[Original World] Lorithane

PastelPhoenix

How did this even happen?
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    Lorithane: Ash and Legacy

    Time marches on, and with it comes an unsteady peace for the people of Lorithane.

    To call Lorithane a broken land would not be too far off from reality. Much of its initial history purged under the revisionist policies of the early Rythean Empire or simply lost to the ages, many of the oldest races barely even know their own origins. To add to the loss, Lorithane's position relative to the other planes of existence makes it a prime target for certain planes looking to forcibly expand their realities. Much of Lorithane's history has been plagued by outside influence, both in victories and inevitability. This pieces assembled here serves as a guide to the history of the land her peoples, as complete as they could be gathered.

    A word of warning before diving too deep, Lorithane is an odd land with an even odder history. The people described within are shaped by these oddities, leading to practices such as demon binding in the East and blood fortune telling in the Orcish north that seem mundane to their practitioners, yet outlandish to an outside viewer. The land itself is not exempt from odd influences, as parts of the world itself have been influenced by the others planes in various extremes; from adding entirely new landmasses to scorching the very heart of the continent to ash. Digging too deep may make it seem that the land itself has a tenuous grasp on its own rules for reality, between the extreme oddities in the Elven histories to the suggestion that beings such as Angels were able to exist even before the gods themselves.

    Without further ado, the documentation of Lorithian life will be listed below.


    Map in spoilers:
    Spoiler:
     
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    So, it looks like there's going to be a lot of religious and cultural influences in this world. Is that going to play a big part in the culture and lore of Lorithane?

    In it's own way. The most dramatic influences are the interplanar events that shape the very world itself, much of the modern conflicts are between the denizens of Lorithane themselves. The write-ups of the countries and people themselves should hopefully show some strain between groups (like old races vs the younger ones, Lorithane native vs extra-planar, and various specie and country conflicts), and many extreme tensions getting their own entry in and of itself (like the very topic of Demon Binding itself).
     
    [FONT=&quot]Part 1-1: Basis and Plane Touched Geography[/FONT]
    [FONT=&quot]Lorithane is the only known continent on the planet thus far. The need to traverse the sea and explore vast unknowns has been considered, but with the state of the continent over the years, attempts haven't been considered too prominently.

    Perhaps the largest places of interest, at least initially, are the areas that have directly been modified by the contact of other planes upon the surface of Lorithane. As mentioned previously, Lorithane exists conveniently between several other planes of existence, which has caused some interplanar conflict and even planar bleed from its immediate neighbors.[/FONT]

    [FONT=&quot]Several of the Plane-Touched regions are outlined below:[/FONT]
    [FONT=&quot]The Ashlands: [/FONT][FONT=&quot]Once the very heart of the continent and likely the birthplace of humanity, one can still see the evidence of gentle rolling plains and light forestation. Almost all native life is gone, aside from some heartier plants and the occasional pockets of unscarred lands. The former kingdom of Aumetre was the launching point for the invasion of Lorithane by the Eshira, natives of the Inferno during the Age of Cinder. Although eventually stopped, Aumetre and her surrounding lands were virtually burned to a crisp. Now the once overgrown grasslands are covered by a thick layer of ash. Charred husks of buildings and trees are common around old areas of civilization. Ash storms are common on especially windy days, and the wind only serves to move the ash, never really clearing it. The planar connection, while currently closed, is still not fully healed and the occasional bleeding of the Inferno's fire storms only creates more ash of what little life remains.[/FONT]

    [FONT=&quot]The Violet Echoes: [/FONT][FONT=&quot]The echoes are unique in the sense that unlike the other planar anomalies, the echoes are not a modification of existing Lorithian land, but a piece of another plane altogether. Long existing directly above Lorithane, the plane of Sommest was victim of its own planar invasion, and in an unprecedented move, the two planes were forcibly merged together. This event lead to the largest salvageable piece of Sommest becoming the Violet Echoes, and the addition of two of the three moons in the Lorithian sky. The Echoes themselves have an odd tint, carrying their native purple plant life in contrast to the normal green plants of Lorithane. The area itself is mostly flatland and light woods, carrying some of Sommest's most important cities and dotted with farms growing native foods. Scattered throughout the land are large pillars of whole minerals broken through the land, and certain plants contain these gems within them. Gems are by far the most common mineral type, and several Sommerst native gems are even able to be used in methods similar to iron or copper in Lorithane. By far the most common gem, however, is Amethyst, adding to the violet tint of the area.[/FONT]

    [FONT=&quot]The Fey Tear:[/FONT]
    [FONT=&quot] The oldest of all the Plane Touched regions, emerging several centuries ago and occasionally growing slightly in area. The Fey Tear is an intersection of the Fey plane with Lorithane, an area where the Fey has managed to break the planar barriers and spill freely out. Upon first glance the Tear is just a very dense forest, but the deeper into the Tear one goes, the more changed reality becomes around them. The initial forest seems very similar to other forest throughout Lorithane, but eventually the trees change, growing larger as a thick canopy covers the forest roof, more in line with a jungle. If one wanders even further in, trees begin to twist to odd shapes, exotic plants never seen before on Lorithane and creatures that bear resemblance to Lorithian fauna, but most can only describe as off. Others have also reported seeing creatures made out of seemingly inanimate materials, wolf like beasts made of stone and living shadows. Eventually progress cannot be made any deeper into the tear except by those with Fey blood themselves. Those who have tried to push on report sensations like the forest itself moving, and finding themselves hopelessly lost until they attempt to leave the Tear, suddenly finding themselves remarkable close to the exit. There has been significant interest in further studying the Teat itself.[/FONT]

    [FONT=&quot]… to be continued…[/FONT]
     
    [FONT=&quot]Part 1-2: The Cradle of the Empire, Evelenge to Lorinth[/FONT]​

    [FONT=&quot]Although the empire itself was officially formed in Rythea (now split between the kingdoms of Evelenge, Veristad, and parts of Union), the area known as the cradle of the empire most often includes the early northern conquests of Canteross, Lorinth, and Merintael as well as Pre-Ashlands Ametre. These are the lands where humanity flourished, building the structure for an empire that lasted centuries and eventually incorporated many sentient races under one land.[/FONT]

    [FONT=&quot]Evelenge:[/FONT]
    [FONT=&quot] Although humanity appears to have its origins in Ametre, Evelenge was often called the destined land and remained the capital of the empire from its founding to its end. Thick forests separated by small prairies compose much of the land, providing ample fertile land for feeding a large population. Just below the surface existed enough iron to prove self-sufficient, as well as small amounts of precious gems, silver, and other rare minerals. Several large lakes lie scattered throughout, and the southern shore lines are both level and calm enough for fishing. Several salt marshes can also be found in the west, near the inland sea of Galern creating the border between Evelenge and Sharrift.[/FONT]

    Veristad:
    [FONT=&quot] The other major kingdom in the Rythea region. While not as fertile or hospitable as Evelenge, the region nonetheless served as a crucial asset in Rythean dominance of the region. Drier and rockier with several mountainous regions, Veristad is not nearly as fertile or suited for widespread greenery as its immediate neighbors. Between the mountains exist several fertile valleys for settlement, but the majority of farmable land exists in the grasslands and forests around the borders. The North-Eastern border, near Iverness hosts several bog lands. What Veristad lacks in fertile land, however, it more than makes up for in resources. Veristad hosts one of the highest concentrations of mineable iron, copper, and tin in addition to other valuable jewels, silver, and gold.[/FONT]

    [FONT=&quot]Union[/FONT]
    [FONT=&quot]: A small city state almost uniform in its composition of rolling hills. It lacks much in the way of traditional resources, containing enough for the city and a few small communities, but little else.[/FONT]

    [FONT=&quot]Canteross: [/FONT][FONT=&quot]A nation of large hills and valleys. Certain minerals like copper are found in large quantities, but not nearly the quantity of the Veristian neighbors. The rainfall from its inland sea border allows the valleys to support thick forest. To the South West there exists a few mountainous regions, and the westernmost border contains a few ashlands.[/FONT]

    [FONT=&quot]Merintael:[/FONT][FONT=&quot] Straddling the border of Lake Iosef, the entire region is a much lower altitude than its neighbors and home to significant run off from both the mountains, hills, and even the lake itself. The northeastern border is the only major forested area, and the rest of the country is very flat in both geography and vegetation. Filled with many marshes and the occasional swamp. The region itself is constantly under a state of flood and almost impossible to mine, making it one of the most resource poor areas of Lorithane.[/FONT]

    [FONT=&quot]Lorinth[/FONT]
    [FONT=&quot]: Shrublands cover much of the central and western lands, an area of large hills, but few valleys. The northern most region has several smaller mountains, hosting good mining sites for the small pockets of coal and iron in the earth. The only areas that appear capable of supporting thick vegetation are the areas around the nation,s only connection to the sea in the far eastern stretches.[/FONT]
     
    A lot of these sound like fun places to live, but I wonder why the empire moved?

