Races of Sekhar in Rivendom | World Anvil

Races of Sekhar

The world of Sekhar plays host to a variety of intelligent peoples, each with their own strengths and weaknesses, their own histories and cultures. What follows serves as a simplified and generalized overview of each of these races. What is mentioned here should not be taken as gospel as each race has varied subgroups and ethnicities that are unique in their own right.  
 

Di'Termalttë

Tretâllë (Bone Elves)

Main Article: Tretallë   The tretâllë are a race of elves native to Di'Termalttë. They share a common ancestor with the elledŷnnë and were, in the distant past, once enslaved by them. The horrific consequences of their enslavement and the inhumane conditions they were forced to labor in have left a lasting scar on their cultural identity which continues to inform their values and principles in the modern day.   The tretâllë are the founders of the Dominion, a vast empire that spans most of the known world. They come across as grim and stoic to other races and the strong militaristic streak of their culture, which engenders strict discipline and strong restraint, doesn't help this perception. Even their nobility are fairly resistant to the displays of largesse and ostentatious grandeur that the aristocrats of other races might be due to their cultural aversion to the excessive pursuit of wealth and beauty.   Further compounding the perception of the tretâllë as grave and somber is their reverence for the Stranger, the God of the Veil Between Life and Death. Unlike most other races, which tend to balk when confronted by death, the tretâllë live with it and embrace it, their culture placing an emphasis on reverence for the dead and the acceptance of life as a fleeting moment in time.   This cultural fascination and reverence for death further means the tretâllë do not tolerate the desecration of the dead. Necromancy is the highest crime in the Dominion as it goes directly against the laws of nature and the will of the Stranger, but grave robbery and the defilement of corpses are also considered capital crimes.  

Khyreni

Main Article: Khyreni   Most tretâllë are happy to live under the prosperity and stability offered by the Dominion. There are those, however, that wish to pursue a different life, or who disagree on some fundamental level, with the principles and values of the Dominion. As the Dominion does not tolerate ideals and attitudes that could threaten the unity of the empire, these people are given the option to leave peacefully. Those less inclined to voluntarily leave the Dominion are, naturally, expelled forcefully.   Together, these exiles are known as the Khyreni. They are a small group, but one with tight community bonds and a strong sense of collective identity. As much of the world is occupied by the Dominion, and the Silvered Realm of the elledŷnnë is not an option, they reside instead in the Exiled Realm, along with the region's native races and elledyn'ni exiles.   Though some Khyreni may harbor resentment for the Dominion, the group as a whole tends to view their exile as an unfortunate consequence of an irreconcilable difference of opinion. While they are happy to complain about the parts of the Dominion they dislike, they are quick to discourage any talk of rising up against the Dominion or taking up arms. Not only is the Dominion far too powerful for a small band of exiles to challenge, they do recognize that the Dominion is also responsible for the prosperity and stability of the world. Consequently, the Khyreni attitude tends toward making the best of the hand they've been dealt and working to improve the Exiled Realm.  

Elledŷnnë (High Elves)

Main Article: Elledynnë   A second race of elves native to Di'Termalttë, the elledŷnnë are the ancestral enemies of the tretâllë. Their predecessors enslaved the ancestors of the tretâllë and forced them to toil in mines far away from the light of day, digging up gold, silver, and jewels to feed a cultural gluttony for wealth and beauty.   Prejudice and hatred have ever festered between the elledŷnnë and the tretâllë. More so on the part of the elledŷnnë than the tretâllë, and even this is true only for the elledŷnnë of the Silvered Realm.  

Ajereni

Main Article: Ajereni   Elledŷnnë citizens of Il Ajerë Lanathë, the Silvered Realm, who have carried on the slaving, hedonistic lifestyle of their ancestors. In their culture, physical beauty is the only truly worthwhile measure of merit and it is from physical beauty that all things, from social standing to trustworthiness to economic mobility, flow naturally.   Ajereni society is heavily stratified, with the poor, the ugly, and the enslaved forming the bottom rung of the social hierarchy. These "un-ideal" people, so-called because they do not conform to Il Luathar, the codified ideal of Ajereni beauty, are forced to toil to support the lavish lifestyles of those more beautiful—and therefore superior—than them.   The Ajereni believe themselves to be the most beautiful people in all of creation. Therefore, by their estimation, they are also the most superior of all peoples. To the Ajereni, all other races are inferior—worthy of no more than being slaves upon whose backs they could pursue ever loftier heights of beauty.   The Ajereni detest the tretâllë most of all. Not only do they view the physical appearance of the tretâllë as a wicked perversion of the Ideal, they also believe that the Dominion and all its holdings are rightfully theirs, stolen from their ancestors by a bunch of slaves too stupid to accept their lot in life. Other than the lowest rungs of society and those few whose empathy has yet to be crushed by the relentless pursuit of pleasure and beauty, it can be said that most Ajereni regard the tretâllë with naked contempt.  

