part of this festival. The final night of the celebration includes a dance performed by all people, one that is taught to them as children and is said to be carried from their ancestors.

Slavery is not uncommon among the Anuhri. There is no specific slave trade, but one can voluntarily and even forcefully be placed into servitude according to cultural law. There are several reasons why one might place themselves into servitude, among these are repayment of debt, in trade for a service, even in order to right a slight in honor against the family. In some situations and depending on the size of the debt, this can carry over into further generations as well include other members of the family. In rare cases, one might be forced into servitude by means of law, these being prisoners of war, and in payment for a wrong done among another person or family. Unlike other methods of slavery, slaves are not sold or traded among their people. Once an individual is placed into servitude, it is up to the family and in the case of prisoners of war and lesser criminals, can be mandated by the ruling political figure. Unlike in some cultures, slaves among the Anuhri are treated respectfully as servants, but are restricted mainly to the household and the accompanying their "owner" on various tasks, however might maintain their own home with help of their "master" at this time. Slaves among the Anuhri are not seen as objects and tasks never include things beyond simple household and family service. Although these people are "owned", though the word would not be completely accurate in it's meaning, they are treated with dignity and respect, not as an object, but rather honorably as a person which is why these individuals are not used for darker dealings. Those that may be placed into servitude by means of law, often times are not given the same benefits of those placed into this position voluntarily. These individuals are not allowed in most cases to leave the company of the family on a daily basis. One might often times find these individuals sleeping within the confines of the family home or tent, often times sleeping on the floors of their masters chambers or with in the sight of family members. Wrong doings by slaves of this nature can be met with physical punishment in extreme cases, but generally are only met with an extension of their length of servitude. Though this is not uncommon among the Anuhri, it is not an every day occurrence, and not all individuals or families have slaves.

Teachings: The people here are very devoted to their families and children. Many don't have much and live in poverty, and so they have learned to find other pleasures in life, those of love, friendship, music, and art. From an early age children are immersed in the doings of the family and taught their lessons by the many children's fables that are passed down to them. The education of many young people takes the form of learning through experience. The military and martial standards are very rigorous and children are exposed to them at a young age. Seeing children and adults alike playing in war games is not uncommon. Overall, the Anuhrian people as a whole hold themselves responsible for contributing to the education of their families.

Politics: Na'jharah is a city divided into territories, which sometimes expand or change with the winds of time. Today, there are three. Reigning over each is a single leader who enjoys complete autonomy, titling himself whatever he desires and governing his territory as he wishes. This can be a blessing to those who live in it, but often it becomes a curse. Taxation, tribute, rationing, and martial law are often a fear and sometimes a reality.

But these three leaders are not without a binding presence. The Emperor of Anuhri resides within the temple of the Sun, along with his family, priests, and personal guard. Rarely are the temple doors opened. Instead, the emperor and those inside remain secluded in contemplation of religion and philosophy, only ever leaving when there is a matter of great importance to attend. The territorial leaders are watched by agents of the temple, both openly and secretly. While very unusual, record states that the Emperor has intervened in the past, often to the utter ruin of one or more territorial powers and always in perception of the gods' will.

The leaders themselves live a life of power and danger intertwined. Because of the nature of the place, resources of all kinds are scarce and valued. Assassins and coups are a regular part of noble life, and because of this, the majority of the rich are people willing to be ruthless and deceptive. While the common folk live their lives in poverty, often willfully ignorant of the politics of their city, the nobility fights a secret war for territory and trade governed only by the whispered fears that surround the temple.

Religion: The Anuhri worship two gods and their faith resides with these two. The first is Ahibra who is represented in symbol and facet by the sun, water, and as giver of life. The temple of the Sun is built in the her honor. The second being D'hara, represented and representative of the land, moon, and death, the Palace of the Moon having been build in his honor. Both gods are honored among the people, some finding that they pay homage to one more than the other depending on their station in life. There is a sense of balance in the Anuhri religion, each god having a place in their life and it's cycle. The Anuhri believe that upon death they join the gods, working as servants among them and find their home among the desert winds. The Anuhri believe that if one listens they can hear the voices of their ancestors spoken in the winds.

