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The Races of Harth

Humans - They are split between agrarians who desperately seek to protect their home, and nomads who do not suffer any claim to a piece of land as home, and yet both have seen their families buried, their shores devastated, and their faith fail...

Half-Elves - These are the two truths a Half-Elf must face. That their birth caused, or one day will cause the death of their parents; or, that they are unwanted by one - sometimes both - parents. Unless the Half-Elf is raised in a sheltered, isolated, tolerant Human community, most Half-Elves that come of age begin their personal journey always looking over their shoulder. 

Half-Orcs - Half-Orcs do not trade as a culture, but many act as merchants and diplomats between Harth and Brume. Their ability to survive both the physical journey as well as the sudden cultural shift, have resulted in some Half-Orcs being responsible for the most recent cultural advances of many Greenskin tribes. These Half-Orcs have brought Human culture into Brume, one wagon at a time. 

 

The Races of Brume

Halflings - Halflings do not honor battle, but respect martial prowess, and revere those scouts and warriors who can avoid conflict when possible. Halflings will not hesitate to kill in self-defense, vigorously defending the locations of their warrens, even against unaware trespassers. However, to face a foe and defeat them without staining your blade, or firing your bow, is a feat of skill that is acknowledged with high praise from Halfling elders.

Greenskins - There is another, graver threat to the survival of the Greenskins than even the Taumur. The Fracturing has wrought many unseen changes to the land, both above ground, and below. Rumors spread of black-skinned denizens that are emerging from rifts in the earth, who suffer from a bloodlust that cannot easily be sated. Some of these creatures look much like the inhabitants of Brume, though they exhibit none of the intelligence, compassion, or reason that Greenskins are said to be known for. All sides in this war see these Blackbloods as dangerous foes to be slain, and many Greenskins worry that in the pitch black of night, or the heat of battle, their friends and foes alike may not easily tell one from the other...

 

The Races of Aerandir

Dwarves - The Dwarves have shifted from honoring the deep earth, to respecting military service and the successes of military heroes such as famous commanders and warriors, famous blacksmiths, and famous mining clans on Aerandir. The Dwarf lifestyle is very structured, with little allowance for individuality. Young Dwarves are expected to heed their elders - while pursuing a career of military service - before honing a trade that will benefit their family and clan. 

Elves - The pursuit of these traits led to a shift in their culture - with pressure from the Gnomes on the most influential of the surviving four bloodlines - which caused the Elves to turn away from their traditional lifestyle, to explore more of the lands around them, and the sea beyond. With this change came dramatic and devastating changes to the forest due to war, trade, and industry. It was this that caused Elven magic to slowly dwindle, eventually becoming less potent and less relevant. 

Gnomes - Early during trading with the Dwarves and Elves, the Gnomes would speak softly, researching customs, traditions, and motives that would allow them to better respect their neighbors. As new generations began to take over long established Gnome merchant families, that research began to be abused, with trades becoming more often one-sided, benefiting only the wealthiest and most savvy merchant families.