    More of this would be in the history of Lorithane, but while Humanity was born in Ametre, the land itself was not suitable enough to create an army really large enough to exert force over a large area. Early humans moved eastward, out of Ametre, and eventually manged to spread south through Veristad into the land eventually known as Evelenge. There are few records on the first actual king of the combined regions of Veristad and Evelenge, now called Rythea, Eventually the large population of Southern Rythea and the mineral resources of Northern Rythea combined to create military and population that couldn't really be countered by their neighbors. This build up continued until a certain kind, Mar Rytheus, eventually known as the first Emperor of Rythea, Marselous, had the ambition to unite humanity under one kingdom, and started the northern conquests.

    Also, since I just finished this before seeing this post:

    [FONT=&quot]Part 1-3: The Western Expanses:[/FONT]

    [FONT=&quot]Merintael marked the end of lands with significant human progress to the Empire, and the vast amounts of land out west proved a new challenge that couldn't be conquered by swords and coin alone. The further west one went, the less human prescence existed, eventually disappearing completely. Furthermore, much of the lands themselves proved much more suitable for inhabitation by species other than humans. Several cite the desire for westward expansion at the end of human isolation, and the start of a more united Lorithane.[/FONT]

    [FONT=&quot]Nanver[/FONT][FONT=&quot]:The first foothold in the west and one of the most habitable environments for humans outside of the cradle. Much of Nanver is covered in thick savannas once you pass the initial lowlands at the Merintael border. Very limited water availability makes farming difficult, and the dryness of the weather combined with the large amount of plant life makes the entire area susceptible to wildfire, but adaptation of the local environment to seasonal burns has helped Nanver avoid a fate similar to Ametre. Despite the difficulty of traditional living in Nanver, it has retained significant value as being one of the few lands to have significant saltpeter and sulfur deposits outside of Dwarven control, important minerals to the mid to late empire for gunpowder.[/FONT]

    [FONT=&quot]Mur Lodar[/FONT][FONT=&quot]: Characterized by the large Mur Jodir Desert along with significant desert mountains, Mur Lodar is likely one of the harshest places to live in all of Lorithane. Most significant vegetation is located around Lake Kasn deep in the heart of Mur Jodir, as well as on the outer savannas around the border. Some species manage to survive out in the thick desert, making use of a large tunnel system underneath the desert and through the mountains known as the Deep Mines. The Deep Mines themselves are home to a vast array of mineral resources, from copper, jade, diamond, quartz, as well as various explosive minerals. One of the biggest peculiarities of the Mur Lodar, however, is the vast amount of sandstone pillars, spirals, and mounds from even before Dwarfish settlement of the area. They stand perfectly preserved out in the desert heat, build by an unknown people for an unknown purpose.[/FONT]

    [FONT=&quot]Kharndir: [/FONT][FONT=&quot]The Dwarven homeland, covered by mountains and home to the highest peak in all of Lorithane; Homunth. Seemingly abandoned on the surface aside from great gates carved into the mountain side, much of the life in Kharndir is located in the twisting tunnels underneath the earth and inside the hearts of mountains. Seemingly formed independently of the Deep Mines, eventually the two were linked by the Empire to create shipping routes that could avoid directly crossing Mur Jodir. Within the mountains and tunnels exist great caverns with internal lakes and rivers, and uniquely adapted life that needs minimal sunlight. Above the surface, the area is frigid from altitude and the highest peaks are covered with a permanent layer of snow. Although seemingly rough, Kharndir exists as one of the richest areas for resources, from its extensive mineral riches to a bolstering cave ecosystem more capable of supporting large amounts of life than it seems.[/FONT]

    [FONT=&quot]Sharrift[/FONT][FONT=&quot]: While Kharndir hides its hospitability underneath an inhospitable guise, the opposite can be said for Sharrift. Much of the land is dry and rocky, with only very specialized vegetation and other life populating it. Filled with mostly scrub with an occasional patch of trees, the area benefits little from the large amount of water surrounding it aside from the more grasslands like coast. Much of the vegetation is poisonous to most sentient species, and that which is edible has developed strong defenses such as thorns or hard shells. The area is by far one of the least populated areas of Lorithane, even more so than Mur Lodar, hosting only settlements of sentient undead in large numbers, one of the few sentients able to avoid deathly poisoning from the native wildlife.[/FONT]

    [FONT=&quot]Lyrwren[/FONT][FONT=&quot]: Much of Lyrwren's native geology has been overtaken by the Fey Tear, however it still remains inhabitable to many non-Fey species. The northern border contains the end of the mountain range that extends into Mur Lodar, forming a zone both habitable by several species and acting as a natural barrier for the Fey Tear's expansion. The southern shore hosts some of Lorithane's only coral reefs, possibly enhanced by the spillage of the Fey Tear. Much of the remaining area consist of tropical forest near the western border, and scrubland spillover (not as inhospitable as Sharrift, however).[/FONT]

    [FONT=&quot]Elseraad: [/FONT][FONT=&quot]Consisting of much of the western shore of Lorithane, Elseraad is considered the homeland of the elves, as much as what can be considered a homeland for Elvenkind. The geography is a mismatch of thick jungle and forest, benefitting greatly from the large amount of ocean precipitation. The jungle canopies themselves host many Elven cities, and it is said some tribes of Wild Elves can live their entire life without touching the surface of Lorithane. Although the area is especially poor for mining, due to how thick the forest and jungle is, several plants only found in Elseraad have the uncanny ability to pull minerals from the ground itself and several species of tree have wood comparable to iron and even poor grades of steel. Several minerals are only found in Elseraad, such as Fireglass, and several dormant volcanoes make Elseraad the only place to reliably harvest obsidian.[/FONT]
     
    [FONT=&quot]Part 1-4: The North and the Inner Seas[/FONT]
    [FONT=&quot]
    Despite the vast differences between the two regions, both the North and Inner Seas regions are linked by a common theme, being one of the last areas the Empire looked to expand. Even with that shared link the regions themselves are more different than alike, even in the reason for their late conquest. The mountains of Serenvall proved to be a difficult task for the early empire to work around, and once the west proved more difficult than once anticipated the idea of Northern conquest fell to the wayside. Meanwhile, Irivere was already earning its reputation as the magic capital of Lorithane, and the thought of facing a large, magically armed resistance dissuaded the Empire from thoughts of heading East, until the discovery of large amounts of space ripe for colonization in Mirkarell.[/FONT]

    [FONT=&quot]Kandern[/FONT][FONT=&quot]:[/FONT][FONT=&quot] Large areas of elevated steppes spread off into the horizon. Unlike the vast plains of the Cradle, the bitterness of winter and often freezing night temperatures make Kandern much more difficult for life than it initially seems. Many staple crops of the empire fail in this environment, and the lack of visible resource veins makes mining a shot in the dark. [/FONT]

    [FONT=&quot]Serenvall[/FONT][FONT=&quot]: [/FONT][FONT=&quot]The Wall of the North to the early empire. Serenvall hosts the second largest and highest mountain range of Lorithane. Much of the country is covered by rocky peaks and mesas, with several Alpine-Steppes both around and between some of the mountains. Much like Kandern, the altitude makes the entire region suffer from harsh winters and nights, limiting the available plant growth. Serenvall's position so far inland also makes it relatively dry compared to its southern neighbors, posing another challenge to life in the area. Unlike Kandern, however, Serenvall's mineral riches are easily obtained by those strong enough to brave the cold and wilds. Iron, emerald, sapphire, and even small deposits of obsidian can be found in the region, making it one of the few areas of the world with enough volcanic activity (although all of Serenvall's volcanoes are dormant) to produce obsidian.[/FONT]

    [FONT=&quot]Neershal/Khor Valate:[/FONT][FONT=&quot] An area of largely empty land claimed by both Kharndir and Elseraad. The eastern half of the country is largely dry plains interrupted by the occasional small mountain, notable for the tunnels of Kharndir extending out into the area as well. The western half, however, contains some jungle in the southwest that eventually turns to more temperate forest, before thinning out entirely. The north of the country consist mostly of frozen taiga and tundra, eventually becoming arctic the further north you travel. Previous attempts to peacefully split the region between Kharndir and Elseraad have failed, leading both countries to double down over their claim of the entire region. The region contains resources both desire; the minerals of the east craved by Elseraad and the sea connection and timber desired by Kharndir.

