Humans

The first sentient race, Humans were created by the god Atar to populate the planet. One of the three Human 'tribes' that resulted from the Separation, the Human nation of Imperia Ardana is heavily class-based republic, with each citizen having his or her own specific place in the social strata, and the High Lord ruling with the aid of a council comprised from the heads of the various noble houses. Humans have an average lifespan compared to other races, are typically all-rounders in stature, although they neither excel nor fail in any one area; however they do possess a propensity towards more cerebral endeavors.

Humans are one of the most diverse races on the planet, and, as a result, can possess many different traits and attributes, all of them unique. It is not unusual to find Humans in any trade, although the more cerebral, such as the magical or clerical trades, are slightly more common.

Homeland: The Imperial Realm of Ardan
Capital: The White Citadel of Atara

Average Lifespan: 85 years
Average Height Range: 5'2" - 5'11"
Average Weight Range: 120lbs - 200lbs

Statistics

Note: Can level-up either Intellect, Acuity or Charm to Uncommon upon creation.

Might: Average
Skill: Average
Physique: Average
Intellect: Average
Acuity: Average
Charm: Average

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The Rav'i

The second sentient race, the leonine Rav'i were created by the god Celva to serve as the 'counterbalance' of humanity. Natives of the Plains since the beginning of history, the Rav'i are a tribalistic monarchy, with the various tribes coming under the rule of a single ruler, known as the Rae'var, who resolves disputes and amends rules as such. Much like Humans, the Rav'i possess an average lifespan (albeit slightly longer than humanity), and are general all-rounders, although they have a natural inclination towards more martial endeavors.

Although the Rav'i are almost as diverse as humans, they have a strong martial history, and usually produce fierce and strong people. It is not unusual to find the Rav'i in any trade, although the more martial endeavors, such as employment as a warrior or guardian, are slightly more popular.

Homeland: The Plains of the Kingdom
Capital: Vani'taal, the Great Tree of Stone

Average Lifespan: 90 years
Average Height Range: 5'5" - 6'1"
Average Weight Range: 155lbs - 225lbs

Statistics

Note: Can level-up either Might, Skill or Physique to Uncommon upon creation.

Might: Average
Skill: Average
Physique: Average
Intellect: Average
Acuity: Average
Charm: Average

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The Serkr

Close relations to both the Humans and the Ainu, the Serkr were created by the god Hul who (according to legend) created the first Serkr out of the bodies of his first kills. Hailing from the unforgiving Raiqan Wastes, the Serkr are an equally unforgiving tribalistic society, where only the strong can rise to power, and perhaps become a chief, and a speaking member at the Clanmeet. Human-like in appearance, the Serkr nevertheless differ from their Human brethren by being larger in build and tougher in constitution; however the harsh life has molded the Serkr into survivors, leaving them little thought for unrelated education or social niceties.

The Serkr are molded, through an unforgiving upbringing, to be a ruthless and daring people, willing to do whatever is necessary to ensure the prospering of their clan, even at the cost of their own lives. Due to an upbringing of violence and survival, it is most common to find Serkr as warriors, guardians, protectors or hunters.

Homeland: The Raiqan Wastes

Average Lifespan: 75 years
Average Height Range: 5'7" - 6'5"
Average Weight Range: 145lbs - 210lbs

Statistics

Might: Fair
Skill: Average
Physique: Uncommon
Intellect: Poor
Acuity: Average
Charm: Shabby

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The Urza

The mighty god Uorxo created the first Urza by beating a mountain into shape (at least, according to legend). What can be said is that as natives of the deadly Raiqan Wastes, the Urza have evolved into a strong meritocracy held firm by rigid codes of honor, where the skilled, the honorable and the worthy are the ones who rise to great heights of power, and may perhaps earn the singular title of Lexat (literally, 'tooth-claw'), the commander of the Axo Fortress, and, through this, the leader of the Urzan people. Bear -like in appearance, the Urza are a stoic and grim people, built for enormous strength and stamina, whilst sacrificing agility. Also, like the Serkr, they are survivors first and scholars second, and spare little time for unnecessary lessons.

Due to their iron-clad codes of honor, Urza are brought up to be a daring, stolid and fearless people, ready to ascend the ladder of power via unthinkable feats of strength, skill, and bravery. Although Urza are particularly prized as being indefatigable guardians and protectors, it is also quite common to find them as simple warriors or tribal barbarians.