Creation Theory: In ages past the land was once fertile breeding tall grasses and great trees, housing birds of every color and creatures not even heard of. A drought came upon the land causing the lush fields to turn to desert, and the grasses and trees to shrivel into nothing more than dust. Ahibra, seeing this, was dismayed and brought a great rain upon the land, splitting it to create the river Ra'him the holy river and giver of life from the waters, the god mixed sand and created the people, dark and tough, breed from the desert, life being breathed into them by the winds.




Somerled

Name of race: Somerled (Human Arctic Barbarians)

Life span: As any human, but closely dependent on social status.

Physical Appearance: Living in a harsh frozen landscape has made the Somerled a tough, enduring people. Their skin is pale and thick, and they wear their hair long enough to shield their neck from the biting winds. Though heights vary, years of hard work and natural selection have bred a race that is broad shouldered and muscular. Most have pale eyes of any dark color, leading to a kind of quiet and serene grayed tone, and most have very wide, squared jaw structures. According to Cardean science, the Erkan heart beats far slower than any other known human race.

Clothing among these people is very utilitarian, comprised mostly of furs, or for the wealthy, layered cotton garments traded or plundered from the South. Armor is as much clothing as protection, both for the thickness and warmth it provides and for identification. Nothing is mass-produced in Lokfarne, meaning each warrior wears his own unique selection of armaments, creating almost individual heraldry by his clothing alone. Jewelry and clothing among the Somerled is not valuable based on its trade value, but on its significance. For this reason, few wear jewelry made of precious metals or wear fine silks, as these have little meaning to the Somerled mind set and better serve as trade goods. Instead, a Somerled townsman might adorn himself with a string of polar bear claws, if the bear were slain by himself or someone he knows. Personal significance carries more weight than trade value.

Personality: The Somerled are natural survivalists, not so much as individuals but as a society. Honor and blood bonds between them are upheld with pride, as each new generation is taught that this is the way to prove oneself to his ancestors and gods. Among trusted friends or family, most are boisterous and jovial, willing to partake in anything offered by way of food or drink or gifts, and to offer their own as well. Among strangers, Somerleds are stoic and quiet, even mysterious, as much observing as trying to intimidate potential threats. The foundation of Lokfarne's economy is through barter of goods or services, and these agreements are upheld because anything less would be dishonorable. Trust between friends is a sacred bond, and between trade partners, almost as sacred.

This emphasis on maintaining a balance of honor carries into times of war as well. When wronged, a Somerled will seek revenge. At the same time, he will be wary and expect retribution from those he has wronged. As such it is important for them to pick their battles. To a race devoted to their own survival, making enemies is not only unwise but shameful.

Most Common Trades: Tailoring, Tinkering, Cooking, Blacksmithing

Most Common Classes: Fighter, Knight, Cleric, Bard

Most Common Alignment: Somerleds have a personal set of laws based on eye-for-an-eye honor. Beyond this, they dislike codified rules, so a lawful Somerled is rare.

Main City: The Somerled people have lived in the village of Lokfarne for generations. In that time, little has changed. Lokfarne is built of wood and stone from the surrounding mountainsides, and nestled in a wide flat valley of snow at the end of a frozen bay. Smoke rises in plumes from the thatched and wooden rooftops of cottages and huts. Long, cavernous buildings house meeting halls and workshops. And in the bay, laborers and warriors maintain the sleek, intimidating ships that have been the lifeblood of the settlement, through fishing and raids, for as long as anyone can remember.

Cultural Customs: Though not as essential to the survival of the race as they once were, raids remain a regular custom among the Somerled and have become ritualistic events involving symbolism and celebration. When a raid is called, Lokfarne is quickly set into action to prepare the boats, supplies, and warriors for action. Spirits are consulted and prayer is enacted, as well as other customs passed down by a family, such as fasting or feasting. Gifts are exchanged for luck and weapons for protection. A raiding ship normally doesn't take more than a week to return, and during this time the town is quiet, in suspense and anticipation of what goods and tales the party will return with. Upon the raiders' return, celebrations often last long into the night, or for several days in the case of particularly productive raids. Drinking, feasting, storytelling, and women are often involved in these celebrations.