    [/FONT]
    [FONT=&quot]The Ironfall:[/FONT][FONT=&quot]There exists many areas ill-suited for civilization across Lorithane, but The Ironfall is perhaps the most inhospitable place. An area of broken earth, filled with jagged spires, sheer cliffs, and many fissures in the land itself. The only major areas of plant life are patches of tundra in the few areas with deep enough soil to plant roots, and even then deep rooted plants would find solid rock again before long. The only resource that appears to exist in the region is vast amounts of iron in the rock itself, but the difficulties of living and maintaining a presence in the region seems to vastly outweigh any potential benefit from harvesting the iron. Settlements are few and far between, mostly settled by a few Knight Circles who watch the falls for any sign of the corruption's return.[/FONT]
    [FONT=&quot]
    Orversnal: [/FONT]
    [FONT=&quot]A largely frozen expanse of land that serves as the homeland of the Orcs. The far north of the country is an arctic wasteland, devoid of life. Progressing towards the Inner seas, the wasteland turns slowly to tundra, and eventually taiga as rainfall from the Inner Seas produce enough water for forests to take root. The area around the Inner Seas themselves defrost in the summers to a more temperate forest, and the winters themselves are much less harsh than the northern territory. Ores and other precious minerals seem to be buried somewhat deep in the earth, but they are easier to extract than areas such as Kandern, and mining operations have proven somewhat successful in the area[/FONT]
    [FONT=&quot]
    [/FONT][FONT=&quot]The Inner Seas[/FONT][FONT=&quot]: [/FONT][FONT=&quot]The Seas themselves were an area of great interest to the Empire. Full of aquatic life, the Seas were prime spots for fishing, and the kelp forests extending to unknown depths brought about mysticism and romanticized the area, with the idea of potentially unknown life entirely underwater a popular topic for the coastal population. Even stranger, the seas themselves were dotted with high pillars of rock, often adorned with a perfectly preserved, but ultimately abandoned, castle. The Castle Rocks themselves appear to have existed long before humanity, and the mostly empty interiors give no indication about who, or what, created them. The amount of labor needed to even build them has led to many believing they must be magical in nature, a thought which has sparked Irivere's interest. Irivere lays claim to most of the Castle Rocks, and appears to be deeply committed to uncovering their secrets.[/FONT][FONT=&quot]

    [/FONT][FONT=&quot]Irivere[/FONT][FONT=&quot]:[/FONT][FONT=&quot] Irivere stands high above the sea, with many jagged cliffs creating perilous drops into the sea below. The simple woods and plains that make up most of Irivere seem to reflect the nation's own reputation for being where magic flourishes, seemingly more alive and full of energy than their counterparts in Evelenge and Veristad. It's been theorized that the boundary between Irivere and the plane of magic is just weaker than the rest of Lorithane, but no solid evidence of that has been found. Mostly free of logging and mining, the exact resources of Irivere are unknown, much of what is mined is kept from the sight of other nations, and not freely traded.[/FONT][FONT=&quot]

    [/FONT][FONT=&quot]Heslengel[/FONT][FONT=&quot]:[/FONT][FONT=&quot]Almost more Sea than land, Heslengel is a large peninsula and island nation directly in contact with all but one of the Inner Seas. A land with soil almost too salty to farm on the shores with a very thick jungle in the center of the mainland. Heslengel is the primary producer of various salts used in rituals and other magical practices, and has little else in the way of resources except for very poor quality iron. However, the gently sloping beaches make for perfect ports, leading to Heslengel becoming a land dominated by both trade and piracy.[/FONT][FONT=&quot]

    [/FONT][FONT=&quot]The Eastern Kingdom of Mirkarell[/FONT][FONT=&quot]:[/FONT][FONT=&quot] The final Inner Sea nation, and also the one with the least connection to the seas themselves. Mirkarell is a large and varied nation, and sparely populated for its size. Much like Orversnal, Mirkarell North consists of mostly arctic land leading to tundra and later taiga. The north is also home to a small cluster of medium sized mountains, populated with forests of unique trees known as the Iron Forest. The trees in the Iron forest have bark that, while not quite as strong as iron, have a consistency more in line with weak metals than wood. Pieces of wood from the iron forest also tend to pull towards the forest itself with a very weak force, making for useful navigational tools for those west of Mirkarell. Most notably, around the twin seas of Ixala and Toralin and the western border exist many swamps and mangrove forest, home to the native Ixit. The southern peninsula is also dominated largely by swamps, but filled with noxious gasses and inhabitable to even the Ixit. Most non-Ixit populations live close to the mountains, or in the woods to the East and between the Toralin and southern swamps. Minerals, including iron, are scarce aside from certain gems.[/FONT]
     
    Part 2-1: The Races of Lorithane

    One of the critical flaws the Eshira made when attempting their invasion of Lorithane was assuming that the races were divided as their neighbors in the Inferno are. What they did not expect was to be fighting against a united force of races that were previously bitter enemies, and that they would cooperate in a way that played to the individual strengths of each species.

    The races of Lorithane are roughly classified into four categories: The Old, The Middle, The Young, and The Outsiders. The Old races appear to have existed since the start of written history itself. Their history with the world is extensive, and they directly control vast amounts of Lorithane. The Middle Races started appearing in the histories roughly around the birth of the empire itself. Much of their history tends to be that of subjects, rather than rulers, although the majority of the old races have managed to carve out nations of their own over time. The Young Races are much more recent in the history of the world at large, either hidden away in remote regions of the world or created at a much later date. As of the present most of the young races have a semi-autonomous existence, but not true independence. Outsiders, however, have a varying amount of history. Not considered native to Lorithane, these races have come from some other plane by some methods, and either chosen to settle in their new environment, or become trapped in some way.

    Below is a rough outline of the "major" races of Lorithane and their physical descriptions. There exist many "minor" races in the world, but most consider them to lack a true culture, or are ultimately insignificant on the world stage itself. The distinction between "major" and "minor" races was ultimately made at the alliance talks at the historic Fort Sonmerst in I.C. 8 A.o.Si (Age of Silence) in regards to the slavery of sentient species. Ultimately the servitude of the now categorized "major" races was outlawed by all present countries. The original agreement has been amended twice for extenuating circumstances, labeled below in the "Other" section.

    Major Races

    The Old Races

    Humans:
    If one had to boil each race down to a single trait, humanity's would be Ambition. From the moment they managed to exert any influence over the land itself, many a human conquer, warlord and emperor alike, has decided everything under the moon should belong to them.

    Centers of Population: Evelenge, Veristad, Canteross, Mirkarell

    Humans are one of the widest spread of all the Lorithian races, and the founders of the old Rythean empire. Average in height compared to many of the other Lorithian species, Humans form the rough average that many other species are compared to, likely due to the vast influence of the Rythean Empire. The body shape of bipedal with two arms suited for tool use is even referred to as "human-like" by most of the imperial territories, a practice which will be used here for ease of writing. Humans seem to prefer temperate habitats with low humidity, most of the population being located on the plains and similar grasslands with open skies. Humans claim themselves to be the descendants of Lunalith, Goddess of the moon, and revere her highly. There has been some hypothesis that many of the other races are merely sub-races of humanity, due to the possibility of viable hybrids between humans and similar species (Dwarf, Elf, Orc, and Nephilim) but all research into the topic has been inconclusive at best, and negative at worst.

    Dwarves:
    Elaborate stone gates lead to vast cities carved out of the earth itself. No one knows that initially lead dwarves to crave this subterranean existence, and the dwarves themselves do not question it. For them the dark is home to many horrors to vanquish, and many riches to extract.

