The world of Rexerit plays host to over thirty different races and nationalities. The majority of the sentient inhabitants of the world are human, or at least appear human. However, that is not the case for all souled creatures who call Rexerit home. 

Below you will find a list of the widely known races and cultures that exist on the world. Those available to players for starting characters are denoted with (PC) after the name. 

BLOOD CALCULATOR

BLUHD CAL-kew-lay-tor

Available to starting PCs

As a PC:

All Blood Calculators are red-haired humans. Their style of dress and armor tends to be influenced by the Roman Empire.

Homeland

The Blood Calculator Empire is located on the northern half of the Eastern continent. It was the largest nation both in area and population since the Reformation. However, after the Empire’s War, the population declined dramatically due to the government’s decision to continue to “fuel” their overwhelmed army with new recruits. This was accomplished by forcefully Vicis-aging the nation’s youth.  

Since the war, the nation has suffered economically from the multitude of trade embargoes that were levied against them, the last of which was lifted only five years ago. This has forced the nation to struggle to become self-sufficient, instead of thriving off of international trade as they have in the past. Many of those near the borders have tried to flee to find a more prosperous life elsewhere, though they have largely been met with disdain and mistrust outside of their homeland. Those in the most populous areas of the country rarely try to make the journey to find a better life elsewhere due to its perilous nature.

Culture

Those that live in the Blood Calculator Empire have a natural, undying loyalty to their country. This loyalty was largely tested near the end of the war, and led to an internal revolution as many felt their leaders’ decisions were becoming increasingly harmful to the prosperity of the country. Though the country is no longer the world leader in prosperity, those who live there still celebrate as if they were.

Political Structure

The Blood Calculator Empire has traditionally been ruled by an Emperor or Empress, though none have been in power since the Golden Empress stepped down in 5 A.R. The Emperor traditionally controls the three branches of government: military, political, and judicial. The military branch of the government answers to Dux Pinarius. The judicial branch is controlled by the Lex Council who debate the minutia of law. This branch was largely comprised of the Judges, supernatural creatures who enforce the laws dictated by the Emperor. However, with the decline in Judges, enforcement roles have largely been filled by military legions. The Senate is led by Primus Vedius.

In lieu of an Emperor, the people elected Servus Principis Cassius to oversee the government after the revolution. He led the trials against the previous heads of the government, and aims to return the nation to its prior levels of affluence and international influence.

Religion

Blood Calculators worship three deities: Initium, the god of beginnings, Sequentia, the goddess of living, and Finis, the god of endings. The first two are worshiped during joyous occasions. Offerings to Initium are given at celebrations of births. Sequentia is honored at weddings. Finis, most frequently called the Jealous God, is acknowledged during funerals. Actions and offerings are also given to him at times of potential danger or suffering so that they may continue to be ignored by him, as attracting his gaze leads to one’s demise. 

BOJOVNICI

boh-johv-NEE-chee

Available to starting PCs

As a PC:

As a coming of age tradition, Bojovnicians participate in rituals of self-mutilation or scarification. These mutilations are displayed proudly. All PCs are required to have visible scar makeup or other noticeable mutilations. Their style of dress is influenced by the Anglo-Saxons.

Homeland

Bojovnici is located north of Duuntay’un on the Western continent. Much of the nation borders the largest fresh water lake on Rexerit to its south, and the sea and Formidaal to its north. Fishing is one of the largest professions along with underwater basket weaving.

Culture

All Bojovnician celebrate their coming of age when they turn twelve. At this time they choose their first self-inflicted scar, in ritualistic tradition. As Bojovnician accomplish feats they feel are worthy, they will scar themselves further as a permanent display of their pride. Bojovnicians are very loyal to their individual tribes.

Political Structure

What little political structure exists in Bojovnici is internal to each of the individual tribes. Most tribes have a tribal elder and a liaison who negotiate with neighboring tribes.  

Religion

The Bojovnician believe that seven traits of life are represented by their seven gods: Kralos (loss), Horim (self-control), Dahta (curiosity), Alreth (humility), Ebinatta (fear), Welloth (empathy), and Maquey (versatility). Each tribe tends to pay tribute to one of the gods over the others, though all attempt appeasement of Kralos and Ebinatta. It is also believed that at times the faithful can be imbued with pieces of their Gods’ traits, allowing them to experience the truth of their meanings.