Homeland: The Raiqan Wastes - The Axo Fortress
Capital: The Axo Fortress

Average Lifespan: 70 years
Average Height Range: 5'9" - 7'2"
Average Weight Range: 200lbs - 400lbs

Statistics

Might: Fair
Skill: Shabby
Physique: Fair
Intellect: Poor
Acuity: Average
Charm: Shabby

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The Tularí

The Tularí people were created, according to legend, by their physical-goddess Lossë from the flesh of the earth to be aid her in her charge from the goddess Arda: to protect and nurture the natural world. Inhabitants of the Forests of Alquäron, the Tularí government is an autocracy, where the dictates passed by their physical-goddess Lossë are absolute law. Elf-like in appearance, the Tularí are a race born for speed, agility, and perception; however, they are ill-suited for melee combat, possessing sub-standard hardiness and strength.

A people content in and unto themselves, the Tularí generally come across as a patient and humble people, pleased simple to be nature's guardians. It is most usual to find Tularí serving as agents of Tol Alquä, or as hunters or wardens; however, it is only slightly less uncommon to find Tularí wanderers or rogues, seeking excitement and adventure from outside the safe confines of the Forests.

Homeland: The Forests of Alquäron
Capital: Tol Alquä, the Isle of the Dove

Average Lifespan: 250 years
Average Height Range: 5'2" - 5'9"
Average Weight Range: 90lbs - 165lbs

Statistics

Might: Poor
Skill: Fair
Physique: Shabby
Intellect: Average
Acuity: Uncommon
Charm: Average

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The Draug

The lupine Draug were created (according to legend) by Naugrim (known as the Wolfshead) to be an 'improvement' on humanity. Residing within the Romen Groves, the Draug possess a heavily-tribalistic society, there is no Draug central government, each tribe instead being ruled by their own rules and leader. The Draug are an extremely swift and sure race, born for speed, and, if necessary, a quick kill; due to their swift and brutal upbringing, they are by nature both a survival-orientated (uninterested in unnecessary knowledge, and a naturally suspicious people (which results in an abrasive social manner).

Draug typically come across as a ruthless, sharp and focused people, ready to react and handle any surprise situation. It is most common to have Draug employed as agents or rogues, and they also make adequate wanderers, and, although uncommon, sometimes even warriors.

Homeland: The Forests of Alquäron - The Romen Groves

Average Lifespan: 75 years
Average Height Range: 5'4" - 6'0"
Average Weight Range: 145lbs - 185lbs

Statistics

Might: Uncommon
Skill: Fair
Physique: Average
Intellect: Poor
Acuity: Average
Charm: Poor

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The Khazâk

Forged from the earth by their god Khâzar, the Smith, the Khazâk were created to be the 'watchmen' (or guards) of the planet, although only a select few dwarves are aware of this calling. Creators and inhabitants of the Deep Kingdom of Morndîn, the Khazâk are governed via an aristocracy, with a council comprised of the heads of the various noble house controlling the laws and processes of Khazân society; also, an almost-draconian caste system ensures that all classes are represented in the Khazân infrastructure: no Khazâk may change their class, no matter the circumstance. Born of the earth, the Khazâk are an extremely hardy and strong race, used to dealing with immense amounts of heavy equipment and ore; however, their over- structured society has molded the Khazâk into an introverted, and close- minded race, skeptical and suspicious of outsiders and the unfamiliar.

All Khazâk are by nature brave and dauntless people, ever-ready to delve into the depths of the earth and the unknown to help their people prosper. Due to their strength-orientated culture, it is common to find Khazân warriors, protectors and guardians, especially the latter; they also make exceptional barbarians, and, in some cases, wanderers.

Homeland: The Deep Kingdom of Morndîn
Capital: Barûk Khazâk, the Eternal Citadel

Average Lifespan: 200 years
Average Height Range: 4'5" - 5'3"
Average Weight Range: 155lbs - 265lbs

Statistics

Might: Uncommon
Skill: Average
Physique: Fair
Intellect: Average
Acuity: Shabby
Charm: Poor

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The Akali

The first Akali were the offspring from the first union of the god Andamund and the goddess Arda. Native of the Plains, in particular the Canyons of Andamund, the Akali are a tribalistic monarchy, where the current holder of the Tusk of Andamund, an enormous scimitar of bone (according to legend an actual tusk from the god Andamund), is the undisputed overlord of the Akali, known as the Mahtar (literally, "warrior king"). A humanoid race possessing rhino-like features, the Akali are both an immensely powerful and tough race, the harsh existence of the Canyons forcing them to be strong or perish; however, being a survival-focused race, they have little time for unnecessary learnings, and their race's cultural system of swift, brutal decision-making have bred into the Akali be both harsh and possessing of a tendency to charge and ask questions later.