    Major Population Centers: Kharndir, Mur Lodar, Khor Valate

    Dwarves are a human like species of height on the shorter end of average. Roughly reaching up to a human's upper chest of neck, Dwarves more than make up for the lack of height in body mass. The average Dwarven body is thick and muscular, with a great amount of stamina. Dwarven eyes also adjust to low light situations much faster than human eyes, although they seem to be effected by light above a certain brightness more so than humans. Dwarven livers are especially adept at removing toxins from the body (although not to the level of Ixit livers), leading to the stereotype that they are not effected by alcohol consumption. In fact, the entire dwarven body seems more resilient to injury, and similar wounds on a human and dwarf will heal faster for the dwarf. This may be one of the reasons that dwarves tend to live slightly longer than humans on average (roughly 15-20 years). Dwarven religion claims them to have been sculpted out of stone and clay by the iron god Mithris.

    Elves:
    The earliest Elven memories only stretch back to the Wars of Broken Glass, where they fought amongst each other in most likely the deadliest civil war in Lorithane. The Isolationist eventually claimed their victory, but by then all was lost. The Golden City was a smoking ruin and their memories shattered as punishment.

    Major Population Centers: Elseraad, Lywren, Neershal

    Elves are a human like race slightly larger than the average human. Slender with delicate features, Elves claim not to just enjoy beauty but to actually being beauty incarnate. Although not as obviously strong as their human or dwarven counterparts, elves still pack a considerable amount of strength for their body type, and once an Elven legion was the most feared thing on the battlefield for their combat skills. Elvish immune systems seem stronger than human or dwarvish immune systems, but they seem less capable of filtering out toxins. The effects of age are also less pronounced on elves, leading to the myth that they are immortal. In reality, elves live a very similar lifespan to that of humans, just less likely to die from disease. Early Elven history is lost to the ages, including their own origin. The presence of Fey blood in the elvish bloodline has also raised questions about the true origin of Elven kind among other races also, since Human and Dwarven history has clear mentions of warring with the elven race far before the opening of the Fey Tear.

    The Middle Races

    Orc:
    A recent battlefield presents the perfect location for the Seers to attempt to read the uncertain future of the Orcish race as a whole. Taking extra care to avoid tampering with the way things fell from the initial battle, the seers themselves speak wildly to themselves about their interpretations; a splattering from a deceased bandit resembles wheat and a good harvest, while a small trail filling a boot imprint spells looming disaster at their own hands.

    Major Population Centers: Orversnal, Serenvall, The Ashlands

    One of the largest Loriithian races, Orcs are the largest of the human like races. Built for the frozen north, Orcs tend to gain muscle mass and fat in larger concentrations than the other races, and boast a higher core temperature. Orcish skin is a deep reddish color, befitting their race's long history with blood. Thick skin, tough bones, and small tusks emerging from their lower mouth makes them one of the strongest natural fighters of all the Human Like races. The drive for survival is strong in Orcs, and where most other native race's flight instincts would kick in, an Orc is more likely to go into fight mode. Although Orcish intelligence is often mocked, they are not significantly different from the intelligence of other races. They claim Orversnal as their homeland, and it is the only self-governing Orcish land. Their legends state they were born from the blood of god of battle, Torinth, and the wolf god, Heskar, mixing in the heavens and falling to earth during their fateful battle, and claim both as their patron god.

    Nephilim:
    Several have asked about the lack of a Nephilim homeland, however the Nephilim themselves appear to lack the ambition to self-govern. As mysterious to the other races as the makers, Nephilim seem to bond especially well to humans, causing many races to mistake a Nephilim for a merely uninterested human. Many humans have not rejected this bond, saying that just as the moon and the stars coexist in the night sky, so will Human and Nephilim.

    Major Population Centers: Evelenge, Veristad, Irivere

    Nephilim are perhaps the most bizarre of the human-like races. They claim to have been descended from the angels, instead of a god. Appearance wise they're perhaps the most similar to humans, standing just slightly shorter with an identical build. Major identifying features of a Nephilim from a Human are the feathery pseudo wings located just above a Nephilim's ear, as well as the small yellow ring running through the center of their iris. Each Nephilim has a circular pattern across their core, a faded blue color that appears similar to a tattoo. Each Nephilim is born with one of these patters, and the patterns itself are a combination of their mother and father's pattern. The patterns themselves are appear to be unique, different between siblings and even a Half-Nephilim will have a slightly different pattern than their parent. Nephilim appear to be emotionless most of the time, but have subtle emotional queues, such as a lifting of their pseudo wing, or a slight tone change in their voice. Nephilim also appear to be more fragile than humans, but boast a higher compatibility with magic. Despite this oddities, however, many races still have difficulty telling Nephilim and Humans apart without significant time spent with both races.

    Mousling:
    Many tend to overlook the little mousling's contributions to the world, despite the fact that nearly every port tends to have a few of them around. This tend to work out in the Mousling's favor, since their drive and cunning is also overlooked. It's easy to underestimate the little ones until you realize you've gotten the short end of a stick on a trade deal, or you find your ship boarded.

    Major Population Centers: Heslengel, Irivere, Mirakell

    Hailing from the Inner Seas, the line between sentient species and Mousling is blurred. As the name implies, mouslings are short, stocky creatures most resembling a wild mouse. The average Mousling comes up to about the hip of an average human, and they are at home on both two and four legs. They contain an opposable thumb on their front paws, unlike the typical wild mice, and are adept at fine movements. Mouslings tend to be adventurous, and often in the wrong ways. Their fearlessness benefits them in battle and trade, as well as some less than legal line of business. Many non-merchant (and many merchant mouslings depending on the quality of the deal) are often characterized as thieves and pirates by other races. Although their bodies are more on the fragile side, they tend to be fast and dexterous. According to the Mouslings, they were born of the great mouse god Shiraran from simple grains of wheat and pieces of their god's courage.
     
    Part 2-2: Races Continued (Aradni)

    The Young Races
    Aradni:
    Today you chip away at the stone, making more tunnels for the hive to expand. Tomorrow comes the harvest; the fruit must be gathered to feed the hive. They day after that, the young must be cared for, so the hive may grow. One day the pieces will be back in order, and then the hive will be free.

    Major Population Center: Mur Lodar

    The Aradni are a insectoid race, calling the deep deserts of Mur Lodar their home. Historically hidden from the other races by the harsh desert climate, they were considered non-sentient for many years until their society was understood better. Aradni are heavily segmented into a rigid caste system, with each caste having its own unique body shape. The general Aradni body is that of a semi-upright large beetle, with a long scarab like lower body containing 6 movement legs and a smaller torso and head upper body with two pairs of appendages. The upper appendages consist of a large pair of tool like claws, suited for each caste's role, and a smaller set of twin fingered appendages for more fine manipulation. The Aradni mouth consists largely of a single set of mandibles that can only create hissing and clicking noises, rendering them incapable of reproducing the speech of other Lorithian races.​
    The differences in Caste Physiology is listed below.

    Worker: The smallest of the Aradni, only reaching the average human's abdomen. The larger claws of this caste take the form of slightly, shovel like tools with a sharp point for breaking rock and moving soil. This caste is one of the most common, and seems to have little in the way of its own intelligence, not acting for itself and only following the orders from the higher castes.

    Soldier: The second lowest caste, standing at about the height of a human's chest. In contrast to the workers, the claws of the soldier are sharp and narrow, almost sword like. They possess a higher grip strength than the average worker. Although more similar to the worker in intelligence than other races, the soldier has shown signs of being able to think critically about specifics of an order, but ultimately seem bound to the orders word.

    Sowers: Although they appear similar in height to the workers, and with a less developed tool claw, the sowers appear to actually be superior in rank to Soldiers. Their narrow claws and more developed gripping limbs place them in the role of growing crops within the hive's tunnels (although workers complete the harvest), and care of the young. The first hints of true intelligence are seen in the Sower caste, where they actively find ways to improvise and improve existing orders, and have been seen disobeying orders that go against the good of the hive as a whole. Rarely seen on the surface, this caste was thought to not exist until other races were allowed to explore a functioning hive.