The Bojovnician’s scars are a way for them to prove their worth to their Gods upon their death – an unchangeable record showing their deeds they feel are worthy to display.

BRECCIA

BRECK-see-uh

Available to starting PCs

As a PC:

Breccians are humans with incredibly pale skin. Their dress is influenced by 16th century Russia.

Homeland

Breccia is located on the south-eastern tip of the Western continent. South of the Yexel Wastes and separated from the rest of the continent by a range of mountains, the land is often called the Frozen Wasteland by those who have visited. Settlements are scattered throughout the frozen, snow-covered tundra.

Culture

From before the Reformation, Breccians were nocturnal as the sun burned their skin. Even after the Reformation, much of the Breccian society has remained nocturnal despite the lack of a sun.  The culture is largely focused on honor and respect of their fellow Breccians.

Political Structure

Breccian political structure is isolated to each individual settlement. Settlements near the coast or other nation’s borders tend to have interactions with the outside world, while those inside remain completely unaffected by outside poltics. The nation’s prominent mercenary guild, The Company of the Seven Sisters, was once the country’s driving political force. However, they have struggled to regain strength since their previous commander was convicted of several war crimes during the Empire’s War.  

Religion

The Breccians believe that they were abandoned and left to die in the frozen night by the Gods. They were saved by Brekka, the mother wolf. Breccian ancestors were changed by the mother wolf to be able to endure the cold, and followed the examples of her children to survive the perpetual winter. A core tenant of their belief is "Brekka is warm to travelers, harsh to the disrespectful, and as forgiving as the winter night."

In some more isolated parts of Breccia, worship of a diety known as the Lupine Ice is more commonplace. Unlike the worship of Brekka, the worship of the Lupine Ice frequently utilizes blood sacrifice of animals.

CLAFT

KLAFT

Not available to PCs

Appearance:

People from Claft are human.

Homeland

Claft is located on the Northern Isle. What remains of Claft is nothing but an apocalyptic wasteland. An unnatural series of natural disasters hit nearly simultaneously along with a virus that wiped out roughly ninety percent of the population.

Culture

Many Clafti refugees have been found to be suffering from severe mental trauma. They talk nonsense about the Master of War, Dreamsayers, and Truthspeakers returning to save them.

Political Structure

The political structure of Claft was largely unknown to the outside world, and collapsed in 51 A.R. when the disasters hit.

Religion

Even after the collapse of Claft, those that survived still worship a deity they call the Sage. 

DELPHI

del-FEE

Not available to PCs

Appearance

-

 

Homeland

-

 

Culture

-

 

Political Structure

-

 

Religion

-

DURIA

DER-ee-uh

Available to starting PCs

As a PC:

Durians are humans. Their dress tends to reflect their mandatory military service, and is influenced by the Napoleonic uniforms.

Homeland

The nation of Duria is located on a series of small islands in the Central Sea, south of Tinker Isle. The sea floor surrounding the islands is filled with ruins of what was once, before the Reformation, the great capitol city of the nation. The islands themselves are crowded with the remaining streets and buildings that were not sunk to the ocean floor.

Culture

All Durians are required to fulfil a five-year military service, usually naval, beginning at age 14. Many Durians continue their military service, while others change employment to trade or shipping professions. Because of the mandatory military service for all Durains, the culture is largely driven by respect of rank and status.

Political Structure

Previous to the Reformation, Duria was ruled by an Emperor. As the land they occupied post Reformation was greatly decreased (rumors are common that Duria once controlled more land than both the Eastern and Western continents combined), the Emperor decided to change his title to King. This was done in efforts to fit in with the surrounding societies. The current King, Theodoric, has been in power since 67 A.R. and has been focusing on restoring Duria’s international reputation after the Empire’s War.

Religion

Durians believe that Gods exist, but do not deserve worship. As a society, they largely believe the meddling of Gods leads to the destruction of what the souled are capable of creating. The Reformation has only solidified this belief. 