Teachings: The Somerled are a male-dominated society, though successful warriors hold the highest status, be they fighters or shamans. Proving themselves as warriors, Somerled women can gain the same respect that any man receives, though few choose to break the mold of their teachings in this way. From birth, Somerled children are made aware of the many dangers they must face, and as soon as they are strong enough to leave the warmth and shelter of their homes, they are thrust into the world of adulthood. Boys are instructed in the ways of their family's chosen trade and taught to fight to protect their families and the village. Girls receive almost the same treatment, with slightly less emphasis on fighting and more on faith. The pressure on Somerled youths is intense, but this is customary in Lokfarne, as it is believed this kind of discipline and hands-on teaching is what has allowed the settlement to survive so long.




Gypsy

Appearance: These people are marked by olive skin, dark eyes and hair, and they are similar in appearance to their Anuhri cousins. They have a zest for life that is often expressed in the vibrancy of color in their dress. They have a fondness for jewelry that both allows them to enjoy its beauty and to transport their wealth easily.

Age span: Typical of other humans, rarely live past their 60's.

Personality: Taken from a real life gypsy poet, this best explains who the gypsies are:

"Freedom"

We Gypsies have only one Religion; freedom.
In exchange for this we renounce riches, power, science, and glory.
We live each day as if it were the last.
When one dies, one loses all: a miserable caravan just as a great empire.
And we believe that in that moment it is much better to have been a Gypsy than a king.
We don't think about death. We don't fear it; here is all.
Our secret is to enjoy every day the little things
that life offers and that other men don't know how to appreciate:
A sunny morning, a bath in the spring,
the glance of someone who loves us.
It is hard to understand these things, I know. One is born a Gypsy.
It pleases us to walk under the stars.
They tell strange things about Gypsies
They say they read the future in the stars
and that they posses love potions.
Most people don't believe in things they can't explain
We instead don't try to explain the things we believe in.
Ours is a simple, primitive life.
It is enough for us to have the sky as a roof,
a fire to warm us,
and our songs, when we are sad.

Most Common Trades: Renown for their skills in tinkering, animal training, and herbal remedies (potions), they are also well known as entertainers ( performing animals, street musician, sword dancers)

Most Common Classes: Tamer, crafter, mage, bard, rogue, cleric (This would be role played as a hedge witch or herbal healer as opposed to the follower of a god.)

Most Common Alignment: Chaotic Good, Chaotic Neutral

Land: They are a nomadic people who often camp for short time near other settlements for trade opportunities, then move on. A gypsy settlement generally consists of tents and wagons, arranged in a defensive circle, as well as some high landmark to accommodate lookouts.

Customs: The gypsy has little understanding or respect for the concept of property rights. They firmly believe that what is truly needed will appear, and ignore such trivial details as ownership. They also have no qualms about sharing what they have with others in greater need, even if it will make things harder for them, those who have the greatest need have the greatest claim. They understand the difference between needing and desiring, and so will often drive a hard bargain to part with something they believe the other only desires but will generously give away that which they think is needed. They are often in dispute with other cultures that perceive them as cheats and thieves over this conflict of values.

Red is a color of power and is used in most gypsy rituals and in the making of wards or amulets. They have a strong dislike of anything that inhibits an individual's free will and so will consult a horse before agreeing to sell it, as the horse must be happy with the arrangement. All undead are seen as an abomination as there is nothing more horror filled that to be compelled without the ability to refuse. Gypsies will often free or release these pitiful creatures by destroying their bodies so that necromancers can no longer compel them.

Once each year usually around the time of the summer solstice all the bands come together at a gathering that is both celebration, festival, competition and meeting of all shuvanis to resolve any issues that are between bands or concern all of their people.

Politics: Gypsies travel in self governing family bands, settling issues within the band through guidance from the band's shuvani (wise woman). They do not bend knee to any gadja (non gypsy) government, but rarely wish to provoke the kind of trouble with the rulers of the various lands they pass through that would disrupt their trade or travel. Gypsies will extend guest hospitality to members of other bands of gypsies, granting them equal sharing of the band's resources and a voice in family discussions. Once a year leaders of the various bands will meet to settle disputes, dispense justice and record all births, deaths, marriages and banishments that have occurred that year.