    Guardian: The second highest caste, and one of the largest. Standing at about human height, the guardian caste seems built for war. The exoskeleton of a guardian is thick and strong, and their claws are large and scythe like, easily able to crush and vivisect less armored foes. Guardians seem to be intellectually on par with many other races, forming the higher ranks of Aradni leadership and capable of thinking in the long term, form abstract thoughts, and create complex tactics and structures. Although most are bound to their hive, there appears to be a small percentage of Guardians born that are not bound to the hive's will, and live freely as individuals, and unlike every Aradni except the queen, these odd guardians appear to be fertile and capable of producing new Aradni.

    Queen: The absolute highest caste, even a plan originating from a Guardian goes through the Queen for approval at some point. In most hives the Queen is the only fertile member, and responsible for the mass birth of all other castes and future Queens. A significantly large hive may have multiple Queens, but only one matriarch. The Queens stand larger than an average human, with thick plating and two sets of the Guardian's scythe like tool claws. The Queens usually have their own chamber sealed to all except a few select Guardians and Sowers, and tend to not move at all unless an intruder enters her chamber.

    Diplomats: There is significant argument if the Diplomat Caste is even a true caste in Aradni society. Diplomats do not look like typical Aradni, and almost appear to be imitations of other sentient races. The main role of a diplomat appears to be a host with a more human like body and mouth for communication with other races. Although superficially similar, one cannot deny the insect like appearance, from the set of smaller legs hidden away inside the carapace of the creature, to the insect like eyes. A theory that the Diplomats were in fact a separate race from the Aradni themselves was disproven when an internal biopsy of a deceased member proved the existence of Aradni like organs and bodily structures.​
     
    Part 2-3: The Young Races Concluded
    The Young Races (Cont.)

    Animata
    A black Obsidian heart pulses once with energy to ensure necessary parts are running, then once more. Finally the energy flows freely from the heart into the rest of the body. Diamond eyes open, polished as bright as a mirror, and the joys of existence surge forward as I live for the first time.

    Major Population Center: Irivere

    One of the biggest breakthroughs to come out of Irivere was the creation of artificial life forms, known as Animated Material or Animats. The earliest Animats were simple animal like beings, but the most populous of the Animats currently are the humanoid Animata. The secrets of creation of Animata is kept by Irivere, and although the simpler Animats have been replicated by other nations, the true sentience of Animata has not been successfully recreated.​

    The core of an Animata is the polished obsidian "heart" at the center of the body, or "doll". The heart both hosts the artificial soul, and stores the energy needed for function. Vision is replicated through diamond mirrors, and the Animata is even able to create memories etched in the obsidian. The outer shell of the Animata is a smooth polished stone, similar to ceramic in feel, however certain creators have opted for a soft rubber to simulate a more skin like feel. While the body itself can be maintained indefinitely, the Heart's energy is not replaceable. While the energy is enough to last well over a standard human life, eventually the heart will run out of energy, and the Animata will die. Other Animata can take their place within the shell, but those that do often report a feeling of being a stranger in someone else's body. Curiously, even after death the memories of an Animata reside on the Heart, and other Animata are able to read and perceive these memories.

    Currently many Animata exist as servants, however many others are free. Most Animata makers will not create a clause in the Animata's rules of existence for inheritance by someone other than the original "master". The bond between the Animata and their master is considered special, and most Animata are considered free in the case of their master's death.

    Ixit
    Deep in the swamps of Mirkarell, strange spell circles line the trees. A lone Watersnout approaches the piece of meat left hanging in front of the circle. As soon as it grabs the morsel of food, the circle activates and pushes forward several large splinters from the trunk. The large beast falls, and the Ixit hunter nabs his prey.

    Major Population Center: Mirkarell

    The Ixit are the native species of Mirkarell and were discovered when the Empire colonized the area. Ixit appear to be medium sized reptile-bird hybrid creatures. The Ixit have 6 limbs; two legs, two arms, and a large pair of what seems to be vestigial wings modified into a large claw appendage. Although the wing like appendages emerge from their back, they wrap around to the front of the Ixit and have been adapted for use in both fighting, and stability (the Ixit themselves can do a four "legged" run with the wing appendages, but it appears to expend quite a bit of energy). The average Ixit appears to use the clawed limb almost as much as their normal arms, seeming to prefer intensive labor with the claws, and more delicate movement (including magic) with their arms.

    Most of the Ixit's skin is scaled, but several areas areas, in particular the elbows, knees, wrists, and ankles, have several tufts of small feathers. Larger, more elaborate feathers rest atop the Ixit's head and down their spine, often bright in color in contrast to their dull skin. Despite the feathers, the face of an Ixit is more lizard like, with a rounded snout, and their hand and feet appear to be more lizard like. Despite the reptilian appearances, Ixit are warm blooded creatures, although they are more sensitive to the cold than most other races. Life in the swamp has also made the Ixit resilient to many toxins, perhaps indicative of past as simple scavengers.

    It has been argued that Ixit are likely the most magically adept race on Lorithane, even more so than the Nephilim. The majority of Ixit appear capable of magic in some form, and seem to understand magic almost instinctively, with just basic teaching. Ixit also wield magic in unorthodox ways; where many other races are formal in their use of magic, sticking to tried and true methods, Ixit appear to use magic lightly in day to day work and experiment with it heavily.​
     
    [FONT=&quot]Part 2-4: Other Races[/FONT]​
    [FONT=&quot]The Outsiders

    [/FONT]​
    [FONT=&quot]Feylin

    [/FONT]
    [FONT=&quot]The shadows of the Fey Tear twist and turn, even while standing still. Off in the distance, an almost faceless being peers out from a collection of shadowy fog. As you turn to leave, you can't help looking back. In the grove where the fog once stood now stands an Elvish man, and the fog is nowhere to be seen.

    [/FONT]
    [FONT=&quot]Major Population Center: The Fey Tear, Lyrwren[/FONT]​

    What exactly a Feylin is has been a hotly debated topic, one which the Feylin themselves give no insight. The specifics of where a Feylin's body begins and ends is unspecific, as they seem capable of making themselves more and less solid. They appear to have organs and other solid parts of their body, but where other races have skin and flesh, the Feylin appear to be composed of a thick black smoke. This smoke like body appears to have considerable mass, and when significantly compacted can interact with its environment like any other race, including tool and clothing usage.

    One of the most notable features of Feylin are their mask like faces. The lower parts of their face around where a normal human nose and mouth is dark gray and smooth. The color of the lower face has been observed to change colors and morph into features similar to other races. This ability, combined with their ability to modify the shape of their bodies gives Feylin the ability to impersonate other races, provided they can cover their original skin well enough. The only aspect of Feylin immediately recognizable compared to the other races are the eyes of a Feylin. Ranging from a stunning gold to a dark amber, the eyes of a Feylin remain the same no matter how much a Feylin changes their body.

    The strangeness around Feylin themselves as well as the race's seemingly cold attitudes leads many other races to distrust them. They're often seen as sneaky and self-servant to a fault, as well as invoking paranoia in certain people that any significantly dressed person can secretly be a Feylin in disguise.

    Eshira

    In the end, the final nail in the Inferno's advance into Lorithane was its own people. As the tides of battle slowly turned against the Eshira, the desperation of the higher ups pushed them towards greater destructive potential. The rebellion started with a single officer, who awakened and saw no honor in her actions anymore.

    Major Population Centers: The Ashlands, Nanver

    The largest race on Lorithane by a large margin, the raw strength of the Eshira alone nearly caused the collapse of Lorithane. Standing over a head taller than even the tallest Orc, the power and loyalty of the Eshira made them ideal soldiers. In their native inferno, the Eshira had chunks of thick stone acting as natural armor, blackened by the flames. Their bodies ran extremely high in temperature, and a constant flame emerged from atop their heads.​
    Now the Eshira left on Lorithane are those who staged an attempted coup in the latter parts of the war, and although they helped save Lorithane, they too became a victim of the war when they were left behind. The change in the Eshira has even become physical in the generations they've been cut off from the Inferno. The charred black stone that made up their skin has faded into an ashy gray. The fires inside them have begun to fade, and their gifts with Fire Magic with it. What was once a raging fire on their heads now leaves only hardened ash.​
    Once reviled for the invasion, the Eshira have slowly become a larger player in the world at large. This change in opinion likely comes from their role in defending their new home from the Corruption. Virtually unseen outside of settlements in the Ashlands, many mercenaries and Knight Circles now proudly boast Eshiran members. However, it will be a long time before the roots of Lorithane truly claim the Eshira as their own. For now they exist as an outsider to both their world, exiled rebels from their original home, and strangers in their new one.