DUUNTAY'UN

DOON-tay-OON

Available to starting PCs

As a PC:

All Duuntay’un PCs are required to wear tribal face paint based upon their personal perceived strengths in battle: fighters wear blue face paint, offensive casters wear red face paint, healers wear black face paint, and stealthy characters wear green face paint. Their cultural dress tends to be a mix of traditional fantasy barbarians with heavy Nordic (Viking) influence.

Homeland

Duuntay’un settlements are most frequently found in the center of the Western continent, north of Shoz’zai and Torashone. However smaller settlements have been dispersed as far away as the border between Blood Calculator and Spiorad.

Culture

The Duuntay’un have always been a proud people who will gladly tell the grand stories of the exploits of those before them, and of course their own accomplishments as well. Because of this they do not have a written history that has been kept, but instead oral traditions are passed down from generation to generation. Duuntay’un will often travel outside of their homeland in search of their next merit, or story worthy of the respect of their people.

A Duuntay’un earns recognition from his own people in the form of merits. These small tokens are proudly displayed, hung from belts or other noticeable locations. Behind each token is a story of how it was acquired. These stories are told to other Duuntay’un at fireside festivals, held every season, and it is only by the other Duuntay’un’s approval that the merit can be granted.

Political Structure

There is not a very strong political structure in Duuntay’un. Tribal elders are awarded respect and often sought for advice. Those with high amounts of merits are more likely to be listened to than those without. However, the Duuntay’un strongly oppose the belief that one man should ever hold power over another.

Religion

The Duuntay’un primarily believe in two gods: Du’ursa, the Teacher, and Sedun, the Scorekeeper. The belief in Sedun ties in closely with their traditions of merits, as Sedun watches their actions and approves of the merit. Du’ursa on the other hand is believed to have granted the Duuntay’un the gift of combat through The Mimic, the first Duuntay’un who learned by following the shadows of Du’ursa’s eyelashes. The culture also frequently believes in and tells stories about other supernatural forces, such as the Hunter who, as the stories say, preys on those who wander alone or in the dark. 

ETRIA

EH-tree-uh

Available to starting PCs

As a PC:

Etrians are humans. Their dress is similar to that of fantasy pirates, merchants, and other seafaring folk.

Homeland

Etria is located on the north-eastern corner of the Western continent. Most of it's features are relatively unremarkable and average, with the exception of it's miles of coast-land and its underwater ruins. The ruins are the remains of half of the Etrian capitol which sunk into the sea during the Reformation.

Culture

Those who have a skill for navigating the sea have always fared well in Etria, as they are believed to be blessed by the Gods themselves. Those who do not often struggle as dock workers or other unsavory jobs that are required to keep the sea culture of Etria functional. 

After the Reformation they quickly took shipping contracts from Claft and the Blood Calculator Empire. With the disappearance of Claft and the aftermath of the Empire's war, the nation has been struggling financially. Many of the former wealthy merchant families have been struggling to make ends meet and pushing for international relations to reopen with Blood Calculator. While many of the largest families fell into debt, those who took contracts with other nations as they came have found themselves with a constant and comfortable level of prosperity. 

Political Structure

Etria functions as a democracy. The head of each sea-capable family holds the rights to vote on issues ranging from local laws to political alliances. The position of "chair" rotates every three months to the next member in line. Currently there are one hundred and thirty-seven Etrians with voting rights. 

The larger shipping families argue that their votes should hold larger weight than the average vote-holder as they bring more financial prosperity to the nation. 

Religion

Those with talent for seafaring are believed to have been descended from the first Etrian. Legend tells the first Etrian was born of the sea and tested by the Gods of the Deep. He successfully created a raft from flotsam and rowed for fifteen days before succumbing to exhaustion. His dedication was rewarded by the Gods, and the sea current carried him to Etria. 

There are numerous rumors that the Gods of the Deep revealed themselves to several Etrians before the Empire's War, and returned to their seclusion as it began. 