Religion: They do not follow any god but they highly revere their ancestors. It is believed that one of the special skills of the shuvani is their ability to speak with former shuvani's spirits. The ghosts or spirits of these wise women serve as guides and counselors to their people, they are the source of the shuvani's ability to see beyond. They are never compelled to aid the living, which is how they differ from necromancers, the spirits are beseeched for aid but it is their choice to help or not, or to ask for payment or set terms for their assistance on the petitioners. Rarely will they come to the aid of a gajda (outsider). The crystal ball is one of the tools used to communicate with these spirits. They may also choose to communicate through tarot cards and tea leaves.

Free will is a deeply respected right of each family member but it is balanced with the needs of keeping the greater family of gypsies flourishing. Marriage outside, to a Gadja, is not impossible but not easily done. Gadja that are willing to become one with the band, and prove themselves worthy may be adopted. The adoption ceremony is similar to a blood brother ritual with the co-mingling of blood. Once adopted by the band, the restriction would no longer apply as they are now considered a gypsy and the marriage would be welcomed. Marriage to a gadja without the blessings of the family would be shameful and a possible result for such a thing could be banishment. In these cases the band's shuvani might enact a ritual that would ceremonially strip the individual of their bonds to the family and they would be considered gadja from that point on. Each member shunned from their band could contest this decision at the yearly meeting and be accepted by another band if the decision were made to accept them back.

Creation Theory: They are human and the beginning tales of their coming together has been lost in the mists of time. It is probable that the first gypsies were born in the desert as they share a common appearance although little else. Most likely those whose souls cried out for the freedom of the road eventually found each other and formed a band that was at its first tied by similar desires and later by bonds of blood.




Elves

Physical Appearance: While elves are not truly immortal they are so long lived as to give the appearance of it, and if injury or illness does not shorten their natural life span they can live upwards of one thousand years. They tend to be pale in coloring, both in skin and hair, and tall and slender of build. Their willowy frames are far stronger than they would appear and they have a natural grace to their movement.

Personality: Elves are known for being very loyal: loyal to their family, friends, and race, to their traditions and customs, (and to the frustration of others) to their own point of view. Its not that an elf is closed minded, but rather they are thoughtful, deliberate and conservative regarding change. Elves place great importance on beauty and the pursuit of perfection. This is particularly evident in the adornment of both themselves and their homes. It is said that elves have made an art form of daily life. They rarely approach anything in a direct manner, preferring to learn more about the person they are dealing with through seemingly pointless small talk and courtesies. While elves will rarely lie, they will also rarely tell the entire truth. They have a dry and subtle sense of humor that can often be missed by those unused to it. Subtle good-humored teasing is a sign of acceptance and friendship among elves.

Most Common Trades: The elves take to all crafts, although they are most renowned for their skill in woodworking and inscription.

Most Common Classes: Ranger, Warrior, Mage, Druid, Cleric or Healer, and Bard.

Most Common Alignment: Lawful Good and Neutral, Neutral Good and True Neutral.

Main land: The regal, ancient forest of Malledesselar, home of the elves in their tree-born towers. The landscape under the thick canopy of the trees is lush and formed of streams, springs, pools, and intricate metal and stonework. It has been said the city of the elves looks as if every individual part was created with its role in the whole in mind.

Cultural Customs: Elves believe social manners and an appreciation for nature's beauty is what separates the civilized from the barbarian. Conversation except in times of emergency tends to be rather flowery, formal and indirect. Even close friends when greeting each other use whatever honorific titles the other might have. Direct questions are considered rude, and direct personal questions are seen as an intentional insult.

Elves learn the arts of diplomacy when young but there are times when words will not settle a matter of honor and so the dueling circle will be used to resolve it. Duels between elves are not common but not unheard of. The two people involved fight hand to hand without any aid from the outside until one is either dead, steps out of the circle, or are forced out.

Social gatherings, even very small ones, begin with a sharing of tea, wine, and refreshments. This can be simple without ceremony to very elaborate in discussion regarding the aroma, texture and tastes of the tea, and its suitability to the event. To invite someone into your home and not offer anything to him or her would be considered a serious insult, as would the refusal of offered food, (the exception to this would be in war or emergency). To enter someone's home without invitation would be seen as the act of a barbarian.

Politics: Society is a sacred tradition among the elves, and they hold their way of life in the highest regard. Politics center around a Council of the Elders, who meet when one feels it necessary to discuss the state the world is in and what should be done. As with social relationships, these are starkly formal affairs, impersonal. The elders can seem cold to some, but their decision-making process is meant to serve the society as a whole, choosing the lesser of two evils. The good of the many outweighs the good of the few.

