A TREATISE ON THE VARIOUS RACES OF TYRRA
By Lady Dyann Throckmorton
Lecturer at the Royal Academy of Arcane Arts At Janitria, in Evendarr
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BARBARIANS:
There are certain characteristics that all barbarians have in common, and others that are peculiar to certain tribes. All barbarians are unusually hearty, and all of them hate celestial magicks. Perhaps not all of their healers are necromancers, but the percentage is certainly very high. For the most part barbarians are rude and unlettered. Their garb is rough and unfinished. They dress in leather and fur rather than woven cloth. Their decorations tend to be made of beads, feathers, bones, and carved stones. They usually travel following their herds, so they have few possessions, and do not build permanent houses, living rather in tents made of animal skin. In battle barbarians are fearless because they hold death in battle to be a great good, and dread death of old age or natural causes. Even their healers use weapons, and it is often hard to tell whether a barbarian is a fighter or a healer based upon their appearance. The casting of celestial magic against any barbarian is chancy. They may be so horrified that they run away, or there is an equal chance that they may be cast into a berserk rage. There is a rumor that many barbarians have the ability to go into such a rage that they can not feel the blows struck against them, and can strike blows with inhuman strength. This has not been documented, nor has the rumor that some or all of their healers can assume the form of their clan's totem animal. The barbarians have the ability whether learned or innate, of detecting celestial spells that are active on a person or an item. There is also an unconfirmed rumor that the barbarian sensitivity to celestial magicks causes them to take more damage from such spells than do more civilized folk, and perhaps to even take damage from protective celestial spells cast upon them. On barbarian tribe, the Gryphon Clan, reportedly even have the ability to charm others as a vampire would. It is said, though it remains unconfirmed, that the great barbarian leader Theodoric was a member of this clan, and that he gained his position by charming the leaders of the other tribes. Some of the many barbarian tribes that have been encountered in Evendarrian territories are listed below:
Alligator - South Sutherland
Bear - North of Ravenholt and Volta
Coni or Rabbit - Islands off the coast of Ashbury
Eagle - Northeast of Ravenholt
Fox - Volta and western Ravenholt
Gryphon - North of Volta
Orca - North of Draelonde
Phoenix - Volta
Ram - west of Ashbury
Raven - West of Niman
Roc - West off Niman
Sabretooth - Southwest of Ashbury
Snake - North of Volta
Tiger - Ashbury
Wolf - North of Volta
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HUMANS:
Humans are the predominant race in Evendarr. They are found everywhere, from the king himself to the meanest beggar or poorest farmer in the realm. They are numbered in all of the trades, crafts and professions, and all of the various classes of folk. Humans are practitioners of both earth and celestial magic. (Some human earth mages are even necromancers, although it is forbidden within that kingdom as an evil act, and its practice is punishable by death or obliteration.) Humans come in all sizes, shapes and appearances. While they do not possess any particular advantages, such as the added stamina of the barbarians or the ability to resist certain forms of magical spells as elves may do, neither do they carry any special disadvantages, such as inherent physical weakness or difficulty in learning certain skills. Humans, however measure their lifespans in decades rather than in centuries. Several theories are popular concerning the origins of humans. Some scholars feel that despite the elven claim to be the only sentient race of mortals native to Tyrra, that it is in fact the humans who are native, and that elves must have come from some other place. This claim is supported by the wide variety of human types to be found on Tyrra. Other scholars, particularly elven ones, maintain that humans must have originated on some other world, or been created by elementals, since the elves claim histories that extend thousands of years into the past, and humans were not discovered until many centuries after Elven records began. There does not seem to be any connection between the civilized humans, and the barbarians, making the theory that civilized humans were descended from their primitive cousins equally difficult to accept. Some experts have even suggested that all humans-including barbarians- arrived on Tyrra from several different points of origin (most likely extradimensional) as the result of wars or conflicts with the elementals. There is no evidence to support this claim, and few take it seriously. Lastly, a few observers of human behavior insist that they were once humanoids who were changed by contact with an unknown magic. No evidence exists to support this idea with any facts. There is at least one specialized group among the civilized humans: the Gypsies. They are noteworthy for the Gypsy code, which governs their lives, and their unique ability to cast a Gypsy Curse. Originally nomadic, not unlike the barbarians, some of them have chosen to settle in the towns of Evendarr. From time to time they will permit an outsider- or Gaje - as they refer to non-Gypsies, to be adopted into their clan. Before the adoption can take place, however, the chosen person must first partake of a ceremony involving drinking a special potion from the magical gypsy cup. Those who fail to pass the test are obliterated. Those who pass are transformed to gypsies, and may enjoy the benefits of clan membership.