Hianari

Main Article: Hianari   The Hianari are a group of elledŷnnë who have, for one reason or another, fled the Silvered Realm into a life of exile or were born into that life to exile parents. They come from all walks of life, with aristocrats and nobles, peasants and slaves represented in their number. What brings them together is contempt and resentment for the society that raised them and a desire never to return to the twisted excesses of the Silvered Realm.   These exiles find shelter in the Exiled Realm, a territory in Di'Termalttë carved out by an ancient treaty and enforced by one of the most powerful and vicious blood magic Obligations the world over. Here, they can lead peaceful lives as long as they are able to overcome their prejudices and coexist with the Khyreni and the other races that reside in the Exiled Realm.  

Tolvaar

Main Article: Tolvaar   The Tolvaar are a humanoids with lupine (wolf-like) features that live on Di'Termalttë. Their ancestral home is a wide strip of land that follows the white coastal cliffs of the Vaar-Akôri region in the southeast of the Exiled Realm, though their current population is much more widespread and straddles the border between the Exiled Realm and the Dominion.   Tolvaar revere the Lady Veýs, an immortal druid and blood mage possessed of great wisdom and unimaginable power. Tolvaari tradition holds that the Lady Veýs played an instrumental role in ending a relentless cycle of pain and bloodshed that had plagued their people in the distant past. She is regarded as a spiritual guide by some, and a savior by others. Some apocryphal texts held in high regard by certain groups even hold that the Lady Veýs created the Tolvaar by elevating a pack of wolves, granting them the gift of speech and intelligence.   Tolvaari society is arranged around clans known as tora, (sing. tor). They are highly social and demonstrate a high degree of collectivism, which is readily apparent in their tendency to form tight community bonds, their predilection toward a strong sense of duty to one's clanmates and fellows, and their openness to diplomacy and non-violent conflict resolution.   That is not to say that tolvaar get along well all the time. Their collectivist tendencies simply predispose them to seeking out other avenues of resolving a conflict, leaving violence only as a last resort. Indeed, it is not uncommon for there to be friction between different tora for one reason or another, not to mention that modern tolvaar are split along religious and geographic lines into three general ethnic groups.  

Vaar

Main Article: Vaar   The vaar are a humanoid race with chiropteran (bat-like) features. They reside along a narrow band of territory that follows the white coastal cliffs of the Vaar-Akôri region. Despite millennia of development, vaari territory has not expanded more than a few tens of miles in every direction as they prefer to live in cliffside caves along the sea.   For as long as the cultural history of the vaar can remember, they have lived and prospered alongside the tolvaar. Indeed, the two races are so tightly bound the name "tolvaar" means "friend of the vaar" in the language of the tolvaar. And there is significant archaeological evidence to support this idea, with pottery of both tolvaari and vaari design being found at numerous ancient ritual sites along the Vaar-Akôri region.   Vaari society, like tolvaari society, is highly collectivist. Unlike the tolvaar, however, who segregate themselves into small clans of a few hundred to a few ten thousands, the vaar live in large cliff colonies that can number in the hundreds of thousands. Unlike the tolvaar, however, the vaar are largely insular, avoiding interactions with other races whenever possible.   Vaar tend to be timid and meek. Diplomacy is their default approach to any problem and violence is largely thought of as unthinkable. When confronted with an external issue, they rely on the tolvaar to mediate on their behalf. This is because they are predisposed to appeasement when left with no other options and, historically, this has led to their exploitation at the hands of bad actors.  