FORMIDAAL

four-mee-DAHL

Available to starting PCs

As a PC:

All Formidaalan have a third eye located on their forehead. Most will wear a strip of cloth across their third eye, tied behind their head, as a measure of respect towards other cultures. Their dress is similar to that of the Byzantine Empire.

Homeland

Formidaal is located on the small northern peninsula of the Western continent, bordering Bojovnici to its south. The land itself is filled with multiple ports, frequently used by the nations of the Eastern continent for a point to distribute goods to their buyers. Much of the available employment is focused around hospitality. Inns and taverns are plentiful, as are the creators of meads and ales, sellers of linens, ship repairs, and any other industry that would support the trade culture there, even those of the seedier sort.

Culture

Those from Formidaal live to serve and always seek a niche to fill. Once that niche is found, it becomes the Formidaalan’s purpose in life. Frequently described as meek, the people are often fearful to digress from the patterns of their typical day. However, those that manage to leave the country feel what they describe as a “breath of fresh air” upon developing a new life elsewhere.

Political Structure

Formidaal is ruled by twenty-six competing guilds. Each guild lays claim to a separate specialty, such as the Quiet Walk who focused in trade of potions.

Religion

No single religion dominates Formidaal. In the larger port cities you can frequently find preachers rallying those around them to the newest doomsday theories in attempts to explain the oddities that have happened in the past, such as when sound would echo eerily for miles across the silent cities at night. While some in Formidaal believe these theories fervently, most pay them no heed. 

FOLA'MHIONNE

foe-luh-mah-HI-ohn

Available to starting PCs

As a PC:

Those from Fola’mhionne have ashen skin and either tusks or highly sharpened teeth. The Fola’mhi tend to dress in leathers and other primitive materials, while adorning themselves in bones and furs.

Homeland

Fola’mhionne is located on the eastern edge of the Eastern continent. The nation is separated from the Blood Calculator Empire by a mountain range to the west. Two large rivers run from the mountains into the nearby sea, making river travel a common occurrence.

Culture

Those outside of Fola’mhionne believe that the Fola’mhi are primitive and savage in their nature. While Fola’mhi do tend to use many primitive technologies in their day-to-day lives, they do so out of tradition and respect for those who came before them. They are frequent seekers of knowledge and would rather intimidate their way out of a fight than actually fight others.

Political Structure

Fola’mhionne is politically divided into six regions. While there are no strict boundaries on the regions themselves, each region is overseen by a council that is elected by the people every ten years. Members from all six councils meet together twice a year to determine national policies.

Religion

Most Fola’mhi do not follow any well-known organized religions, though almost all have formed personal spiritual beliefs based upon their own experiences. A common belief among many Fola’mhi is that beings called the “Fallen Ones” placed them, and all others on Rexerit, purposefully during the Reformation. While many accept this placement as guided by the higher powers, others question their judgement and seek to understand their reasoning. 

GEISS

GICE

Available to starting PCs

As a PC:

Any race can be from Geiss. Please include in your character history how and why your family immigrated there. 

Homeland

Geiss is an isolated nation found on the peninsula of the Eastern continent. Surrounded by ocean on most sides and cut off by Vicis on the other, Geiss can only be accessed by Sea, or by those willing and desperate enough to sacrifice their years. The nation has become a melting pot of its surrounding human cultures, becoming a haven for those wishing to escape - Lo-Gone, Duria, Blood Calculator and others. 

Culture

Because of Geiss's relatively recent formation, the culture is a mix of those who settled there. Those who work the docks and ships tend to have arrived from Duria, while many shop keeps and politicians are only one generation removed from Blood Calculators. Festivals are frequent, celebrating holidays of the surrounding nations, the end of the Empire's War, and the survival of the Ver'er invasion of year 51.

Unique to Geiss is their staple food, Brood Spiders. They have a unique method of growing the spiders quickly using Vicis, allowing the residents to never have to go hungry. Spider Eye-scream is a specialty desert considered a delicacy by "natives," and revolting to visitors. 

Political Structure

Three political seats govern the entirety of Geiss. The Margrave, Margrave Richards, commands their army and naval forces, ensuring that the country stays safe and removed from wars. The Count, Countess Graff, oversees internal affairs ranging from setting taxes to approving governors for local townships. The Ambassador, Ambassador Hendershot, assists with external affairs such as trade agreements, treaties, and tourism. 