Religion: The elves have their own Pantheon, and worship much in the way humans do. Theological discussion and education has a place in society and is mostly determined by family tradition, but it is not looked too as the basis of all life. Regularly, families hold shrines or pray individually to the gods in thanks or in times of need. As with all elven society, though, when one has chosen his place in life, he strives to become the epitome of his purpose... when an elf has chosen to devote his life to the teachings of the gods and the spreading of the word, he is loyal, steadfast, and strong willed.

Creation Theory: The elves maintain that they are the firstborn, the original sentient race that walked the world in millennia past. (More detail to be written in soon as a collective origin story for the world is introduced)

Race Background: The elves of the Nightscape have existed here in relative peace for centuries. Since its settling, the elves watched Cardea carefully, worrying that one day it might grow into an infectious center of humans and that these humans would bring with them destruction and greed. It was a subject of debate among the elves, how such an event would be remedied, but it was the decision of the majority of the governing council that the town be watched, for now. None could've predicted the swiftness with which Cardea expanded with the weight of immigration to the Nightscape.

There are murmurings of blame in the higher circles of Malledesselar, but no matter the grudges and turmoil held within the elven halls, the influx of humans and other beings is a threat to the elven way of life. Though quiet, the elves are in turmoil over how to accept the changes that will be wrought, whether they should stop them, or if they even can, at this point. Some choose to meet the newcomers with acceptance, some with neutrality or masked disdain. There are a few who would wish the newcomers ill, but for the most part, these take care to avoid confrontations that would otherwise turn to bloodshed.




Dwarves

Life span: Dwarves live and average 200 years, though this varies widely.

Physical Appearance: Dwarves are small in stature, rarely taller than a meter to a meter and a half, with about 4' being average. Their bodies are very muscular from much manual labor, leading dwarves to be strong in action but not agile like the elves or even humans. A common trait among adult males is the presence of a well-groomed beard. Dwarves consider it a right of passage to wear one; younger dwarves not allowed to sport more than a few whiskers. Female dwarves, though stocky, tend to be rounded, not so much heavily chiseled in their form. Hair generally ranges from browns and reds to blacks, even to white, as dwarfs tend to go grey at an early age. Dwarves generally have dark colored eyes, blue is not common to this race. Dress among the dwarves is quite similar, and due to their hard work and fine craftsmanship, the clothing is well made, with good cloth and fine edging. There are variations in dress based on clan, family, and even position. Often times a dwarf may wear a scarf, a rune symbol, or even a certain cap or adornment to designate themselves with one of these, or in the case of a warrior, his armor will usually bear the symbols of his family.

Personality: Dwarves tend to be gruff, stubborn, and a bit sarcastic. They are also fearless fighters and loyal allies. Dwarves can be boisterous at parties, especially if large amounts of alcohol are involved. They are hard working, practical and rarely laugh or tell jokes, but they love a good story-especially when heroes and war are involved. Dwarves overall have a fondness for music, song and story, making this a part of their everyday life from singing as they hammer the forge or a war song when in battle. Common among dwarves is also a strong belief in earning ones keep, especially with in the mountains, where they prefer to live. They possess a strong work ethic of practicality and efficiency, constantly looking for ways to improve their work progress and ability. Following this, most dwarves also feel the need to create or gain, to have something to show for their successes. Some could call this greed, and in many cases the description does fit, but in such a society it is the simplest way to display the ability and work ethic that is so highly prized.

Since dwarven women are few in number and vital to the continuance of their race dwarven men over the ages have become understandably very protective and appreciative of women. This appreciation is carried over to a lesser extent to women of all races. Men of other races would do well to think twice before abusing or disrespecting any woman in front of a dwarf man if they don't want a few manners knocked into their heads literally.

Lastly, to a dwarf, time heals no wounds. To begrudge a dwarf is to make an enemy who will not forgive or forget until the wrong is righted, either by vengeance or admittance and apology form the one who committed the crime, unless more is warranted. A broken vow is one of the most serious offenses of all, as each dwarf carries not only his personal honor on his shoulders, but that of his family and ancestors from the first dark days.