    Aseran

    From their very first moments on Lorithane, the Aseran continued the fight against the Corruptors. Sommerst lied as a chunk of land in an alien sea and two moons way above. They had lost their world, and they would be damned if they were to lose another.

    The Aseran first made contact with Lorithane when their world of Sommerst was forcefully merged with it. Back on their own world they were the only sentient species, and free to spread as far as they wanted. Now they exist as one of the smallest minorities in Lorithane, a race just above the brink of dying out.​
    The Aseran themselves are tall, slender creatures. Their legs appear similar to the hind legs of a deer, down their hooved feet. Human-like arms and hands contrast with the more bestial lower body. Their bestial side is further complemented with a set of thick fangs more akin to a predator than prey, and a large set of horns emerging from atop their head. An Aseran's horns are their pride, made of thick gemstone and unique to the Aseran's bloodline. Some bloodlines may have a large set of ruby bull like horns, while another's are emerald and branching like a deer, and yet another's is amethyst and ram-like.​
    Aseran tend to keep to their clans, and appear to carry some form of guilt over the destruction caused by the corruption they willingly brought over. Aseran also appear to be nearly cut off from magic as a whole, the discovery of which coming much later in their species lifetime. Most Aseran are inept with magic, although those that appear capable of using it prove to be quite adept with it. Little is known about their earliest history, being destroyed with Sommerst itself, but the Aseran themselves will speak of times of prosperity right before the fall, where war itself seemed impossible, only to be dragged back to their soldier roots.

    [FONT=&quot]Sub Races

    [/FONT]​
    The following entries are considered as part of the major races, but not as a race in and of themselves. Significant alteration of the bloodline of any race can result in the beings below, but they still share more in common with their parent race than others of another race, even with the same affliction.

    Infernal Races

    The Denizens of the Sea Below have long held interest in Lorithane. Significantly powerful demons hold the ability to infuse their powers into the bloodline of a willing sentient granting great power but damning the children to a life as an Infernal.

    While the summoning of demons has long been taboo in most Lorithian societies, those who wish to summon and pact with one only need to look in the right places and have a little magical know how to secrets of connecting the world to the Sea Below. Infernals are the result of such communications, born of a bloodline tainted with demonic influence. The Infernal express their bloodline in different ways, some of the most common being horns, claws, fangs, tails, and odd skin permutations. No two infernals are exactly alike, even siblings showing different expressions of their bloodline.​
    Contrary to popular belief, not all Infernal have a demon parent. A significantly powerful pact may include alteration of one's bloodline, and after the point of pacting, the individuals children will be Infernal no matter who the partner is. Infernal bloodlines tend to last generations, also. Someone who may not display significant or any alterations, but contains an altered bloodline, may produce a noticeably Infernal child.​
    The cleansing of one's bloodline is possible, but it tends to take generations for the influence on the bloodline to fade enough to be cleaned, and the process is long and expensive.

    Undead

    Powerful forces compel an undead to obey their creators. A sense of one's self is overwritten, along with one's memories when becoming undead. It takes a lot of willpower, but it is possible for an undead to realize what they have become and overthrow the shackles binding them.

    The Magic the Corruptors brought was unlike any ever seen before, including the ability to raise the dead. Creating a self-sustaining undead is an art, requiring elaborate medical and magical practices to keep the body from destroying itself. An undead's blood is filtered out and replaced with a toxic serum to preserve the body. The serum itself is just as likely to eat the body away in a few days as it is to preserve it, and special care is needed to keep the fine line between preservation and consummation. Undead retain their old personality when not directly under control of their creator or reduced to a blank slate, but the original memories of the body are long gone.​
    Most nations have banned the creation of undead, and a few have even taken action against present undead. The fear of the Corruptors gaining control over the dead is a lingering fear for most people in contact with an undead, and many find no comfort in living societies because of this. Most see Infernals as byproducts of dangerous practices, while the undead themselves are ticking timebombs. There exist many small undead settlements across Lorithane for the sentient dead, but most of these exist in secret, away from the judging eyes of the living.​
     
    Part 3-1: Culture (Humanity- The Free States)

    The years have not been kind to the human lands. Emperor Marselous had sought to unite humanity under one banner, but as the Empire faced hardship after hardship it became increasingly obvious that true unification was a farce. The Empire was merely a bandage over deep wounds between the human nations, and when the bandage finally came undone the wounds only resurfaced.

    A Loose Alliance, The Free States

    The northern human territories remain in a loose defensive alliance formed after their independence from the Empire, out of fear of Rythean retaliation. The members of the Free States, and an outline of their basic culture is listed below:

    Canteross:
    The first territory conquered by Rythea, and home of the strongest Anti-Rythean sentiments. Even before their conquering the people of Canteross had strong militant leanings and extreme pride. Knighthood is considered one of the highest honors in the kingdom, and is a frequent dream of children. Prestige and name means everything in Canteross, bloodlines are carefully tracked by both commoner and noble alike, and family grudges over perceived slights are common. Although the region is a monarchy, loyalty to one's house is valued even over loyalty to the nation or king. Canteross acts as the military leader of the Alliance, and its large military force is often called to other member states for help in times of crisis. Military service is expected of most men at some point in their lives, although many peasant families can avoid drafting in the case of only having one son, or in times where a harvest is deemed of higher necessity. Although the divide between rich and poor is still vast, a growing merchant and artisan class can be seen over time.

    Despite their advances while free, the lingering Anti-Rythean feelings prevail through most noble houses. Canteross is the largest proponent of further solidifying the Free States' alliance toward each other, and even the potential of aggression towards the fractured Rythean states.

    Lorenth:
    Lorenth has gained a reputation as a land of mercenaries and outlaws since its independence. Originally split between several clans before the land was conquered by the Empire, Lorenth managed to protect its borders with the help of Empire troops during its time in the Empire. Although they fought with Canteross for independence, there never existed a strong national identity like their neighbors. The following government under a Petty Kingdom was only the result of external decision to keep the various Lorenthian leaders of the revolution from infighting over who would lead Lorenth as an independent state. What little show of force Lorenth can muster is used to protect its assets in the northern mines and the ports out east. Outside of those regions, law enforcement is few and far between, making the Lorenthian countryside an appealing banditry target. Outside of farming, few jobs exist for the majority of the Kingdom, leading many to take up leftover arms from the revolution and form mercenary groups for private protection and the premise of wealth in foreign lands. Canteron values are slowly seeping across the border, and the nation relies more and more on its southerly neighbor than ever before. Other members of the Free States, and the other human states as a whole, fear that Lorenth may one day be just a puppet of Canteross, if not outright annexed.

    Currently Lorenth supports a defensive only stance towards the alliance, but only time will tell what will change.

    Merintael:
    While Lorenth has its wealth issues, The Dukedom of Merintael is one of the poorest nations in Lorithane. Marshlands and frequent flooding make it difficult to farm, much less mine, a large portion of the region. Roving workers are common, often from places unable to support many people. Hunting and gathering is common among non-costal people. Despite the rampant issues with many interior and northern regions, much of the small Merintael population is located on the southern coast, made up of fishing villages on the shores of the Great Central Lake. Among several border town to the east and west, many find work as caravaners, moving foreign goods through the country when local knowledge is needed to traverse the marshes and swamps dotting the country. Although the rampant poverty of the Dukedom affects many citizens, most do not feel as hopeless as those in Lorenth. A sense of national unity has formed from Shared Suffering (for lack of a better term), and although it may be in part due to a lack of easily obtainable weaponry, most opt for cooperation through rough times rather than resorting to methods such as banditry.

    Merintael only appears to be a member of the Free States not out of fear of Rythea, but rather due to the aid and partnership of the other member states. Several Merintean nobles have even spoken of proposing an end to the military requirements of the alliance, and focusing more on the trade aspects.