Akali have been brought up to be brave, ruthless, and fearless, but they can also come across as extremely surly and suspicious. Akali are prized as guardians, even more so than Urza, but their lifestyle of constant warfare and conflict also produces extremely adept warriors and wardens.

Homeland: The Plains of the Kingdom - The Canyons of Andamund

Average Lifespan: 150 years
Average Height Range: 5'9" - 7'2"
Average Weight Range: 250lbs - 475lbs

Statistics

Might: Fair
Skill: Average
Physique: Fair
Intellect: Shabby
Acuity: Shabby
Charm: Poor

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The Eldar

The Eldar were created by the god Heru, out of a misguided attempt to create a better Tularí to carry out Arda's mandate. Now residents of the hidden realm Haven (ever since the sundering of the Eldar from Alquäron known in history as the Great Schism), the nation-city is a geniocracy, where those proven most wise or intelligent form a council, where all use their wisdom and/or logic to overcome and solve Haven's problems. Possessing looks much like their Tularí brethren, the Eldar differ only in their lifestyle: whilst the Tularí's calling is the protection of nature and all its aspects, the Eldar spend their equally-extensive lives in the continual pursuit of knowledge and wisdom, seeking to elevate their race to new heights of prosperity and power.

The Eldar lead a live of knowledge-seeking for the future and contemplative reflection on the past, which makes them come across as intelligent and wise, though somewhat formal and imperious in countenance. It is most usual to find Eldar as practitioners of magic, such as wizards or sorcerers, and it is also quite usual to find Eldar nobles or diplomats in other nations.

Homeland: Haven, the Hidden Realm of the Eldar
Capital: Haven, Jewel of the Eldar

Average Lifespan: 250 years
Average Height Range: 5'4" - 5'11"
Average Weight Range: 90lbs - 165lbs

Statistics

Might: Shabby
Skill: Average
Physique: Shabby
Intellect: Fair
Acuity: Uncommon
Charm: Shabby

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The Hrentí

The Hrentí are a highly spiritual race, a side-effect of their creation, which was being 'sung' into existence from normal owls by Lindo, the Great Song. They now reside on the holy island of Tol Élen (more specifically in the Twilight Forest of Lömé) after the parting of the Hrentí and Hélor races in the event known as the Emigration. The Hrentí are ruled via a representative democracy with the Ainü, where a group of elected representatives from both nations work together in a council to govern both races equally; however, within the confines of the Forest proper, the Hrentí are instead a communal society, sharing all and working for the benefit of the whole, rather than the individual. A humanoid race with strong owl-like features, the Hrentí are both an extremely intelligent and wise race, but are extremely unsuited for combat, being both naturally brittle and possessing less strength than other races; they also come across as an excessively solemn people.

A constant life of seeking spiritual enlightenment and cloistering has molded the Hrentí into intelligent and wise people, although they can also come across as formal, and, in some cases, wary and suspicious of other races upon first meeting them. It is most usual to find the Hrentí leading lives as priests or wizards, and it is extremely unusual to encounter them as anything else.

Homeland: Tol Élen, the Isle of Moonlight - The Twilight Forest of Lömé

Average Lifespan: 110 years
Average Height Range: 5'6" - 6'2"
Average Weight Range: 100lbs - 165lbs

Statistics

Might: Shabby
Skill: Average
Physique: Poor
Intellect: Fair
Acuity: Fair
Charm: Shabby

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The Ainü

The first sentient race, Humans were created by the god Atar to populate the planet, the Ainü being one of the three Human 'tribes' that resulted from the Separation; the Ainü in particular heeded the call of the god Ista, and chose to lead a life of piety and constant spiritual improvement. The original inhabitants of the holy island of Tol Élen, and the creators of the enormous enchanted crystal moon of Élessa (literally, 'light-bloom'), the Ainü are governed via a representative democracy with the Hrentí, where a group of elected representatives from both nations work together in a council to govern both races equally. The Ainü are very spiritual and cerebral race, preferring a life of cloister and enlightenment to a more exciting existence; however, this chosen life leads them to be less diverse in their other skillsets and endeavors, and to also come across to non-Ainü or Hrentí as an overly solemn people.