Most Common Trades: Miner, blacksmith, tinker, cook...Dwarves are good at most trades, their hard work ethic driving them to excel in their chosen skill. They are also strong merchants, skilled in negotiating and trade through shrewd caution in such affairs.

Most Common Classes: Fighter, Knight, Crafter, Paladin, Bard

Most Common Alignment: Lawful Good to Neutral. Evil and chaotic on extremely rare occasions.

Main City/Land: The entrance to the Dwarven halls below the Nightscape is known as Nalagathol, "fortress path" in the common tongue, and most travelers can tell you it is located on the edge of the ice lands in the North. Below this, the fortified entrance to the First Hall, is the city of Khazadelg. Though the dwarves once occupied many great halls and tunnels below the surface of the Nightscape, many of these have fallen into decay or ruin, or worse, the occupation of orcs and other enemies of the dwarves. Khazadelg itself is set beside a river in the deep, which in turn opens into a large subterranean lake. The stonework and masonry of the tunnels and buildings in the city are among the most perfect examples known to exist, with seamless fittings and intricately etched details. The design of Khazadelg is largely military, incorporating a good number of features designed to slow or trap invaders. To this end, the city is built in a stepped pattern, with the highest tiers facing the open caverns to serve as a wall as well.

Cultural Customs: Anniversary of the Great Battles: A ritual celebration is held yearly to honor those great fighters that have gone before. Involved is an evening of story telling, trading, drinking, reflecting and even sparing. During this time they pay tribute to the great warriors of their people, even reenacting great battles on occasion.

Another celebration called Feast of the Mountain is held twice a year, this feast is done in honor of the mountain and in honor of their god. It is their hope, though they believe that their hard work will gain them the ore and resources they desire, they will be blessed with the greatest vein of dwarven history. Though this is more a tradition than it is a request for blessing, the dwarves relish in the opportunity to converge with their kin and show off their skills, through an open market and even crafting and mining competitions.

Politics: Dwarven society is very regimented, arranged into nations, clans, families, and hearths. Dwarven politics is comprised of a loosely based monarchy. Generally they are lead by a king who then appoints a council. Hard working and intelligent, those placed on the throne base their choice of council members on work ethic, understanding of their culture, practicality and shrewd in their handling of various issues. The council is generally chosen from the heads of each of the major clans. The council meets often do discuss everything from trade and military agendas, to property and planning of cultural celebrations. The King and his council are quite diligent in their duties, not remaining exclusive to their political positions, but continuing their roles as beneficial members of dwarf society. Regardless of their rank with in the culture, they work beside the others in mining, trading, crafting, and fight among their kinsmen in battle.

Power struggles among the dwarves are very rare, replaced by a series of personal struggles council members and elders face. Often an elder dwarf will bear a grudge or engage in a contest of willpower with another, as a means of solidifying his position. Of course, the inherent stubbornness of such an old dwarf usually means such things are trivial. As an example, many meeting among dwarven lords, on a personal level, begin with a staring contest as the two size each other up. Such small gestures are serious matters among the dwarves, as respect is not flaunted, but comes through in decision making. Such contests may even be taken to extremes. Such is the story of Thanes Ulgardt and Roldegost, rumored to have spent a full 3 days in a meeting chamber, neither willing to stand down from the initial staring contest. Steadfastly they stood unmoving, arms crossed, brows lowered, until the "meeting" was interrupted by the alarms that signaled an attack from the tunnels. It is said the two thanes, in their fury at being interrupted, made the invaders pay dearly with their combined armies, leading to the time-honored alliance which followed.

Religion: The dwarves have their own pantheon, and do not seek to incorporate all aspects of life into it, but rather venerate their few and specific deities as examples to follow. Organized religion, while present, does not make up a large part of society"s workings. Worship in Khazadelg takes the form of dedication. One may dedicate his next venture to one of the deities in hopes of showing his worthiness and skill, much to his own pride.

Creation Theory: (To be done soon, the info here should suffice for now, but the story of the creation of life is in the works and not yet finished.)

Other: A unique part of the Dwarves is that females are not common among them. Since dwarves are often times infertile, they generally do not take wives. Females are prized yet treated as equals in all things but war. This is to ensure the rare few are protected, and indeed in times of war they are valued as highly as any wealth of the clan. They also tend to be proud, voicing their opinions and working hard alongside the males of the race.



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