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ELVES:
The Elven race regards itself as the First People of Tyrra - the first sentient mortals to walk upon the lands of this world. Most people agree that the elves are probably the eldest of the sentient races, although many find the elven tendency to regard themselves as superior to all non-elves to be somewhat annoying at times. Elves can be found all over the world. Although they are fewer in number than humans, they outnumber dwarves (at least on the surface) and Hoblings. They do however enjoy a far longer lifespan than humans, most living for several centuries, and a few are rumored to have reached a thousand years of age or more. Elves may be found anywhere, and mingle freely in human societies, many even holding positions of great power and influence. Elves seem to be less common among hobling society, and are very rarely found among dwarves, except as hired spellcasters. Most elves seem to prefer to live in the forests of Tyrra, preferring nature's beauty to that created by mortals. They are particularly skilled as archers, and most have some affinity for the magickal arts, apparently as a result of their natural resistances to certain spells Elves are generally not as strong as dwarves or as humans. They are excellent crafters of fine goods, and they make the best wines and brandies. There are several different varieties of elves, each of which has unique characteristics. Those types that can be found in and around Evendarr are as follows:
QUENTARI ELVES - This group accounts for the largest number of elves. The Quentari elves have made their home in the kingdom of Quentari for thousands of years. Most Quentari live within the Taursiloriel Forest. Their capitol, Din-Oth, is located there. Another major city in Quentari is Helevorn. It is located on the lake of the same name, and is home to the Elven Center of Learning and Magic. The Quentari are the heroes and heroines of the First Dimensional War fought long ago against the elementals.
DRAE or DARK ELVES - These black skinned and silver haired elves come from
the underground realm of Draelonde, sometimes known as Elfheim. They shun the
light, as they are weakened by sunlight, and blinded temporarily by magickal
light. They are a mysterious folk who have unusual and unique customs. Drae
often find many of the habits of surface dwellers, especially humans, to be
incomprehensible, or even distasteful. Although they seem to share the same
dislike for necromancy as surface elves, they are not at all discomfited by
the idea of death, and ritual suicide in the face of dishonor is considered
the proper course of action for a Drae.
MYSTIC WOOD ELVES - These are a small collection of elven clans who live along
the Silver River in the Barony of Eastwyck, in the Duchy of Ravenholt. They
are rumored to be the offspring of Wild Elves and forest Nymphs and Satyrs,
but they do not often speak to outsiders of their origins. They are the only
elves that grow horns, however, so the rumors may be true.
AMANI or WILD ELVES - These elves come primarily from the Ash Forest, which is a Barony within the Duchy of Ashbury. It is located on the northern shore of Lake Hollym. They call their capitol "The Wold" and will not allow outsiders to enter it. They are among the fiercest of the elven groups. Many Wild Elves who are to be found outside of this forest are rogues or assassins. Their spellcasters gravitate towards healing or spellsinging, although there are some celestial mages among them as well. They tend to prefer barter to the use of money, but are among the shrewdest traders to be found in Evendarr. Few Amani will speak of it, but it is rumored that there is friction between Amani and Quentari elves.
STONE ELVES - These hardy elves originate in the Stonewood Forest within the Barony of Capulus. They are pale of complexion, and never seem to smile, laugh, or sing. They speak plainly and truthfully, and will avoid conflict if possible. Very few Stone elves leave their forest, and of those that do, most are skilled in the magickal arts. It is rumored that they have the ability to heal insanity, but they are a quiet folk, and do not openly speak of it.