Kilai'i

Sylvari (Changelings)

Main Article: Sylvari   The sylvari are a humanoid race with a supernatural ability to transform themselves in such a manner as to be indistinguishable from the members of another race. They originate from Kilai'i, a chain of volcanic islands situated to the northwest of Di'Termalttë, a landscape both harsh and bountiful where they led difficult lives in a nomadic tribal society before the arrival of the Dominion on their shores.   Unique to sylvari physiology is a set of phosphorescent, color-changing subdermal strips along their flanks. In their natural forms, these strips, known as auili'inawohanui'i (SLV. marks of many emotions)—or auili'i for short—change color in response to a sylvari's emotional state. In younger sylvari, this response is largely reflexive. However, as they mature, sylvari gain a modicum of control over their auili'i that can be improved with consistent practice. Indeed, it is possible for a sylvari to entirely suppress or change the emotional response with sufficient focus.   As first contact with the Dominion occurred during the early stages of what would have been the agricultural revolution for sylvari society, the natural evolution of sylvari culture was disrupted. Unaware of the potential pitfalls, the Dominion uplifted the sylvari, imparting knowledge and technology that accelerated their societal development. In the process, sylvari culture and values were accidentally subsumed as more and more sylvari adopted the culture, beliefs, and principles of the tretâllë.   Modern sylvari are quite similar to the tretâllë. They are highly loyal, disciplined, and possessed of a strong sense of duty and responsibility. Like the tretâllë, they tend to abhor vanity and the pursuit of wealth, placing greater emphasis on pragmatism than aesthetic.   One thing that sets the sylvari apart on a fundamental level is their uncanny ability to mask their emotions, whether that be by hiding their emotions altogether or putting on a convincing display of an emotion other than what they are feeling. This control is likely developed as a social defense mechanism because sylvari emotions are more explicitly visible than the emotions of other races.   Because of their ability to control their emotions and appearances, sylvari make for some of the best spies and undercover agents. Indeed, many of the Dominion's intelligence officers are sylvari, and the majority of sylvari who join the army do so with the intention of joining the Dominion's intelligence programs.  

Verren

Mainlander Khathari (Tabaxi)

Main Article: Mainlander Khathari   The khathari are a humanoid race with feline (cat-like) features. There are two major populations of khathari on Sekhar. The khathari call the smallest of Sekhar's eight continents, Verren, their ancestral homeland. For that reason, both populations have agreed to call the khathari that reside there "Mainlanders."   Mainlander khathari are highly-intelligent and well-adapted to life among the trees of the rainforest. They are strong for their size, light on their feet, and agile. While they range across all layers of the rainforest, they spend most of their time in the canopy, using the dense network of trees and branches to move at speed through their territory. Unlike true felines, which are obligate carnivores, khathari are omnivorous. The Mainlander diet consists of fruit, insects (such as grubs and larvae) and small game caught in the canopy and understory layers.   Mainlander khathari, like all khathari, tend to be headstrong and fiercely independent. Freedom, be it freedom of choice, or freedom of movement, is a primary concern. So strongly do the khathari value their freedom that to Mainlanders, one of the most horrifying ways to die is by getting trapped in jungle vines. This fear of being deprived of freedom runs so deep that one of the most important aspects of jungle stewardship to the khathari is cutting down vines. Furthermore, parts of the rainforest known to be thickly infested with vines are avoided altogether.   Though they form tight social structures, Mainlander khathari are predisposed to be suspicious and wary of groups and individuals outside of their relatively small clans. These attitudes lend themselves to a fierce sense of tribalism—one that has historically undermined external attempts to unify the disparate Mainlander tribes.   However, Mainland Khathari also tend to be intensely curious. After centuries of trade with Dominion settlements along the shores of Verren, some Mainlanders have adopted aspects of agricultural society. The first permanent Mainlander settlements have been established in recent years and there are promising signs of separate tribes coming together in a cooperative social structure patterned after the Dominion's.  

Pāll-tanír

Sandpaw Khathari (Tabaxi)