Religion

No single religion dominates the Geissic culture. Residents typically practice the religions of their direct lineage.

IXIA

EEK-see-ah

Not available to PCs

Appearance:

Ixians appear to be normal humans, though some may exhibit petrification across parts of their bodies. It is rumored that those of the Royal family crystalized instead of petrified.

Homeland

Ixia is located on the Northern Island, next to Claft. Immediately after the Reformation the Ixians were attacked by Claft. Upon discovering that extreme emotions caused Ixians to petrify, the Claftians rapidly incorporated this tactic into their warfare. This nearly annihilated the entire country. Those that survived the onslaught fled, leaving the country deserted.

Culture

Ixians live in hiding, cautious to tell no one of their heritage for fear that they will be hunted. Petrified Ixian body parts are known to be sold on the black market as ritual components.

Political Structure

None

Religion

Unknown

KERASAT

care-ah-SAT

Available to starting PCs

As a PC:

People from Kerasat appear as average humans. They tend to dress in long, flowing robes which often bear indication of their status or job earned through the Thelidiction.  

Homeland

The Kingdom of Kerasat is located in the south-western quadrant of the Western continent. The nation is filled with rolling hills and plains. Several large port cities can also be found within. The country is most well-known for its university where cutting-edge magical research takes place.

Culture

The Kerean society as a whole functions on the belief that the worth of a person's merit is greater than the life of that person. To culminate this belief, a nation-wide comprehensive physical, social, magical, and intellectual set of tests determine the allowed lifestyle of its citizens, from slave to magistrate. This test, known as the Thelidiction, occurs roughly every three to eight years. Because of the importance of the test, massive weight is put on the idea of integrity. Ideally, everyone is awarded a standard of preparation and testing, though the method of testing varies from region to region. If it is ever discovered someone has been favored or prejudiced, everyone involved is punished harshly.

Most Kerean are content with the system, as with enough self-improvement life can always get better, and the next Thelidiction is only ever a few more years away.

Political Structure

Kerasat’s King, King Reginald Finnir, sits atop of the kingdom’s political structure. He has remained king for the past five Thelidictions. The King declares the Barons of the land according to the results of the Thelidiction, for even he is not permitted favoritism.

Religion

The Kerean believe that the Thelidiction was gifted to them by their God, Cenwiu. It is believed that Cenwiu provided the early Kereans with the idea as a way to form the ideal society, with a person’s function in society being assigned based on the skills and knowledge they could prove. After gifting the knowledge of the Thelidiction, Cenwiu ceased interaction with mortals, as he had already granted them the knowledge they needed to create greatness. 

KOPESS

koh-PEHSS

Available to starting PCs

As a PC:

Kopess are thought to be sentient humanoid rock golems. Though they appear as rock, they still have a flesh-and-bone like consistency to their bodies. PCs must use either makeup or masks to represent the carved stone like appearance. They frequently adopt the dress of whatever country they have spent the most time in.

Homeland

The area the Kopess claim as their homeland is located in the north-western area of the Western continent. The land itself is barren and riddled with craters. Though the Kopess elders are rumored to reside there, other Kopess tend to travel into the world soon after their creation.

Culture

Kopess are often assumed to be adventure seekers, though truly they are seekers of experience. If there is an opportunity for a Kopess to do something unique or influential, they will almost always take it. However, what type of experiences a Kopess seeks varies greatly.

Political Structure

Kopess have no political structure outside of the Elder decrees, which all Kopess instinctually follow.

Religion

Elder Kopess firmly believe that all sentient life is powered by a piece of a soul. Upon death that piece of the soul is returned to the larger, original soul. Younger Kopess are aware of the elders’ beliefs and teachings, though they rarely believe the same themselves. 

LO-GONE

LOW-gone

Available to starting PCs

As a PC:

Lo-Goni are humans. Their dress tends to resemble that of the European Renaissance.

