An Overview of Races & Species

Many different races and species dwell on Aereth. Below is a brief listing of our playable races and species. This document does not take the place of reading the information provided on the race or species that you are interested in playing. It is a good starting place for helping you narrow down what type of character you want.

Race Name: Ddraig

(p. thrayeg) Link to full documentation

Species Name: Draconidae

Classification

Non-Human: Ddraig are dragons. They cannot mate with and produce viable offspring with any other races or species.

Magical: Yes

The Ddraig do not practice magic or consciously use magic. What others consider to be magic is simply part of their nature. Many Aerethians consider the Ddraig's inordinately long life-spans to be magical in nature.

Where You Find Them

Ddraig live in aeries (caves) that are usually located in Aereth's highest mountain ranges. Collections of aeries are known as sieges which can be found all over the world. Except for their oldest siege, located on Bassilith Island, the Ddraig do not have a homeland. Sieges are located within other nations and are rule autonomously.

Description

Aereth’s dragons are the oldest of all of the highly evolved, sentient species. They are the world’s guardians and knowledge-bringers. However, they do have a Shadowborn counterpart known as the Drakhmar.

Race Name: Dwarrow

Link to full documentation

Species Name: Stoneborn

Classification

Human-Like: They can intermarry and produce viable offspring with other biped races.

Magical: Yes

Dwarven magic lies into working raw power into the objects they create, into carving runes of power into their works - they can create and use artifacts if they have the talent to touch their work with their mind and have the "the flame," the source of power in their souls that allows them to pour arcane energies into their materials. This process is draining, demanding, and it needs a soul that is a giver - someone willing to give of himself, to dare touch his works with his very soul - this puts severe limits on Dwarven magic crafting, because of their inborn greed. Of those who have the talent, not all can become efficient crafters, because they cannot stand the process.

Where You Find Them

Nation: Tynar-Dazûr

Population Distribution

Tar Virdál and the surface regions: 20% of the dwarrow population live up close to the surface, on the surface and in the peaks. Along with them is a number of humans, many from Aquitaine, but also refugees from other places, who have become citizens of the dwarven kingdom, populating the surface areas. It is very rare for them to move underground or venture into the Borderlands.

Shar-tal-nor and the underground Kingdom: 65% of the dwarrow population lives in the underground realm, only coming to the surface as necessary.The underground realm is a sprawling, huge labyrinth beneath the mountains, and even as more than half of it has to be considered lost these days, it is still more than enough to house the majority of the dwarven race.

The Borderlands: 15% of the dwarrow population are born borderlanders, outside the borders of the underground kingdom, at home in the fallen tunnels, living in hard-defended fortresses and holds. While strictly speaking not citizens of the kingdom, their loyalty to the House of Helvar remains unbroken, and they are considered part of the realm… somehow.

The Legion of the Dead: Technically the Legion of the Dead is not counted any more among the dwarven living. But as it is a matter of honor for each dwarven house to have one of theirs active in the Legion their number is considerable, if never fully counted by anyone.

Description

The Dwarrow, the children of the Stone, are a mysterious race, said to have been carved out of stone in a frosty winter's night and then been given life by a storm, their beginnings in this world are a riddle for many. Crafters and traders, living in the High Peaks of the Mountain Home, they are not one of the Elder Races but came into the world after the Great Shattering. Their Kingdom has become a place of trade all across the world, and the dwarves have played a role in the events of the world.

Dwarrow are of the stone, and it shows in their entire appearance, their form is heavy and compact, their features weather like stone would, their shape is often rough and a little edgy, many of them do not have entirely proportionate features, their legs are shorter than those of a human of the same height, their entire proportions are slightly different from that of other folk.

Average Stature: Compact, most dwarrow are heavily muscled and compact, their entire posture seems closely linked to the ground they stand on. Their average adult height is three-to-five feet.

Race Name: Gwerin

Link to full documentation

Species Name: Sidhe

The Sidhe is general name for the species of bipeds created by Erais, the Arcane Light, as an antithesis to the Shadowborn.

Classification

Human-Like: Physically, the Gwerin appear to be human. They are slightly stronger and much longer-lived. A Gwerin's five senses are also about 1.5 times sharper than the average human senses. They can mate and produce viable offspring with other human and human-like species.

Magical: Yes

The Gwerin are a magical race with a range of abilities connected to Aereth's elements (earth, air, wind, fire). They can cast illusions for protection and many of them are accomplished healers. All Gwerin can hear the dragonspeech and most can hear and understand Wyrspeech (mindspeech). However, a Gwerin loses all but the most basic of their magical abilities when they impress a Ddraig and flightbond with him or her.

Where You Find Them

Homeland: Bassilith Island, west of the continent of Vendia.