    Kandern:
    The bitter cold of the Kandernian winter as well as the harsh nights has led to a reputation of the people inhabiting the land as emotionally cold with an iron will in many far-away places. One visit to a Kandernian festival is all it takes to shatter that illusion, as the people celebrate joyously and the emotions spill as frequently as the ale. Most Kandernians are seasonal nomads (traveling south during winter to avoid the northern freeze), although many permanent settlements exist in the southern half of the country. Although there is little in the way of a standing army, most citizens of Kandern are taught to hunt and basic self-defense. Villages are tight knit, especially during the treks south, often gathering for community meals and sharing stories during the night. Kandernians communities are welcoming, shielding strangers from the harshness of Kandernian wilderness, and many western communities have several permanent dwarven members. Despite their reputation in many areas, Kandern is known as a hotbed of poets and storytellers among scholars, likely stemming from their strong oral history and folktale traditions. Limited exposure to Kandernians has likely created that reputation due to the seriousness they approach work, where mistakes can lead to death. Most Kandernian soldiers take a similar approach on the battlefield, ensuring them and their companions can return home alive for the celebrations there.

    Kandern opposes any further military strengthening of the alliance, preferring to avoid unnecessary hardship.

    Serenvall:
    The mountains and mesas of Serenvall make permanent settlement in one place difficult, if not impossible in many areas. Most Serenvallese travel in bands, herding their flocks of grazers from one fertile field to the next. Many of these bands are family oriented, and often meet with other bands to allow younger members to meet people outside of the few families within their own band. Individual bands form strong ties to each other, and will defer to each other for judgement. Even the government is strongly influenced by these bands, being led by a counsel of the 6 largest bands to determine the fate of Serenvall itself. Most Serenvallese look back fondly on the days as a subject of the Empire, only choosing independence when the Empire enacted policies imposing Rythean culture and ideas on subjects in a bid to maintain power. Dedication to their way of life is strong among Serenvallese, being the methods their ancestors used to survive and the harshness of the climate to many foreign lifestyles. Unlike their Western neighbors, the people are Serenvall tend to be suspicious of outsiders, often ignoring them if possible, and quick to respond to hostilities. Reverence of ancestors are common, and their ways often seen as sacred. Most forms of magic are shunned, aside from those used for healing. Serenvall is also one of the only regions that Unitism did not fully take root in, most people worshipping a god or two, but only as an addition to the existing ancestor and nature worship.

    Serenvall opposes any further strengthening of the alliance, and rumors of them leaving the alliance itself are rampant. They strongly distrust Canteross in particular, likely due to the difference in opinions of the Empire itself.
     
    Part 3-2: Culture (The Heartland of Humanity)

    While the Free States form much of the human resistance to the old Imperial rule, many of the remaining states remain either indifferent or fond of their times in the old empire. Unlike the Free States, there is little to no binding between the following nations aside from being subjects of the empire itself.

    The Head of Unitism: The City State of Union

    Union is one of the youngest of the human nations, forming from an amicable split from the Old Rythean split. The city of Union itself was created as a formal head of the Unitist Church, a place separate from the courts of Rythea. Wealth flows into Union from all directions, and walking down the streets of the city presents a clash of modesty and decadence. Within the center of the city itself lies the various temples dedicated to the gods, from small and humble shrines to the simpler gods, such as the various Nature and Hunt Gods, to large displays of wealth from large churches dedicated to the likes of Wealth Gods and Gods of Artistry. Union is home to one of the largest libraries in the world, as well as vast amounts of musicians and poets. Mercantilism is alive and well in Union as well, inviting flocks of merchants to peddle to rich and poor pilgrims alike looking for something to remind them of home.

    Although the scene may seem like chaos to an outsider, structure is rigidly upheld within Union itself. Everything has a place, and although many activities that may seem shocking to the outside world can be practiced here (so long as it is done in the name of faith, of course), it must be done in the correct area, else risking fines, expulsion from the city, or even jail time.

    The Grand Institute: Irivere

    Union is not the only bastion of expression in region, Irivere has been one of the largest innovators in the study of magic itself practically since its founding. Loosely run by the Arch-Mages of the various centers of learning across the city, the entire region seems to play it fast and loose with topics such as "law" and "morals" in the pursuit of understanding. Much of the population consists of mages, and the drive for innovation is often overpowering. Long nights and negelect of personal time are expected of those pursuing some new understanding of how a spell works, deciphering of some ancient text, or experiments in the topics of life and death. Irivere is one of the few places in Lorithane where arts typically deemed as "immoral", such as the reanimation of the dead or creation of artificial life. What truly goes on in the great towers that litter the land is unknown, as Irivere keeps a constant shroud around its activities. Occasional glimpses of suspicious activity concerns the leaders of a few nations, such as massive mining efforts with no confirmation of what exactly they are digging up, mass importation of the bodies of the Corruptors, or even the creation of sentient Animata.

    It is easy to see Irivere as one major Institute on its own and forget about the non-magical population. Supporting the colleges exist many normal villages and farms, and they are just as blind to the inner workings of the nation itself. A certain amount of fear exists among the common people, of what exactly goes on just outside their property, and fears of a potential replacement by machine like workers, never tiring and complaint.

    Evelenge: The seat of Rythea

    Evelenge is a nation formed from the southern half of the nation of Rythea after the Civil War over Inheritance of the throne. Evelenge follows more in line with traditional Imperial culture than their northern half, promoting the needs of the state over the needs of the individual. Evelenge has a much defined divide between the noble houses and the more common people, including the supposed "middle class" of merchants and craftsmen. Most of the potential for advancement within Evelenge comes from the states need for a controlled sector producing goods for the army or nobles, and a population eager to sacrifice some of their freedom for increased wealth and status.

    Perhaps most unique about Evelenge is the ongoing religious revolution from the same area that created Unitism. It was said that the first true king of Evelenge, and the starter of the Civil war was advised by a divine angel. Throughout the kingdom imagery of the faceless angel is located in all public spaces, and many revere him as a living god. The angel itself, its true name withheld by the crown, is said to reside beside the king and queen in the capitol, advising the first king's son just as he had his father.

    Veristad: The Liberated State

    The northern half of Rythea and the resource center of the old country. Much of the population of what would eventually become Veristad in the days before the civil war consisted of mostly workers and the noble houses that oversaw them. After a controversial seizing of the throne by his younger brother, Prince Terryn fled to the north with his supporters and established a foothold in the less population dense region. Although he never lived to see the truce, the ideas he put forth from his rebellion carried over to the nation itself. Slavery of any kind, not just the Major races, was abolished, and there is an ongoing effort to help the non-noble population not become as trapped by their situation as they had been in Rythea. Viewed by many as a warrior state, the Army itself is large and well maintained and the citizenry remains fairy armed from the rebellion. Despite the militancy of the population, much of the post war effort has gone to rebuilding what was ruined by the war, rather than aggressions towards Evelenge.

    In its process of trying to distance itself from Evelenge, Veristad has actually taken one of the Empire's policies to heart. Although the idea of a unified, multi-species empire existed as little more than propaganda to hide the human-first nature of Rythea, the people of Veristad have tried to integrate their non-human members of society far more than old Rythea ever had. The Equalist outcasts from Evelenge find their way to Veristad, and for many humans it's become a place for second chances. Although Veristad is more heavily regulated than many of their home countries, many still flock there. Whereas Evelenge promotes loyalty to the state, Veristad promotes loyalty to a cause.
     
    Side 1: Economics of Lorithane



    Most countries in Lorithane mint their own coins for day to day use, usually of a semi-precious material within the country itself. Bartering, however, is still common among many of the common people in rural areas, where coinage and exchanges are rare. Exchanges within major ports and cities will exchange the coinage of a foreign country, usually for a small fee. A few countries, such as Mirkarell, still rely on another nation's design for their own currency (the Rythean Kollet in the case of Mirkarell).

    Example coinage and materials are as follows:

    Kollet (Evelenge, Veristad, and Mirkarell): Thick, round coins minted with the images of various Emperors and Empresses of the empire. The lowest denomination is Bronze, 10 Bronze Kollet add up to an Iron Kollet, and 100 Irons make a Silver.

    Denorims (Canteross and Lorenth): Square, with a raised edge, minted with the royal seal on one side and animal imagery on the other. The denominations are as follows: Iron, 50 Iron to one Silver, and 50 Silver to one Gold.

    Bhaten (Mur Lodar): Thin and round with a square hole cut from the center. Each coin has various runes raised around the hole. 10 Coppers make a Silver, and 10 Silver make a gold.