Homeland

Lo-Gone is located on the western shore of the Eastern continent. The mountainous land still plays host to numerous luxurious castles that were built during the nation’s peak. Now the country of Lo-Gone no longer has formal cities, let alone Duchies that the great castles were once the center of. The Keri-ji, the unquiet dead Lo-Goni who perished without the overwatch of a shaman, have long since made remaining in one densely populated location for too long dangerous.

Culture

Within Lo-Gone used to reside wells of limitless knowledge, from which any Lo-Goni could partake or contribute. Lo-Gone was an enlightened society until early introduction to the Blood Calculator Empire left all wells annihilated. Now, the Lo-Goni live in isolated villages, using heavily armed caravans to traverse and aid in trade from one village to another. Despite their situation, they try to hold onto the greatness their enlightened nation had once obtained.

Political Structure

While there are some of noble blood who still try to claim their titles, to preserve what little remains of the past they feel their country should hold on to, nobles have no true political power. Each village operates under its own political structure, each frequently having its own sheriff trying to retain some semblance of order. The most respected members of the society are shamans, though they are rare. When a shaman is present, leadership frequently follows their will.

Religion

The Lo-Goni believe that the first shaman found and freed a being known as the Knowledgeable One. In return for its freedom, the being granted all of Lo-Gone access to its knowledge through wells, though it came at a cost. Specific rituals needed to be performed for the dead, else they would rise as Keri-ji and terrorize all until they were put to rest permanently. The first shaman learned these rituals from the Knowledgeable One and taught it to others who were capable of performing them. 

LUJA

LOO-jah

Not available to PCs

Appearance:

Rumors about Lujan appearances are plentiful. Some say they're skeletons. Some say the flesh drips from their bones. What is known is that when outside of Luja, all Lujans are covered from head to toe. 

Homeland

Luja is located in the south-eastern corner of the Eastern continent. The nation is protected by Vicis on all sides.

Culture

The culture inside of Luja is largely unknown. Lujan merchants are sent from their homeland to facilitate trade with the rest of the world. Lujan merchants and messengers tend to be in high demand as they seem to experience no ill effects as they pass through Vicis.  

Political Structure

Unknown 

Religion

Unkown

SHOZ'ZAI

show-ZAHEE

Available to starting PCs

As a PC:

All Shoz'zai PCs are required to adorn their faces with metallic paint in a pattern of their choosing. Clothing and armor are largely inspired by Middle Eastern regions such as the Ottoman Empire.

Homeland

Most Shoz'zai reside on the tops of the Shoz'zai Plateaus, located on the Western continent. Those who do not live atop the cliffs call the rich farms and trading outposts which are spread throughout the valleys their home. The people located there tend to have a natural desire to learn about the outside world, and trade skills and goods for information. 

Culture

It is traditional for a Shoz'zai to leave their homeland and explore the world for 3-5 years when they come of age. For most Shoz'zai, their pilgrimage begins around the age of 20. During this pilgrimage they are tasked with finding something of value to bring home. This could be anything from an interesting artifact to new crafting techniques used by a different culture. 

For centuries the Shoz'zai have kept the most comprehensive library of knowledge and history. The library, located deep inside of one of the plateaus, is rumored to be heavily guarded and nearly impossible to find. The disappearance of historical records around the world has caused worry among the Shoz'zai, and international relations have become strained. 

Family lineage is of great importance to the Shoz'zai. Marital unions are frequently arranged, however they are rarely done so for monetary or political power. Typically Shoz'zai marriages seek to match skill sets, causing them to have some of the most capable figures in remembered history. 

Political Structure

Little is known to the outside world about the Shoz'zai government, other than the fact they are loosely ruled by their high council. There are twelve seats on the high council. Each seat is filled by a member of the society viewed as the most knowledgeable at the time, regarding the focus of the seat. 

Religion

The Shoz'zai worship the goddess Cirra. However, unlike most religions they believe their goddess to be deceased. Because of this belief their religion instructs them to become the keepers of balance in Her absence. 

The Shoz'zai do not frequently pray to Cirra, as her death leaves her unable to answer prayer. Instead they will frequently pray to their ancestors and seek their guidance, approval, and good will. It is a common belief among the Shoz'zai that the disapproval of their ancestors can lead to disastrous consequences. 