Main Article: Sandpaw Khathari   The larger of the two major populations of khathari on Sekhar. It is unknown when, exactly, the two khathari lineages diverged but modern scholarship suggests the two populations have been geographically isolated from one another for at least a few thousand years. The Sandpaw are all descended from a group of Mainlander khathari that somehow made their way from Verren to the desert continent of the Pāll-tanír and they exhibit adaptations to desert survival that are otherwise absent from their Mainlander cousins.   Among the adaptations unique to Sandpaw khathari are larger ears to aid in thermoregulation, thicker fur to insulate from the alternating heat and cold of the desert, tougher pawpads to protect them from hot sand, and bigger feet covered in coarse, long hairs to help them maintain their balance on shifting surfaces. Sandpaw khathari also need less water and can go for longer without water than their Mainlander cousins.   Combined with their strength, keen sense of direction, and tendency toward wanderlust, Sandpaw khathari make for great itinerant traders and goods ferriers in the harsh desert landscapes of the Pāll-tanír. They are a cornerstone of trade in the Pāll-tanír and their involvement in the continental economy and the transport of goods has led to the Sandpaw being far more personable and collectivist than the Mainlanders.   Diplomacy and cooperation are second nature to the Sandpaw khathari, unlike the Mainlanders. Sandpaw tribes tend to be much larger than Mainlander clans, containing three to ten times more individuals on average, and generally have amicable relationships with one another. That said, it isn't unheard of for tribes to come into conflict over territory.   While Sandpaw khathari may be more likely to leave the nomadic lifestyle in favor of more permanent settlement, this is still quite rare. Whereas Mainlanders fear the loss of freedom on a more practical level, the wide-open plains of the Pāll-tanír and a period of oppression under a tyrannical empire has led the Sandpaw to be more concerned about their intangible freedoms.   On an unconscious level for many Sandpaw (and a very conscious level for some), permanent accommodations, city walls, and the laws necessary to maintain order in civilized society may feel like undue restrictions on personal liberty. It is for this reason they mostly avoid city living. This natural aversion to urban life has been gradually diminishing with every generation, however, and young Sandpaw are increasingly willing to settle down in cities and villages across the Pāll-tanír.  

Arventiri (Humans)

Main Article: Arventiri   One of two major populations of IstErián, the Arventiri are native to the Pāll-tanír and are the majority race on the desert continent. Though Arventiri settlements are scattered across the Western and Eastern Wards of the Pāll-tanír, their ancestral homeland is on the southwest, along a narrow strip of land along the coast known as the Iqarliyya.   The Arventiri are a resilient, adaptable, and hardy race. Difficult lives in a hostile environment have fostered a culture of collective and personal responsibility. In the more rural areas of the Pāll-tanír, everyone is expected to contribute to their community. Even the elderly are given vital roles such as the production of remedies, creation of pottery, the processing of livestock carcasses, and preservation of food. Those with nothing to offer are viewed as a detriment to society, and in some communities may be cast out into the desert to fend for themselves.   A history of oppression and subjugation under the thumb of a tyrannical regime has engendered an intense desire for independence and freedom in the Arventiri, a deep-seated cultural distrust of external authority. The Arventiri are also possessed of a strong sense of patriotism that runs particularly deep in urban populations. They tend to be strongly loyal to good leaders, to the point of revering them as blessed by or descended from the gods.   As desert life allows for little in the way of luxury, the Arventiri tended to view abundance and the accumulation of wealth as a measure of success and worth in the past. Wealthy nobles and merchants were viewed as paragons, examples to work toward, a perception that led to a strong aristocratic caste with a reasonably stable base of public support. For this reason, it was necessary for Arventiri leaders to flaunt their wealth and power as austerity and humility were largely detrimental to their public perception.   After millennia under Dominion rule, however, these attitudes have become less and less prevalent. The historically-positive relationship between the artistocracy and the plebeians has become neutral, in most cases, and tense in others. Certainly, the nobility of Arventiri society are no longer allowed to act with the impunity they were afforded in the past.  

Veldrani (Goliaths)

Main Article: Veldrani   The veldrani are a humanoid race native to the Pāll-tanír. They reside primarily among the mountain peaks of the Skywall Range in small, largely insular villages with limited contact with the outside world. They are quite tall and broad, leading to folklore and myths across the Pāll-tanír that refer to them as the "stone men of the mountains."   The veldrani are strong, stoic, and restrained. They tend to be careful and introspective, especially when interacting with outsiders. They tend to be courteous, respectful, and mindful, but can be quite distant until mutual trust can be established—no small feat.   Like the other races of the Pāll-tanír, the veldrani suffered under the yoke of a tyrannical empire and played an instrumental role in the downfall of the regime. Their actions in the aftermath, however, are the source of a deep-seated cultural guilt that informs every aspect of modern veldrani society. As history tells it, the veldrani perpetuated a gleeful and bloody genocide against their slavers, leading to a generational burden of guilt they struggle with to this day.   A social structure unique to the veldrani, the Voices of Stone and Sky, further compounds this generational guilt. Each veldrani settlement has a Voice, which is a gestalt entity comprised of the memories and wisdom of all their leaders going back to the establishment of the village. These Voices lead their respective settlements and serve as an anchor to the past, essentially trapping the veldrani into a cycle of remorse and penance.   It is for this reason that, despite a demonstrated capacity to build a more advanced society, most veldrani are satisfied with living a relatively simple and austere lifestyle. They are bound to the past and view their simple lives as a sort of penance for the sins of their forefathers, sins that are kept fresh in the cultural memory by the Voices.  