Population Distribution: Wherever you find a Ddraig siege, you usually find Gwerin dwelling nearby. Their great city-fortresses, known as Courts, are usually built within a few miles of a siege and its citadel.

Description

From the blood and bones of a recently slain dragon, earth, wind, fire, and water, the Arcane Light created a race of bipedal beings. In face and form, they resembled the Tuatha Dé Danann. The blood and bones of the dragon gave them the ability to hear and understand the mindspeech of the dragons, the dragonsongs, and very long lifespans. It also allowed the formation of psychic links.

The Gwerin are an elegant, powerful, and somewhat haughty race. The majority are Lightborn and they generally view those of their number that are Grayborn or Shadowborn with total disdain. The Gwerin are also natural warriors.

Race Name: Murians

Link to full documentation

Species Name: Sifakas Lemurias

Sifakas are an Earth species of Lemur. It is assumed that Travelers created the species name to distinguish the Murians from themselves.

Classification

Human: Murians (Aereth’s indigenous human species) evolved from a lemur-like primate in lands of the on the continent of Lemuria. In modern times, Murians are virtually indistinguishable from Earth humans (Travelers). They can interbreed and produce viable offspring with most other biped species. There are, however, minute differences in the DNA that allow the offspring of Travelers and Murians to form connections to the Ley from birth. Despite this, not all Travelers or Murians will be magical.

Ethnicity: This varies from culture to culture and, like on Earth, ranges from white, bronze, black, and other variations.

Magical: Limited

Some individuals or factions might have arcane gifts. Also, some bloodlines might carry magical abilities such as some form of clairvoyance, prophecy, etc. For details on the range of abilities that a Murian can have or develop, please read the document, Aereth and Magic.

Where You Find Them

Murians have adapted to every niche on Aereth.

Description

Murians are Aereth's indigenous human species (i.e. they evolved on the world of Aereth). They are the youngest of the world's species and have the shortest lifespans of the bipeds, the average being around 100 to 110 years. Ethnically, like on Earth, there is a huge variety. 

Race Name: Sedayin

(p. Sed-a-een) Link to full documentation

Species Name: Sídhe

The Sidhe is general name for the species of bipeds created by Erais, the Arcane Light, as an antithesis to the Shadowborn.

Classification

Human-Like: The Sedayin are human in appearance and genetically and biologically compatible with most human and human-like races.

Magical: Yes

All Sedayin are born with an innate potential of the arcane, they are attuned to the Echoes of the World, the Great Song, as they call it. This innate potential will lie dormant if not expanded upon and trained. In its dormant state, the potential will only show itself through a certain sense for changes of weather, the illness or health of plants and animals and a vague sense of discomfort when something dark is near.

Only through training, the correct rituals and through visiting the ancient wells and the trials that follow can the potential be brought to active use.

Where You Find Them

Work in progress.

Description

Although neither of them would easily admit it because their philosophies and very nature are so different, the Sedayin are the distant kin of the Gwerin and the Wyr. They are an elemental species, bound to the life force of Aereth. They disappeared into the mists, refusing to ally with the dragons or Gwerin.

The Sedayin do not share genetic roots with the other races on Aereth. Sedayin, as a matter of fact, is only a broad term for a race of several nations, and among them are some that the Sedayin would usually prefer not to be mentioned with in one sentence.

Sedayin tend to light-built and slender, some of their kind can be quite tall, others remain smaller. All of them share the trait that they have lighter frames and considerably less muscle and body-tissue than Gwerin or Menfolk, hence their often fragile appearance. Male Sedayin do not have the strong muscles or torso that other races sport, nor do female Sedayin have the same feminine figure, with both these traits are very much subdued. Sedayin have delicate upswept ears and slanted eyes that tend to be larger than those of humans. Sedayin have no body hair, nor do they perspire in the same way humans do. 

Race Name: Travelers, Humans

Link to full documentation

Species Name: Homo Sapiens

Travelers are homo sapiens from Earth.

Classification

Human: Travelers are human and are biologically and genetically compatible with a majority of the human and human-like species on Aereth.

Ethnicity: Varies

Magical: Limited

After a period of time, Travelers that have an innate arcane potential, will develop magical abilities. However, they still must be taught to use them. 

Where You Find Them

World wide. There are individuals and pockets of earth humans living within many of the nations.

Description

There are documented instances of mysterious disappearances from all over Earth. These reports are not just from Earth's modern times, but from throughout history as well. The most famous, of course, is the Bermuda Triangle, also called the Devil's Triangle, where people, boats, ships, and even airplanes are said to have disappeared without a trace.

Travelers are meant to be used by people that want to join Aereth and then ease into learning its lore. This is a temporary shortcut not a get out of reading the lore free card. The character can learn some things after their arrival, but the Admin are going to ask that the players read the lore on the people that their Traveler winds up living with.

