Races in Seven Stones | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Races


Races of Aeryn


There are many souls that inhabit the world of Aeryn, and many races that call it home. There is debate among scholars if there are five, or six races. Those races, of course being- There are the Corvins, born of rounded ears and great terminations. The Orosians who are blessed with long lives and exotic features. Then of course, the Morkhan who stand with stocky builds in harsh climates. The Gessians are more wild and feral in nature, being more suited to nature than to the cities. The Vaun, with curling horns and a peculiar habit of slipping the notice of others. And as to where the scholars begin to disagree are the Sansare. Every now and then, a child is born with tattoo markings on their body that changes throughout their lifetime. Born with the heritage and appearance of their parents, yet displaying habits and affinities born to other races.

Each soul is different, with their own drives and ambitions. No two are alike, and most similarities shared between them are those that come from where they were born. There are no Morkhan kingdoms, nor Vaun islands. The races intermingle amongst each other of where they live. While it is not uncommon to see villages and cities largely run by one group or another, these groups are moreso defined by their homeland rather than by their race. A proud Qadiran, displaying Qadiran cultural markers, rather than an Corenti Orosian who behaves the same as a Belmooran Orosian.

Each nation has an array of mortals, some boasting a larger population of one group over another. Below details the different populations found in the nations, as well a few cultural markers for each area.



The Sysian Reach

The Sysian Reach is a climate with dense jungles and swamps. Large sprawling cities are uncommon to be found here, and instead, is made up of enclaves, camps, tribes, and small villages due to the nature of the land. Hamlets high in the trees to avoid the ground, or carefully made dwellings under the canopy, or even on the boggy soil. Many who call The Reach their home live more closely with nature, whether that means a druidic and shamanstic approach to their every day, or the approach of a fierce hunter society braving the wilds. The jungles and swamps hold many secrets and some Reachers guard those secrets closely.

Population Percentages of the Sysian Reach

Corvin - 5%

Orosian - 20%

Morkhan - 30%

Gessian - 35%

Sansare - 5%

Vaun- 5%

Dorholt

Dorholt is in some parts a wintry and cold land, and in others a sweltering deadland. Active volcanoes rise from the ground, and many hotsprings are found throughout the snowy tundra. A prevalence of unique minerals and ores lends itself to being highly regarded as the blacksmith's paradise, drawing in smiths and stonemasons alike. Those in Dorholt tend to be a more staunch and hardy folk, to make sure with the frigid temperatures around them. Cities, castles, strongholds, and coastal villages make up much of the region, though a few do dare settle close to the volcanic activity for the advantages it at times provides.

Population Percentages of Dorholt

Corvin - 20%

Orosian - 15%

Morkhan - 20%

Gessian - 5%

Sansare - 20%

Vaun - 20%


Edherest

Edherest is a large region, with a snowy northern climate that reaches further south into more temperate forests and gently rolling rivers. A mixture of harsh realities of the snow and the sprawling woodlands and coasts of the south. Cradled between two mountain ranges, it is incredibly fertile soil where almost anything can grow. Edheresti folk often times have a slower way of life, but due to its vast size, that can change from the east to the west. Large cities, trade ports, villags, and farms dot the landscape. Most Edheresti are no stranger to hard work, and their forests attract artisans of all kinds that aim to make use of those resources.

Population Percentages of Edherest

Corvin - 50%

Orosian - 3%

Morkhan - 15%

Gessian - 15%

Sansare - 2%

Vaun - 15%


Qadria

Qadira is a large island ruled by heat and sand. Its east coast offers some respite with a slightly more temperate stretch of grasslands and small forests, but as the land stretches ever westward, it turns harsh and dry quickly. At the heart of the island spans a massive lake reservoir created centuries ago with the help of Verinn's Faceless, and the majority of Qadirans congregate there within. A few settlements spot the eastern coasts, or nestle beside desert oasis, but it is by and large the Capital city that most call home. Qadirans tend towards being fiercely proud of their heritage and when traveling, considers any Qadiran they meet as family.

Population Centers of Qadira

Corvin - 20%

Orosian - 45%

Morkhan - 5%

Gessian - 5%

Sansare - 15%

Vaun - 10%


Belmoor

The enigma that is Belmoor sits at the very center of Aeryn. The smallest of any of the landmasses in Aeryn, yet arguably the most important. The Belmoor Crown operates out of the island, and it is the seat of the Dominion. Representatives from every nation come to Belmoor to The Embassy of the Dawn, and many of their citizens follow. This has made Belmoor into the melting pot of business, trade, and all walks of life. There are a few small farms and hamlets on the island, but the epicenter of the Island, and the world itself, is the city that sits at the bay. While it is hard to give attributes to Belmoorans, since they are a mix of everything and everyone, they do tend to have a faster pace due to the bustle in which they live.

Population Percentages of Belmoor

Corvin - 25%

Orosian - 25%

Morkhan - 10%

Gessian - 15%

Sansare - 5%

Vaun - 20%


Corentis

The long stretch of eastern coastline is claimed by Corentis, slipping back to encompass forests and the foothills of the mountains. From snow, to sea, to sparse woods, it spans a great length of the continent. Unlike Edherest with its similar climate, Corentis is a much more isolated area. Cities and towns are far between, with long stretches of road in between. Homesteads off to themselves as most that live there choose to go their own way. While still beholden to the Belmoor Crown and the Dominion, it is perhaps the one place where you can go months or years without someone coming to tell you what to do with yourself or your land. The Corenti people can be as stubborn as they can hospitable.

Population Percentages of Corentis

Corvin - 20%

Orosian - 15%

Morkhan - 20%

Gessian - 5%

Sansare - 20%

Vaun - 20%

   
| The Orosians | The Vaun | The Corvins |
| The Morkhan | The Sansare | The Gessians |

Comments

Please Login in order to comment!