Alossi Centhiri (Lizardfolk)

Main Article: Alossi Centhiri   Known as the lowborn centhiri to most, the alossi are a race of reptilian humanoids that formed the lower strata of centhiri society. Under the regime of the Mulrakhan empire, they were treated no better than the other races of the Pāll-tanír, forced into slavery and hard labor like the rest.   Alossi centhiri tend to be diligent and hardworking—a holdover of their days as laborers under the yoke of Mulrakh. They have a predisposition toward problem solving and are known to work hard on tasks and issues even when they find them to be unpleasant. Alossi also have a tendency to be humble and deferential, willing to follow reasonable orders and largely averse to taking initiative without being granted the explicit authority to do so.   Many believe these characteristics to be the result of a breeding program during the days of Mulrakh aimed at creating a caste of willing servants. Indeed, oral traditions passed down through the ages allude to such an effort, with a number of songs and stories that talk about brave, headstrong, independent alossi being taken away and never returning.   Like most of the other races of the Pāll-tanír, their subjugation under the thumb of Mulrakh has left a mark on their cultural identity. They have a strong sense of independence and a value system that places great importance on personal freedom. This can sometimes come in conflict with their deferential nature but often manifests as alossi being receptive to good leadership but highly resistant to micromanaging. They tend to be happy to follow orders as long as they are left alone until such time they need assistance or new ones.   Indeed, a particular curiosity in the aftermath of the fall of Mulrakh is that the alossi were all too happy to integrate into the societies of other races instead of carving out their own territories. It wasn't only until recent centuries that the alossi have begun to defy or deviate from their nature and sought to establish their own sovereign nation. In a parcel of land gifted to them by the Autonomous Siq'Ari Polity, the alossi built the nation of Ansoor.  

Tussari Centhiri (Yuan-ti)

Main Article: Tussari Centhiri   Also known as the highborn centhiri, the tussari are a unique race with ophidian (snake-like) features. Their upper bodies are of a humanoid morphology but their lower bodies resemble that of a snake. They were thought to have been wiped out by the veldrani in the aftermath of the fall of Mulrakh but had, in fact, managed to survive for thousands of years in stasis in underground bunkers and hidden communities on the surface.   Tussari are strong and robust. They tend to be ferocious, highly intelligent, and naturally inquisitive. They are predisposed to academic study and the applications thereof as evidenced by the handful of documents recovered from the early Mulrakhan empire. Their innate affinity for blood magic and the arcane arts also allowed them to combine physical science with magic to create technological feats otherwise advanced for their time.   It has also been noted the majority of tussari are cold, analytical, and unfeeling. They tend to be unemotional, most of the time, but can be prone to fits of rage when pushed. They are unlikely to be sympathetic and are rather unaffected by emotional pleas. This is widely believed to be the result of their reptilian nature. Indeed, the same can be true of the alossi but to a much lesser degree.   More recent studies, however, have revealed that the tussari—and the alossi, to an extent—suffer from a physiological defect likely introduced into their lineage by an overlooked flaw in the blood magic that transformed their ancestors. This defect leads to the stunted development and eventual atrophy of their brains' emotional centers. The immediate consequences are emotional detachment and an inability to sympathize and empathize that only gets worse with age. Subtler consequences include a tendency toward selfishness and greed, and an innate willingness to exploit and manipulate others for one's own benefit.  

