Races

Races are the distinctions between the various major groups of people in the land of Meruvia, but even in these groups there are wildly different people. No two Elves are exactly alike, especially if they attribute themselves to different life paths, this goes the same for most races. Along this same thought, you could find one of any race in any location, you could find a Human living amongst the Elves or a Dwarf coinciding with the Draconians, but more often than not people like to stay where they are welcome and they typically aren't outside their homelands.

Anything written about here is subject to the extreme variance of everyday life, no one race is exactly as written here!

Accursed
Accursed come in a few varieties, Blooded, Elemental, and True.

Blooded
Blooded are often viewed as paragons of Evil working towards bettering themselves through the teachings of the Church, Blooded are often seen with horns and very infrequently other demonic/devilish features including odd skin tones and cloven feet. If left to their own devices they are believed to be purely Evil entities and as such are willingly given to the Church.

+dex/wis/int and cha, -any

Elemental
Elementals seem to be infused with the magical powers of the eponymous elements often taking on features that represent the element(s) they represent. These individuals are looked at suspiciously, many people can't tell whether they bring good or bad fortune, like the Blooded and True, but they know that the Elementals do bring danger and prying eyes that many small towns and cities don't need.

+str/wis/int/dex and con, -cha and any

True
True are the kind many don't agree with being associated with the Accursed name, True are associated with pure goodness and are often brought into the clergy easier than even ordinary devout people. They are said to bring good luck to those around them and are more connected with the divine nature of the world. These children are often forcibly taken, as many families do not want to give them up.

+anyx2, -anyx2

Draconian
Draconians are a race that holds sharp contrasts between themselves, with the Marauders and Zealots being almost opposites.

Marauders
Marauders are the brawn of the Draconian operation, they are the ones sent out by the Zealots to conquer people and places. Marauders are always the ones seen as the true Evil between the two, but that is only because they are most often seen, behind the curtain the Zealots always pull the strings.

figure something out for theirability scores

Zealots
The masterminds of the Draconians, seeking complete control of Meruvia and its people. They have seemingly slowed down but this only makes people worry about what they have planned. No one knows where the Zealots came from, all the Draconians were akin to the Marauders originally, but overtime a small group of genius Draconians appeared controlling their people and dubbed themselves the Zealots.

^^

Dwarf
Dwarves, at their core, are greedy, the allure of money and power awakens something within them that takes quite a deal of effort to ignore. Their unwillingness to deal with other races is potentially the only thing keeping them from being similar to the Draconians. Thankfully, the Dwarves have split into more diversified groups, a few major groups disagreed on a matter none of them care to speak on.

Bous
The Bous Dwarves seek to exclude themselves from the dealings of the world, some say the Vanna Elves have reached out to them due to this and many Vanna Elves have been seen around the Cuskena area. The Bous have moved away from underground bastions and have instead built their new home into the hills on the border of Cuskena and Veragun much to the dismay of the Draconians.

+str and con, -int and cha

Ghennds
The Ghennd Dwarves find themselves in possession of the worlds largest iron mine, this allows them to change the prices to fit their own greedy desires. They never deal on other peoples terms, their land, their rules. The selling of goods the Ghennds can supply has always been a hassle to deal with, but for the Ghennds this provides a perfect hold over everyone and everything.

+con and int, -wis and cha

Tyreans
Tyrean Dwarves hold to the values of what a "True Dwarf" is, humble, patient, and prudent. The Ghennds threw these ideals away when forging their current hierarchy and made their people into something far removed from what a Dwarf is supposed to be. They seek to bring the name Dwarf back into a good light with the world through peace keeping and fair trade prices on their metals.

+con, -dex

Elf
The Elves of the East have tried for a millennia to keep themselves free of the taint of the outside world, they believe themselves to be above all those that came to their land after them. Meruvia is their home as they believe they were granted it by the Powers that be; many of their ruins and gates can be seen across the continent giving evidence to their claim, although the majority of their people have not acted on this.