Aereth's Admin loathes character limits of any kind. However, in the case of Travelers, we ask that each Player limit themselves to just one. This does not apply to Admins as they might need an NPC Traveler for storytelling purposes.

Race Name: name here

Link to full documentation

Species Name: name here

List species if different from race, otherwise delete this field.

Classification

Human-Like: Wyr have a human form that is genetically and biologically compatible with most of the other biped human and human-like species. They cannot and do not mate with wild animals although there are those that say otherwise. A part of the Wyr’s senses carry from their animal shape into their human form, bird shapes have a better sense for heights, wolf shapes a better hearing and smell, cat shapes keen eyes and often a slightly prowling walk. Those details are small, but noticeable, yet they do not entirely dominate the human form.

Magical: Yes

Wyr are shapeshifters, having one human form and one animal form. Both forms are present since birth and are inherited from their parents. Meaning that no Wyr ever chooses his animal from. They are born with it and usually begin shapeshifting within days of their birth. To them shapeshifting is as natural as breathing. Shapes range from mammals to birds, no lizards and fishes. Having an inborn link to nature, Wyr are as easily at home in the wilds as they are among people.

It should be noted that the Wyr do not consider this ability as magical. To them, it is simply who and what they are, a natural element of their nature.

Where You Find Them

Amber Islands: The Amber Islands are mostly known through story and legend, the Amber Islands is one of the old homelands of the Wyr. Situated far out in the Western Sea, they have been inaccessible since a terrible war and tragedy went down on the island. The outer Islands, known to daring seamen as the “Isles of Madmen,” are still inhabited by Wyr left unstable by the events. Older survivors may have stories of what transpired there, colorful and often gory, but usually keep those tales among themselves. It’s been more than a century that the last Wyr coming from these parts were sighted, and it is an agreement of all Wyr that it is not likely for any to come from there any time soon.

Cader Idris/ Caer Draenár: Situated in the wild Mountains close to the Ddraig borders, this is the youngest Wyr “nation,” as far as a nation ever goes with them. Basically, it is a huge terrain settled by different Wyr clans. It is mostly recognized as a nation, as the leaders of the region come from seven of the twelve Guardian Lines of the Wyr.

Ravatusk Island: the home of the Selkies is also home to a few bird-clans and frost-bear families. Few people or Wyr ever travel so far north to find this cold island.

City of Skulls: Little is known about the City of Skulls beyond stories, but all stories indicate that the Wyr there do have a more structured leadership and are ruled by a ruler, known as “The Eternal,” and his “Seven Chosen” acting as his messengers and hands. One of the very few - if unreliable - sources about the City of Skulls is the “Hodeskalle Saga” of the Vanir, which among other things, claims that the Eternal is worshipped as the messenger of the ‘multifaces goddess’ by the denizens of the creepy city.

Wyr in other Nations: Wyr does have an understanding of hierarchies as it is practiced in other nations. They do know what Kings and Lords and High Councils are and usually abide by the law of the lands they pass through or live in. When it comes to being a citizen of another nation, it swiftly shows that Wyr usually takes their view on Lords and Kings from old ballads, sharing an old-fashioned, stalwart view on oaths, loyalty, and fealty.

Description

Erais gathered the elements of Aereth together and asked the Four Winds to bring her the breath of as many mammals and birds as possible. All of this she cast out before her and named a name, Wyr. Her efforts brought forth a great warrior race that shared a human-like form and an animal form. Erais asked that they help rid the world of the Dark Hordes and their leader agreed.

The Wyr are self-reliant people, usually very much set on taking care of their own troubles or helping others. Protecting others is a trait that comes easily to them, they share a warrior-spirit that is quite typical for the race. The Wyr’s attunement to nature is not one of “love all and harm none,” that a Wyr understands that nature is hard, death is part of all life, and all that is born will ultimately have to die. They see their own role in that pattern as exactly that; they are hunters as much as hunting. This knowledge leads to them leading their lives intensely, they know the Black Hunter (as they call Death) is out to get them, and they will make him work hard for his ultimate success. Things like pacifism or suicide are hard to understand for Wyr, as the first means denying the nature of life itself, and the second means giving up before it is necessary. When it comes down to it, a Wyr will always fight.

Wyr have an extremely strong instinct for survival, even severely wounded they fight to protect themselves and others, suicide is something utterly foreign to them, as is accepting one’s death for any reason. To the Wyr, Death is the Dark-Hunter, and they will compete with him to the last breath. The Wyr do not bury their dead in any way. They usually leave them somewhere “in the grass,” in a beautiful spot of wilderness, so they may return to the Mother’s embrace in death.