A'Drekh

Main Article: A'Drekh   The a'drekh are an enigmatic humanoid race with draconine (dragon-like) features that live in the Northern Ward of the Pāll-tanír. Comparatively little is known about them due to the relative remoteness of their settlements, which occur primarily along the northern coast of the desert continent.   A'Drekh are strong, agile, and possessed of robust bodies that help them navigate the mountainous terrain of their homeland. Though rumors persist that some a'drekh in the past had wings that allowed them to fly, no evidence besides myth and legend has been found, to date.   Mimicking the social structures of true dragons, whom they revere, a'drekh society is built around large-scale communities known as Flights. A'Drekh are divided into flights not according to geographical considerations but rather according to their scale color.   Historically, the social segregation enforced by the Flight system caused issues with discrimination, with the Flights jockeying for power to prove their superiority over all others. The rise of the slaver empire of Mulrakh, however, changed the social dynamic of the Flights. Constant skirmishing with the tussari centhiri, their superior technology, and their slave armies forced many of the Flights into cooperation for the sake of survival.   Had Mulrakh fallen quickly thereafter, the changes to a'drekh society might not have persisted. The slaver empire persisted for centuries, however. The Flights were forced into long-term cooperation and the continuous conflict culled the Flights that were unwilling to come together. Consequently, the a'drekh developed a strong sense of racial identity independent of the Flight system, which ensured future relations between Flights would remain largely amicable even long after the fall of Mulrakh. To this day, relaions between Flights tend more toward friendly rivalry than xenophobic supremacism.   Their experiences with Mulrakh, however, gendered an innate wariness and distrust of outsiders among a'drekh. For this reason, they can come across as brusque and standoffish when interacting with members of other races. Compounding this is a desire to emulate the true dragons, who tend to be quite insular and unintersted in the outside world.   While difficult, it is considered well worth the effort to establish trust with a'drekh communities. Those few who have gained the privilege speak to a warmth and hospitality normally belied by the a'drekh's typical aloofness. In fact, a'drekh take pride in their ability to give their guests comfortable accommodations and memorable experiences. It is one of the ways the Flights compete with one another—a state of affairs that has ended up in the development of convoluted and extravagant hospitality ceremonies that may at times prove cumbersome and inconvenient.  

IldRenn

IstErián (Humans)

Main Article: IstErián   The IstErián are the second of the two major human populations in Sekhar. They are native to the continent of IldRenn and are believed to be the original human population from whom the Arventiri are descended. According to folklore, the IstErián share a common ancestor with four other races on IldRenn, though the veracity of this claim is yet debated in modern academia.   Like the Arventiri, IstErián are an outwardly unremarkable race. They possess few special adaptations not otherwise present on other humanoids. What sets them apart is their innate resilience and their high degree of adaptability. While other races can acclimate to new environments over the course of years, IstErián can adapt to an unfamiliar climate in a matter of months as evidenced by the diversity of climates and regions their settlements can be found in.   IstErián are incredibly social creatures capable of a great degree of empathy for one another. They tend to form tight communities that exhibit the capacity to do great things when they cooperate. IstErián, more than any other race, are able to quickly shape their environment to make the resources therein more easily accessible. In the process, however, they tend to be quite environmentally destructive.   A peculiar quirk of eriandal communities is that the cooperative spirit diminishes in reverse proportion to the size of the community. The sorts of strong bonds present in rural eriandal communities are all but absent in urban centers, save perhaps in small sub-groups that exist within the larger urban community. Despite this, eriandal communities are prone to tribalism at any size, sometimes to the level of being detrimental.   IstErián are no strangers to conflict. It is rare for relationships between larger eriandal communities to last the test of time. Often, these relations sour as leaders change and it is all but inevitable for war to break out between two eriandal nations—if they aren't toppled by internal tensions beforehand. For all the selflessness they can exhibit for members of their in-groups, IstErián are capable of atrocious acts of brutality against outsiders.   As one of the shorter-lived races on Sekhar, IstErián also demonstrate a curious obsession with the concept of "leaving a mark." Whether that be by siring children to perpetuate one's line, by accomplishing great tasks that will be remembered in history, or even simply participating in the construction of a monument that will stand the test of the ages, IstErián are uniquely concerned with leaving behind a lasting legacy, perhaps as a means of living beyond their allotted time.  

IstErinin (Dwarves)

Main Article: IstErinin   One of the group of races known as the IstEri, the Races of Man, the IstErinin are a humanoid species native to IldRenn known primarily for diminutive stature but also their thick skin, dense musculature, and innate talent for stonework. They are further renowned as the architects of the expansive network of underground settlements, built in the depths of the Dagwyrefn mountain range in the north of IldRenn, known collectively as the Dwarvenholds.   Though at one point peaceful and carefree, a devastating disease that killed off nearly two-thirds of the erinindal population marked a dramatic shift in the social structures and cultural values of the IstErinin. Before the onslaught of the Wastrel's Reckoning, erinindal life revolved around craftsmanship.   In early erinindal society, the quality of one's work informed one's social standing and served as a predictor of economic success. The arts were central to erinindal life and with their monopolistic control over the precious stones and precious metals of the mountains, the relative wealth of the average erinindal citizen meant they didn't need to concern themselves with the mundane and could instead spend their time socializing and pursuing their crafts. This bred a culture of excess and, consequently, one of complacency.   The Wastrel's Reckoning was a disease that arose from the overflowing filth pits of the Dwarvenholds and in the aftermath of the destruction it caused came a power vacuum that was easily filled by Sanctum faith. As a result, modern IstErinin tend to be conservative, highly religious, and xenophobic. Their culture breeds mistrust of other races apart from the IstErillen and suspicion of secular power structures.   Modern IstErinin adhere to strict rules regarding social propriety and cleanliness. Centuries of church rule have also engendered a strict sex-negative culture that places a premium on modesty, determines the value of women by their supposed 'purity,' and treats intercourse as a sacred act between wedded individuals solely for the purposes of procreation. Unsurprisingly, sexual trauma and dysfunction are common among modern IstErinin, and people in power flagrantly violate Church rules while simultaneously advocating for ever-stricter measures to ensure conformity to them.  