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DWARVES:
Except for the Dwarves who live above ground, no one on the surface of Tyrra knows the extent of the Dwarven realms below, or how many dwarves they truly contain. There are probably at the time of this writing, less than two thousand dwarves on the surface in Evendarr. Most of these individuals seem to hail from three locations: The Baronies of Trellheim and Nordenn in the Duchy of Ashbury, and the Arawyn Mountains of the Duchy of Evendarr. The folk of the Dale of Ardynn who hail from the Barony of Eastwyck in Ravenholt may be of dwarven stock, but few have met or spoken them to confirm this. The dwarves hold that they are native to Tyrra, although the elves disagree. As they lived underground for a long time before coming to the surface, it is impossible to judge the truth of either opinion. Whichever might be the case, they are now permanent members of Tyrra's surface population. When Dwarves first arrived on the surface of Tyrra, they had some conflict with humans. That is long past now, and for the most part, the two groups have good relations. Many dwarves see humans as too impetuous, shortsighted, and impatient, however. Dwarves tend to be shorter than humans, but are a much sturdier race. They are more resistant to disease than humans. They are considered tough fighters and capable rogues, but rarely become spellcasters, and rarer yet are dwarven spellsingers. Dwarves make the best armor and weaponsmiths, and brew the finest beer and ale. They are shrewd traders. Dwarven-crafted weapons are believed to be the best for purposes of enchantment. It is believed that the underground Dwarves are capable of crafting swords, daggers, and amulets of great power. Most dwarves are plain spoken, but friendly. Most enjoy a good joke or story. They can however be quite gruff, especially when their tolerance for human impatience is at an end.
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HOBLINGS:
Of all the civilized and sentient races on Tyrra, Hoblings number the fewest. More than any other race, they are believed by nearly everyone to have come from somewhere else, although exactly where is not known or remembered, even by the Hoblings themselves. They are a small folk, who are quick of hand, and easily learn the skills of rogues. Like dwarves, they have an unusually high resistance to disease, although they are not nearly as strong. Most Hoblings who show an aptitude for spellcasting choose to study earth magic, either as healers or as spellsingers. Some of the most popular Bards in Evendarr are Hoblings. Hoblings do not seem to have established any particular homeland in the kingdom of Evendarr, although they can be found in some numbers in the Barony of Nordenn in Ashbury, Lower Volta, and the County of Blackstone. There is also a large community of hoblings in Evendarr City itself. Most hoblings to favor cities, where they are often inn or tavern keepers, or in business as independant traders. A few hoblings are farmers, or orchard keepers who make excellent fruit wines and spirits. Hoblings tend to be quick witted and cheerful, and often make good storytellers. They do not always confine their "stories" to inns and taverns, however, which can frequently cause them trouble with the law. It is believed that some of the most celebrated rogues in Evendarr are Hoblings, although there is no proof of this. What is known, is that Hoblings make excellent rogues and assassins, and are frequently hired by both sides in any armed conflict.
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SARR:
The "Sarr" are a race of intelligent and civilized feline humanoids, although they are very fierce, and may not seem too civilized to non-sarr. They originate in the Kingdom of Myrr, which lies on the western shore of Lake Quentari, across from the Elven kingdom of Quentari. There are several different clans of sarr, each of which takes the form of a different large cat, such as Tiger, Leopard, Jaguar, Puma, Cheetah, Lynx, and perhaps several others. Although they have fur, and do not need clothing, Sarr enjoy decorating themselves with clothing and other ornaments. It is believed that Sarr do not see in color, although their senses are very sharp, and they have exceptionally quick reflexes. Sarr usually kill by tearing their victims apart, and often are in great demand as assassins. There are few celestial casters among Sarr, as most that study the arcane arts prefer earth magic. Sarr are also very knowledgeable about alchemy and poisons. There is little research to explain the origins of the Sarr, as they have only recently begun to settle in cities. Little is known of their origins, but the sarr themselves claim that their records indicate that they have been on Tyrra for many thousands of years. Elves claim that their records of sarr are nearly non-existent, and they believe that sarr are recent arrivals on Tyrra. Sarr sometimes have difficulty adapting to the customs and habits of other races. They have difficulty understanding why humans allow dogs in their towns and farms, and often have difficulty getting along with some of the other races on Tyrra. Most sarr have managed to adjust to the ways of civilization in Evendarr. Sarr can be fierce and implacable enemies, but are also among the most loyal of friends and companions.
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OTHER HUMANOIDS:
There are many hybrid and unusual groups in the world. There are variations of humanoids, such as Half-orcs, half-ogres and the like. Many of these are considered civilized, and pass freely through the societies of sentient mortals, although most prefer the outlying territories to the large cities. There are too many variants to describe completely, and each must be met and judged as a unique individual.