SPIORAD

SPY-oh-rod

Available to starting PCs

As a PC:

Spiritual in appearance, all Spiorish have a bluish hue to their skin. While shaping their corporeal form, Spiorish are able to customize some of their features: elongated fingers, red or bleeding eyes, and so on; though once chosen, the feature is permanent. Spiorish tend to be uniquely dressed, pulling inspiration from many of the races across Rexerit.

Homeland

The guardian stones to which Spiorish spirits are anchored lie in the far north on the eastern continent. There, the Spiorish wander disembodied and invisible, socializing with the others among their populace who aren’t inhabiting a corporeal form, until such time that they have gathered enough strength to materialize. Once one of these ghosts made mortal manifest, they are able to maintain their shape for a little more than a half-dozen decades. While other souled on Rexerit suffer more visual effects of age, the Spiorish instead begin to lose motor control over their form as their spirits begin to separate from the shape they have been inhabiting.

The land that surrounds the ever-precious rune embossed ‘guardian stones’ is mountainous and fertile, features that have helped provide safety to the stones in Spiorad – difficult to travel to with resources that are readily shared to encourage good relations.

Culture

“Live and let live” is the saying of the Spiorish; ironic as the they are a people of ghosts. They are at large content to allow the world to exist, partaking in the experiences they are able to endure during stints in corporeal form – a feat that can be accomplished once every few centuries.

At least that was the outlook until recent decades. The Calculus War in early 2 AR brought the destruction of a multitude of guardian stones, forever eradicating hundreds, if not thousands of Spiorad. Forgiveness for the unprovoked massacre was difficult. With the additional destruction of more guardian stones during the building conflict that led to the Empire’s War, Spiorad as a whole has become much less accepting of outsiders and much more proactive in their own defense.

Political Structure

The individual Spior is left to govern themselves, as each is centuries old. When it comes to matters of relations with other countries and the protection of their guardian stones, Spiorish defer to the decisions of the Wisemen. These Wisemen are well educated in politics and policy as it was their role centuries ago, back when they were very first alive.

Religion

Those in Spiorad don’t worship in any official capacity, instead celebrating life for the sake of life. The ability to live, breath, eat, and experience the wonders of existence is a privilege that should not be denied to anyone, except those that would take the privilege from others.

TINKER

TEEN-cur

Available to starting PCs

As a PC:

Tinkers excel at mechanical body modification and replacement. All Tinker PCs are required to have at least one visible, mechanically enhanced body part. Their style of dress tends to be heavily influenced by Neo-Victorian or steampunk aesthetics.

Homeland

Tinker is located on one of the islands in the northern Central Sea. Tinker Island is considerably small and part of it is secluded by Vicis. It is rumored that much of the black market trade occurs in the Vicis protected area. Farmed goods are often imported from outside, while they remain the largest exporter of iron. 

Culture

Tinker prides itself on their never ending quest for perfection through innovation. Though not all Tinkers are trained and focused in mechanics, their effects and inspiration is widespread throughout the land. However, while Tinkers are always striving for more knowledge, they are highly unlikely to share what the find with others. This is partially because of the high levels of competition that occur within Tinker Island, and partially because of their mistrust of the outside world.

Political Structure

Publicly Tinker is ruled by the Argus Royal family, who recently acquired control from the Blackmoor family. However, those who have dealt with Tinker in trade understand that the true political power lies with the guilds and the black markets.

Religion

Previously, Tinker did not have any well-established religion. Within the past twenty years, the land has become fraught with superstitions. Most Tinkers fear wandering alone, especially at night. Stories are frequently told about those who wander alone into the night, who slowly lose their sanity and eventually cease returning.

TORASHONE

tor-ah-SHOWN

Available to starting PCs

As a PC:

Torashone’s style of clothing is heavily influenced by early Celtic styles of clothing.

Homeland

The nation of Torashone is divided into seven fanes: the Shattered Tower, the Evening Star, the Wild Woods, the Morning Sky, the Burning Hills, the Twin Swords, and the Howling Cliffs. In the center of the ring of the fanes’ territory sits the Witches’ Seat, where matters concerning the nation as a whole are handled in accordance with traditional rituals.