IstErillen (Gnomes)

Main Article: IstErillen   Another of the Races of Man, the IstErillen are a diminutive humanoid race that have coexisted with the IstErinin and the IstEridanë for as long as anyone can remember. Relatively few in number compared to the much more fecund IstErinin and the longer-lived IstEridanë, the IstErillen formed a minority of the collective society and were largely treated as second-class citizens as a result.   Erillen tend to be quite intelligent, insightful, and inquisitive. They are predisposed to be industrious, determined, and humble but can also demonstrate a particular aversion to interpersonal conflict and rocking the boat. They are most likely to be comfortable in the status quo, however deleterious it might be to them as persons or as a collective race. It wasn't until the social upheaving caused by the Wastrel's Reckoning that the gnomes, collectively, sought to better their standing in the mixed society they shared with the IstErinin.   Before the plague, IstErillen were largely relegated to service and custodial roles. Their quarters were small, densely packed, and proximal to the refuse pits of the dwarvenholds. In fact, in most dwarvenholds, waste had to pass through the erillendal district before it could get to the refuse pits. The economic power to secure housing outside of the erillendal district was exceedingly rare, and even when an erillen had the money to buy a home outside of the district, it was still subject to permission from erinindal committees.   The proximity of the IstErillen to the refuse pits proved advantageous, however. Over time, they built up a natural immunity to the diseases that could spawn from the pits. When the Wastrel's Reckoning struck, the IstErillen were largely unaffected. Those who did catch the infection suffered much less serious symptoms. By the time the plague had died out, the IstErillen were mostly untouched and the population of the IstErinin had been so severely reduced the IstErillen had roughly the same numbers.   In the aftermath of the plague, the IstErillen won equal standing for themselves in erinindal society. Unburdened with socio-economic disadvantages, they were able to demonstrate a particular knack for tinkering and invention, a potential that hitherto had been unrealized because of their circumstances. Furthermore, they exhibited an affinity for the same scientific and academic pursuits the IstEridanë used to undertake, allowing them to fill that niche in the wake of the IstEridanë's extinction.  

IstEridanë (Halflings)

Main Article: IstEridanë   IstEridanë are an extinct race of diminutive humanoids once native to IldRenn. They lived side by side with the IstErinin and IstErillen until a devastating plague known as the Wastrel's Reckoning struck. IstEridanë's unique vulnerability to the disease made them the target of paranoia and suspicion during the days of the plague. At the height of the panic, draconian measures meant to contain the spread of the disease were enacted, sealing off the entrances to the dwarvenholds and trapping the IstEridanë underground.   The few who managed to remain on the surface were forcibly isolated—or killed if they proved uncooperative. Their numbers dropped below the threshold for a viable population and they died off shortly thereafter.  

IstEristur (Orcs)

Main Article: IstEristur   The last of the IstEri and widely considered to be the most closely related to the five races' distant shared ancestor, the IstEristur are also the oldest of the Races of Man. They are native to the southwest of IldRenn, with the oldest of their surviving settlements built at the foot of Winter's Wall and evidence of further habitation in the plains south of the mountain range.   Eristurdal folklore relates that the IstEristur were once a barbaric, tribalistic, and warlike race. The stories say they used to be callous, aggressive, and brutal. These traditions further suggest that, apart from a remarkable aptitude for fucking and killing, the only other thing the IstEristur of the distant past were good at was dying by the droves during the particularly bitter winters of the lands south of Winter's Wall.   Salvation, the stories say, came in the form of IkNulthanar, who discovered a form of primal magic known as the Song. This magic, it was said, allowed her—and those that would later follow in her footsteps—to commune with the spirits of nature and through them seek succor from the ravages of winter for her people. As the legends go, it was by fostering deep bonds with the land and the spirits that inhabited it that the IstEristur learned there was a better way.   Though the thanardal tradition espouses the principle of peaceful coexistence, this does not mean modern IstEristur have wholly abandoned their ferocity and capacity for violence. To do so, according to the teachings of IkNulthanar, would be unhealthy as it is tantamount to denying a part of their shared racial identity—an exercise as futile as denying that the sky is blue and that the sun rises in the east.   Modern IstEristur instead spend their time honing their warrior instincts and practicing the restraint and discipline needed to keep their bloodlust under control. Mindfulness and meditation are cornerstones of eristurdal society and many rituals are specifically performed with slow, deliberate movements and great attention to detail in order to reinforce a sense of calmness and being in control.   "Turn your fury into a sword so that you may draw its blade when necessity calls and sheathe it when the world is quiet," is a common refrain in eristurdal society, which highlights the view that anger and bloodlust should be used as a source of strength and willpower in times of necessity but set aside when unneeded. Whenever such feelings and other negative emotions boil over, sparring and combat training are encouraged as a safe and controlled outlet.  