Sumezh
The Sumezh, often called Dark Elves, trace their heritage back to the original Elves that lived in Meruvia. They fled underground to escape their extermination and parted ways with the Elves of the East. Their time below ground has changed them in terms of appearance and morality. Their skin ranges from lightly ashen to dark gray, their hair tends to be a stark white color but very infrequently some Dark Elves have been seen with pitch black hair. These Elves have fought to survive the harsh environment below our own civilization, everyday was a struggle for them and they treat each new day just the same.

+dex, int/wis, and cha, -str and con

Arivae
The Arivae, often called Sunlight Elves, ventured out into the world to bring the teachings of the Elves to the less fortunate. They found a new home among the more religious folk and eventually helped to build the HME from the ground up. These elves mostly gave up the old teachings of Elven tradition, but the ones kept have been adapted to a more "civilized" and noble style. Arivae respect honor, fidelity, justice, and order.

+str and cha, -con and wis

Vanna
The Vanna, often called Home Elves, sit in their homes waiting for their time to rule once again. They are content with waiting as they know those around them will fail as they did. They return to their training as they once practiced, honing the skills that once helped them in a situation they say reminds them of how the world is now. Vanna are the aloof overseers of the world and its people, they have rarely thought to involve themselves in any of the important world events of the last millennia but when they send out emissaries people listen.

+int and wis, -con

Armathor
The Armathor, often called Defender Elves, find themselves directly at odds with the people of Meruvia. Armathor are studying and acting against those they deem trespassers, they seek to regain their lost land by force and the conquest of Veragun have given them ample opportunity to make their way inland. Armathor use various techniques once forbidden to the Elves and participate in odd rituals to bring themselves power.

+str/dex, con/cha, int/wis, -ones not chosen

Arvandor
The Arvandor, often called Forest elves, returned to Ansrivanna with the Vanna Elves but sought a way to return to where they say Elves truly belong. Their home was not unlike this world but it was more appropriate for the Elves, as the Arvandor say. The portals they say they used many millennia ago are apparently able to be reactivated and used to return, but even other Elves don't believe this to be true.

+dex and wis, -con and int

Guaracha
Guaracha were native to the lands of Meruvia since the beginning, they lived in peace with the Kender long before the Elves, Orks, Trolls, or Yviti even came into being, at least that's what the legends say. Guaracha look like bipedal, mostly humanoid goats or sheep, they tend to live fairly nomadic lives and love to meet new people to learn of their cultures. Many take up trading and hunting, what better way to make a living than off what you can scrounge from the land?

Any that live in a singular place tend to choose places that are rocky or mountainous, the thin air and high places are invigorating for the Guaracha.

Half-Breeds
Many combinations of half-breeds exist, the make of several races are close enough to allow for copulation and the bearing of children. No mixed breed children have culture or homes of their own, but often they are found in places with vast quantities of one half of their origin. While many people raise an eyebrow at the thought and sight of a half-breed, others may refuse to speak or even look at one. Those sympathetic are numerous, but they are greatly outnumbered by those that would seek to kill one of this kind.

Human Based
Humans seem fairly capable when it comes to breeding with races not their own, they can produce the most diverse group of offspring while managing to keep them able to continue to breed and fully functional as an individual. Most Human based half-breeds can easily blend into the respective societies of their heritage but once examined closely, could readily pick one out from a group.

Half-Dwarves
The offspring of a Dwarf and a Human, the majority of these have been brought about by the Tyrean Dwarves after their venture into the world. Half-Dwarves seek to put their natural ability to use the same way their Dwarven side typically does, but they find more freedom in choosing what it is they would like to do. Many Half-Dwarves do not stay in the mountains with their folk, but seek to spread across the continent finding ways to help those in need.

Half-Elves
Half-Elves are the most common of the half-breed races, the Aethen of Ostrana have become more connected with the society of Meruvia in more ways than one. Half-Elves have managed to make their own race at least slightly more tolerated; their hard work and determined attitudes are cause for many people to flock to them and accept them as not a half-breed, but a person.