Much like the Hrentí, a constant life of seeking spiritual enlightenment and cloistering has molded the Ainü into intelligent and wise people, although they can also come across as formal, and, in some cases, wary and suspicious of other races upon first meeting them. It is most usual to find the Ainü leading a spiritual life as a priest, and you can also find them leading a more militaristic (yet equally pious) life as protectors.

Homeland: Tol Élen, the Isle of Moonlight
Capital: Tol Élen, City of Eternal Twilight

Average Lifespan: 85 years
Average Height Range: 5'1" - 5'10"
Average Weight Range: 115lbs - 195lbs

Statistics

Might: Shabby
Skill: Average
Physique: Average
Intellect: Uncommon
Acuity: Fair
Charm: Shabby

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The Hélor

The Hélor were created by the Sky-Lord Soron to be his sentinels of the skies. Creators of the magical Sky-Citadel of Ménel, the Hélor are governed via a militaristic junta, where the four leaders of the Héloren Legions control all of Ménel's laws and security. Humanoid and possessing sharp eagle-like features, the Hélor are an extremely proud and perceptive people, diverse in their endeavors albeit lacking in strength and constitution, and coming off as somewhat imperious and stern to outsiders.

The more militaristic brethren of the Hrentí, the Hélor are usually described by outsiders as a focused and sharp people, and their skill-based culture means that it is very common to find Hélor as agents of the Legions, and also as protectors or wanderers.

Homeland: The Forests of Alquäron - the Sky-Citadel of Ménel
Capital: The Sky-Citadel of Ménel

Average Lifespan: 100 years
Average Height Range: 5'4" - 6'0"
Average Weight Range: 120lbs - 185lbs

Statistics

Might: Shabby
Skill: Uncommon
Physique: Poor
Intellect: Uncommon
Acuity: Fair
Charm: Shabby

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The Andiir

The first sentient race, Humans were created by the god Atar to populate the planet, the Andiir being one of the three Human 'tribes' that resulted from the Separation; the Andiir in particular heeded the call of the god Nandaro (called the Harpist), and chose to pursue a life of wandering and freedom. The original creators and inhabitants of the Great Caravan an enormous fleet of huge 'landships' that endlessly traverses from nation-to-nation; also, whilst each 'landship' is essentially autonomous in and unto itself (and one 'landship' may be wildly different to the next), they must all abide by certain ancient guidelines of hospitality and welcome set by Nandaro the Harpist.

The Andiir are, by and large, a carefree and charming people, who are well-versed in a huge variety of diverse skills; however, their nomadic lifestyle leaves them slightly weaker of constitution than other races of more permanent-residency, and their wandering, carefree demeanor leaves them unthinking and less perceptive of their futures, thinking only of the 'now'. The Andiir are described by most races they come into contact with as sensible, compassionate and easygoing, and it is most usual to find members of the Andiir as wanderers or tinkers, and they also make excellent rogues, and conversely, diplomats.

Homeland: The Great Caravan

Average Lifespan: 80 years
Average Height Range: 5'6" - 5'11"
Average Weight Range: 110lbs - 190lbs

Statistics

Might: Average
Skill: Uncommon
Physique: Shabby
Intellect: Average
Acuity: Poor
Charm: Fair

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The Rusco

The light-hearted brethren of the more sombre Draug, the Rusco were created by Naugrim, the Wolfshead when the Ruscan god, the mischievous Ronyo of the Chase, abducted the first Draug, and refused to give him back until the Draug god agreed to also create the Rusco. Exiled from the Romen Groves of the Draug in the event known as the Exile, the Rusco are now permanent inhabitants of the Great Caravan an enormous fleet of huge 'landships' that endlessly traverses from nation-to-nation; also, whilst each 'landship' is essentially autonomous in and unto itself (and one 'landship' may be wildly different to the next), they must all abide by certain ancient guidelines of hospitality and welcome set by Nandaro the Harpist.

The Rusco are, by and large, much the same as the Andiir, a charming and diverse race, although they are more dexterous and deft of hand; however, their lithe forms are weaker in constitution than their Andiir counterparts, and they are also less interested in the more cerebral endeavors, preferring to simply enjoy the arts and life. Described by almost all those who meet them as compassionate and easy-going, Rusco are most commonly found as rogues and wanderers, and are surprisingly adept in both the clerical and diplomatic trades.

Homeland: The Great Caravan

Average Lifespan: 65 years
Average Height Range: 5'2" - 5'10"
Average Weight Range: 100lbs - 155lbs

Statistics

Might: Shabby
Skill: Fair
Physique: Poor
Intellect: Average
Acuity: Shabby
Charm: Fair