Beradiena (Woodland Elves)

Main Article: Beradien   The beradiena, known to the IstEri as the IstUrkal, are an elfin race native to IldRenn. They share characteristic features with their cousins in the East such as generally-slight physiques, an affinity for nature, and pointed ears. They are far more different from the tretâllë and the elledŷnnë than they are similar, however, as they developed a society entirely disconnected from that of their cousins.   Bernue, the thick boreal forest that spans much of IldRenn's southern seaboard east of Winter's Wall, is the ancestral homeland of the beradiena. Like the IstEristur, they are adapted primarily to colder climes, having developed in the frigid year-round temperatures of the Bernue. They are a tough and hardy people, deeply connected to their land and fiercely protective of it. In their folklore, the Bernue is their mother, which shelters and provides for them. In turn, they view it as their duty to act as guardians and stewards of the forest which has given them so much.   The beradiena tend to be resourceful, ingenious, and most of all, stubborn. These traits are necessary to survive in the harsh winters that ravage the Bernue. They are quite collectivist as beradiena live and die according to how well they can come together as communities to weather the long, dark winters. They value discipline and conscientiousness—the ability to take no more than is necessary to leave enough for the rest of the community.   By necessity, the beradiena are good at logistics and resource allocation. They get the most out of what meager resoruces they can scrounge together during the winter months. They suffer no wastage, using every last part of an animal's carcass for one purpose to another. In the summers, they are industrious and shrewd, putting away what they can to help tide them over the winters.   While one can be forgiven for thinking the beradiena have little time to spare for pleasantries and small-talk, they are known to be quite warm and hospitable. Most communities welcome travelers with open arms, sharing their resources and indulging rather enthusiastically in trade with outsiders.   The warm, rustic homes of the beradiena belie a darker nature, however. Accustomed travelers and merchants who pass through beradiena lands know to show a level of respect and reverence for the land on par with that which the beradiena do. Those who fail to do so find themselves forcefully ejected and permanently barred from beradiena lands at best—and summarily executed at worst. They have little patience for those who trespass into their territory, ignore their customs, and flagrantly abuse their mother.  

Yrediena (Rogue Elves)

Main Article: Yrediena   The Yrediena, from the Beradienil words yre for "city" and dien for "child," are a disparate group of beradiena born outside of the Bernue. They are the offspring of lost generations of beradiena uprooted from their homeland by different conflcits with the IstEristur through the ages and forced to adapt to living among the IstEri.   The Yrediena live difficult lives rife with poverty, crime, and abuse under the yoke of millennia of systemic discrimination due to xenophobia and an unfortunate misunderstanding that persisted in the popular culture and religious teachings of the IstEri despite proof to the contrary. They tend to be rough-and-tumble, abrasive, aggressive, and mistrustful of authority.   They bond strongly with one another, their communities small, insular, and hostile to outsiders. They protect each other's backs and close ranks around their people when necessary. Their presence is often contentious and unwelcome to the IstEri populace of the cities they live in, which forces them into the poorest, least secure districts in nearly every instance. Violence in Yrediena districts is common, but only between Yrediena and IstEri gangs—never between Yrediena factions.   With the arrival of the Dominion and its reforms, the institutions that maintain the systems of oppression that force the Yrediena into lives rife with hardship and crime have been crumbling. Centuries of legal, social, and economic advocacy the Dominion has undertaken on behalf of the Yrediena have fostered an uneasy, reluctant, and grudging respect between the Yrediena and the empire.