Half-Kender
Half-Kender often grow to be dreamers, their individualistic personalities lead them to professions that allow them to be whatever they want. Finding what they want is never a small task, getting it is always an even greater feat in itself, but these folk never seem to think what they want is impossible and they have a funny way of making others believe them. Half-Kender do not care to be accepted like most of the other half-breeds, Half-Kender seek to be respected.

Half-Ork
Half-Orks often lead quiet, sequestered lives on the fringes of society. Average people see Orkish people as barbaric and don't make the distinction between pure and half-breeds. Half-Orks are stricken by harsh judgements from all people, even from their full Ork brethren. The best hope of a Half-Ork to find peace is to run to somewhere they couldn't be run out of, whether that be alone in the wilderness or in a small town in the middle of nowhere anywhere they can ride out their persecution. People do eventually come to accept Half-Orks, their kindness and natural ability lend to the barriers people have put up eventually being broken, this process does happen slowly but people always seem to accept half-breeds eventually, especially Half-Orks.

Half-Yviti
All half-breeds of Yviti are looked at with suspicion, especially by the Yviti. Half-Yviti are not consumed by their sense of duty as their pure Yviti brethren are, Half-Yviti are set into the world with an overwhelming sense of freedom. Half-Yviti often find themselves in plain jobs with plain people around them however, they don't seek to stand out as often as many would other half-breeds, maybe this is due to the pressure to live up to the standards of their parentage. Those that do manage to break away from the habits of their people find their lives fulfilled and advocate for the acceptance of people that differ from the norm.

Aillesel
Elf+Yviti

The Aillesel are a pairing many people did not believe actually could happen for the longest time, the Elves and Yviti have always held some animosity for each other and this lends to them never coming together to bear children. Aillesel are hated and feared by the Elves of the East, they believe them to betray the sanctity of trust between Elves and many will not say whether they were around a millennia ago when the two races lived in peace. Aillesel are schemers, ridiculously smart and dangerous, they see their value and try to the best of their ability to place themselves in positions that benefit themselves and those they love. While they aren't necessarily evil, they are frighteningly crafty and being on their bad side does not bode well for any individual not prepared to make amends.

Elaor
Dwarf+Ork

Elaor combine the reclusive nature of both the Dwarves and Orks, these folk have a tough time finding their place in the world and are slow to trust those around them. Thankfully, this doesn't stop them from knowing right and wrong and you'd more likely have an Elaor aid you in a time of need than most others. Elaor that are raised with Orks typically stay with them and grow to be impeccable warriors, craftsmen, and even shaman of their tribes. Elaor that are raised by Dwarves tend to leave home around their late teens to find somewhere quiet to live. Elaor typically get fed up with the laws and traditions of society, believing that people doing whatever they want is better than anything people have managed to put together.

Slaugh
Elf+Ork

The mixed blood of the Slaugh causes them to frequently be sickly individuals. They find living a constant struggle, even beyond the conflicts of this day and age. If they manage to make it to their second decade they can usually live to be a few centuries old, this old age causes them to usually die to extremely violent and obscure diseases as their bodies begin to implode on itself. Some say the Elf and Ork blood mixes a deadly concoction that causes the body to work too fast and too well. Many agree with this hypothesis, as Slaugh find themselves easily smarter and quicker of the mind than any other. A Slaugh finds themselves at home where they can sit back and use that agile mind, as such, Slaugh make effiecient allies and deadly enemies.

Thaes
Elf+Kender

Thaes are a much despised race, solely for their extreme lacadasical personalities. Thaes always find themselves wandering, nature to them is impeccable and they just have to see all of it. Despite their wandering, they are simple folk; always keeping what little they can while surviving day to day. Thaes are always up for some tomfoolery however, any opportunity to mess with a random person will be taken. They never like to leave their targets disheartened though, so they tend to help them out afterwards.