Culture

The basis of both the societal and political structures in Torashone is the core belief that might makes right. Though in the past the varying fanes frequently warred with each other, the nation has experienced a decade of uneasy peace, for the first time since its formation. They opened their borders to trade only twenty years ago, and outside influence has taken little hold within. Most of Torashone’s exposure to the outside world was experienced by the armies who participated in the Empire’s War. Since then curiosity has led only some to see what lies beyond their borders.

Political Structure

Traditionally, each fane of Torashone has a Warlord that claims rule over it. Each Warlord earns his title by defeating the previous Warlord of that fane. This tradition was broken during 23 A.R. when the Warlord Guttrick of the Burning Hills seized the control of two other fanes, the Wild Woods and the Howling Cliffs, in what many describe as a massacre. In 54 A.R. Guttrick’s title was forcefully won by a Duuntay’un known as Brom. The fane of the Shattered Tower is controlled by the Warlord Danzig. Warlord Taranis controls the Morning Sky. The Warlady Luned holds claim to the fane of the Evening Star. The Warlord Drust recently claimed the Twin Sowrds.

Religion

It is believed that each fane was originally carved out by a Witch who granted the first Warlords’ control of those lands in exchange for their loyalty. It is assumed that the subsequent Warlords continue the Witches’ pacts. Because of this, the people of Torashone tend to be very superstitious, and make frequent effort to not displease or upset the Witch that has allowed them to live on her land. Those who are not Warlords avoid the area of the Witches’ Seat for fear of incurring her supernatural wrath, as the restless spirits trapped to wander the area at night did.

VEGEMON

VEH-jeh-mon

Not available to PCs

Appearance:

-

Homeland

-

Culture

-

Political Structure

-

Religion

-

XERTIS

ZER-tiss

Not available to PCs

Appearance:

Xertis appear to be human-sized mantises. 

Homeland

The Xertis have no specifc place they call their own. This is most commonly attributed to the fact that they usually are found traveling without other Xertis.

Culture

The Xertis tend to travel independently of each other. Often they will find a small town to call their home where they frequently fulfil the duties of pest control. Any who have lived in a town or village with a Xertis quickly learn that their meal of choice, if not their only food source, is various insects. Despite their unnerving appearance to many, they usually are allowed to stay because of their useful nature.

Political Structure

The Xertis have no known political structure.  

Religion

The Xertis do not follow any common religion, however they believe that all living or natural creations are connected by a higher spiritual force.

YEXEL

YEX-el

Available to starting PCs

As a PC:

Yexel begin their lives appearing the same as a human child. However from about the age of five, their appearance begins to shift. First, their veins will appear with a greenish tint instead of a blue of purple. By puberty their hair color will often shift with the changes in the seasons, occasionally sprouting leaves and buds in spring and summer. And, most noticeably in adulthood, their skin will thicken into what appears to be bark.

All Yexel PCs are required to have, at minimum, select green veins on parts of their face and hands and small bark-like patches. Older characters will require more prominent tree-like makeup.

Homeland

Many Yexel do not grow up in the area known as Yexelade. Yexel are often raised by adoptive parents from nearby nations on the Western continent who found the Yexel as a young toddler left on their doorstep, when they were a young couple.

The nation of Yexelade is located on the eastern shore of the Western continent. The area surrounding Yexelade is a harsh desert known as the Yexel Wastes, though it is rumored that a massive forest can be found in the center of the desert, along with an oasis. It is believed that there must be some truth to the rumors, as the Yexel from Yexelade often embark to neighboring countries to trade farmed goods.

Culture

Not much is known about the culture of the Yexel found inside of Yexelade. Those raised outside of the homeland often will make the pilgrimage through the Yexel Wastes in search of answers.  

Political Structure

The political structure of Yexelade is largely unknown to the outside world.   

Religion

The religious beliefs of the Yexel residing inside of Yexelade is unknown to the outside world. Those raised outside of Yexelade will often follow the religious beliefs of their parents.

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