Velahrn
Ork+Yviti

Velahrn find themselves in an interesting predicament. Fueled by the warmongering blood of two cultures, they seek obstacles. Raised by Yviti, they are taught of war and it's delicate practices, but grow impatient being locked away in their ancestral homes. Raised by Orks, they ignore all precaution and throw themselves into the war with the Draconians. Velahrn seek to be challenged and tested by the very fabric of the world. If there are no rivals or enemies, a Velahrn will make them. Some call them mindless, as if they were equivalent to a beast; some say they know not of the self, only of war. Whether they truly believe in anything but conflict hopefully the world never finds out, they would be a menace to safety if a large enough group fo them amassed. Thankfully, the two groups, Orks and Yviti, share little contact, being so far from each other.

Human
Humans are among the most diverse people of Meruvia, among them are paragons of Good and Evil, perfectly normal individuals, strange magicians seeking wonder in the ruins of the Elves, etc. Humans go above and beyond not letting their short lifespan get the better of them.

Cusken
The Cusken people are a free spirited bunch, seeking to keep themselves free from the control of foreign powers. Their hold over the sea trade helps them stay afloat in the harsh environment of Meruvia and the grasp of Veragun.

+cha and any, -any

Ostranan
Ostranans have become accustomed to the harsh conditions of their land, the strange creatures and worsening winters cause many problems for their longevity but nevertheless the Ostranans pull through.

+con and any, -any

Meruvian
Meruvians focus on religion and proving themselves to the Powers, they know that everything came from them and emulating them leads to a peaceful life. Their teachings have found their way to every region, whether wanted or not.

+wis and any, -any

Kender
Kender are an oft forgotten race, laymen find it hard to associate the two distinct types of Kender, thinking the Tallfellow are just short, angry Humans. The Kender were once willing gardeners and farmers for the Elves and took pride in their work. Some scholars would say that it was the Kender who were hit the hardest during The March of Mankind, as they no longer had a reason to work. Being unwilling to work for the Humans, the Kender were enslaved and forced to do what they had done before. Those enslaved became the Tallfellow Kender, those that had fallen into the background and hid themselves in forests became the Hairfoot Kender.

Hairfoot
The Hairfoot find themselves doing what they had always thought of as their true calling, gardening and farming. They found a new home in Ardenvale Forest, not believing themselves to be strong enough to survive the harsh winters of present day Ostrana and not wanting to stick around the Humans. Natural scaredy cats are what many people believe the Hairfoot to be and they would be right, the only time Hairfoot find bravery is when they are trying to protect those they love.

+dex, -str

Tallfellow
Tallfellow have been changed and twisted by their time enslaved by the Humans. Although there have been many apologies issued and reparations paid to the Tallfellow, the damage has already been done. Tallfellow have grown accustomed to harsh living conditions and seek out conflict with others, even between Tallfellow there are more conflicts than normal. Tallfellow are a dying breed as they refuse to settle down in any one place, the Tallfellow can hardly stand the presence of people that disagree with them, their own people are too strong willed to be tolerated.

+cha, -wis

Nox
bat goblins

Ork
The Orks from their own history and the history of the Elves, seem to be a once proud and peaceful race, stricken by the misfortunes of their time. They were hunted to near extinction many times, both above and below. They survived through sheer force of will and the strength to do what must be done, their people have been gifted with many grand leaders that have brought them back from obscurity and they wish to make their home a place of peace once more. Their chieftains, however, disagree on how to go about this and have split ways.

Yviti
The Yviti are a race of proud warriors, they feel at home in combat, peace is not something they dislike by any means, but when metal meets metal they are truly alive. Once, they were a race that lived alongside the Elves in Meruvia, but they fell into line when the Humans came, not wishing to be eradicated like their once friends. The Humans forced them to wipe out many races that once lived in peace in Meruvia, like the Wroth and Goblins, and bring the Kender into submission. Their people live by a code, dubbed the Mirror of Gilmara, to protect themselves and others from the "mortal failings" of life; there are some that no longer believe the code is upheld by their people and seek Gilma themselves.