    Leren (Elseraad): The Leren are shaped in an octagon, and carved from Fireglass. The major difference between the coins are the tiny gems in the center of the coin. Lapis is the base, and 100 lapis make a Malachite. A denomination exists above the basic two, made of Sunstone and worth 100 malachite, but is considerable rarer.

    Now, while most people either barter or use coinage, negotiation of high amount of money or between nations is almost always done with Plane Gem, rare gems the grow from a magical leak between two Planes of Existence. The Plane Gems are considered to be a condensed form of the magic that correlates to the plane itself. Some Plane Gems examples are listed below:

    Flickering Plane Gem: The Gem of the Inferno, glows in the colors of fire itself and warm to the touch. Creates a large burst of fire magic when activated.

    Deep Plane Gem: The Gem of the Skyless Sea. A dark blue that occasionally has shadows flit past. Creates water magic when activated.

    Drifting Plane Gem: The Gem of the Windswept Isles. A Cloudy white that occasionally swirls into storm like shapes. Creates Wind Magic when activated.

    Renewing Plane Gem: The Gem of the Fey. A lush green that fades to a rotting brown before starting the cycle anew. Creates Life Magic when activated.

    Shadowtouched Plane Gem: The Gem of the Abyss. Flickering shadows and far off lights dance within the gem, and many feel as if they're being watched when in the same room as it. A rare gem that creates Infernal Magic when activated.

    Brilliant Plane Gem: The Gem of the Aether. Shines a brilliant white light that is said to renew people who gaze into it. A rare gem that creates Radiant Magic when activated.

    The Plane Gems regrow from the source they were taken from, but the renewal process takes years. Plane Gems are fragile, and easily broken during the recovery process, damaging their value. Full Plane Gems grow into a seven pointed star shape, and are about the side of an Orc's hand. Nations tend to keep full Plane Gems as bargaining tools, containing a vast amount of stored magic, but too rare for normal use. Pieces of broken gems are classified as either Shards, Cores, or Arms depending on what piece of the Plane Gem it was, as well as how large the piece is. Cores are mostly held by the state, although Arms are sometimes sold to private individuals. Shards are more common in the civilian world, and are sometimes used as a global currency when dealing with people from many countries.

    Two Plane Gems cannot be found in Lorithane, at least not actively growing.

    Mesmerizing Plane Gem: The Gem of Sommerst. Swirling purple mist draws the viewer in, often invoking feelings of sleepiness. Creates Dream Magic when activated.

    Dancing Plane Gem: Identified by the Aseran as the Plane Gem of Lorithane itself. Apparently composed of many different colors, the gem had a mismatched look, as if someone cobbled it together. Apparently created Chaos Magic (the magic of change itself), which amplified other magical effects.​
     
    Part 3-2: Culture (Those in the Expanse)

    Out to the west we begin to see that largest of Non-human settlements. Most notably we find the Dwarves and the Elves, species born around the same time as man, and including rich histories of their own. These histories are not without their own conflicts, many long in the past and some still stinging to this day.

    Nanver: The Gunpowder Tyrants

    In Nanver, might truly makes right. Created under the strict idea of Meritocracy for the Empire?s war effort, ideas such as nobility and birth status were replaced with proving one?s worth through their own ability. Those who have the drive and skill succeed in Nanver, regardless of birth. However, things are not as egalitarian as they may initially sound. Whenever people are judged by their skill, there will always be one at the top. Ruling in Nanver is for those who can take it for themselves, and hold it against their opponents. This leads to a reputation of Nanver as a warlord state. Changes in governance happen quickly when a long ruling leader dies, and then eventually settles once the new leader can prove their superiority. Despite harsh laws against it, banditry and assassinations are rampant in Nanver, bolstering from the idea that the strong should take what they deserve. The population is well armed and militant out of necessity, including high use of gunpowder weaponry, which the state famously produces.

    Only time will tell how long Nanver can keep itself together. Each change in ruler is nearly a civil war in its own right. Currently strict laws and regulation keep the state from falling into anarchy, but the advance of weaponry makes each battle for the throne deadlier than the last.

    The Dwarfish Cultures (Kharndir, Mur Lodar, and Khor Valate)

    Once we step outside of the human sphere of habitability and into those of the other major races, defining split lines in culture complicates. Humans have an instinctive need to spread across the land and adapt to it, thus shaping their culture significantly, a trait other races have in a much smaller quantity. Clean cultural borders are rarer when dealing with these, while many of the human nations each fostered their own distinct culture.

    Dwarves as a whole are also unique in another way, much of their cultural progress was artificially halted by the strict pro-human policies of the Early and Mid Rythean Empire. There is a joke in human lands about each Dwarf having a book of Dwarfish sayings they force into each conversation, but it is in part indicative of a people clinging to what remains of their original culture. Artist try to imitate the styles of old, ancient Dwarfish arts and texts are carefully preserved, and a significant effort was spent recreating as much of the old Dwarfish language as possible.

    It can also be said of Dwarfish culture as a whole that family precedes everything. Dwarves take large amounts of pride in their family lines, and honor is attributed more to the family than to the individual. Dwarfish families are close knit, often living together in large familial estates, and feuds between families are both common and can lead to disastrous outcomes (the split between Kharndir and Mur Lodar is often attributed to disagreements between the Home Mountains and the Southern Mountain royal families which escalated into full scale war).

    If family is the largest part of a Dwarf?s life, then it can be said that work follows right behind. Dwarves approach almost everything with the same amount of effort, theorized to be due in part from the perilous life the early Dwarves experience clearing the ancient tunnels in the home mountains. Dwarves have more gods of labor than any other race, and many Dwarves believe that one?s placement in the Aether is reliant on their work in the mortal world.

    Several specific derivatives of Dwarvish culture are also listed below, as well as their relative locations.

    The Mountain Dwarves (Mur Dorsh): Located primarily in the home mountains of Kharndir and the Southern Mountains of Mur Lodar, this subculture is the closest to ?pure? Dwarven culture, often idolizing the Dwarfish culture of old. They tend to be suspicious of non-Dwarves, living in semi-isolation, but keep an eye on the world around them, and do form alliances when necessary to preserve Dwarven freedom.

    The Flatland Dwarves (Che Dorsh): A subculture of Dwarves that have left their ancestral tunnels to seek fortune in the surface world. Located in many flatland regions across Kharndir and Mur Lodar, but most famously in Khor Valate. Many of these Dwarves have adopted values from the late Rythean empire, including ideas of Civilian and Military duties as well as the idea of a society of several species. Many Che Dorsh tend to travel the world beyond the Dwarven territories, acting in merchant caravans and military bands (mercenary or otherwise).

    The Desert Dwarves (Jode Dorsh): A religious subculture mostly located in the Mur Jodir Desert, particular around the small mountains and oases. The idea that hard work opens the path to Aether is taken much more literally with the Jode Dorsh. The Jode Dorsh bear one of the harshest Lorithian climates in the search for a path of enlightenment. Trade is common with other Dwarves and even other races for necessary supplies and selling off excess resources, but few tend to actually leave the lifestyle.

    Elvish Culture (Elseraad, Lyrwren, and Neershall)

    Elves are an enigma to much of the other races, too Fey for Lorithane, but too old for the Fey Tear. The true history of the Elves is lost to everyone, including themselves. Split between Elvish subgroups exist from before Rythea even existed, and were formed entirely from intra-Elvish conflicts. Elvish pride is strong, individual grudges can last till death and cultural grudges may never be resolved.

    Despite being so close compared to other races, Elves and Dwarves are often considered near opposites, and have a long history of conflict with one another. Elves pride themselves on never having been conquered, a sore point of Dwarven-kind. Possibly related, many Elves hold little regard for art styles and works of the past, preferring to constantly evolve their art and make it even more beautiful (surprising considering long held grudges against people). Elves are also highly individualistic, and outside of noble families many will not communicate or much associate with family once they have come of age.

    Elves also, as close to a whole as one can get, possess a love of beauty. What is considered beautiful tend to vary between sub-cultures, but the most common objects of beauty are nature and the body. Elves will go to great lengths to live in a beautiful place, and make themselves beautiful. Beauty is often joked about being the downfall of the Elvish race, as some humans joke another civil war breaking out over disagreements about a painting.

    But, perhaps most peculiar about the Elvish culture, is how they view their gods. Elves claim to once have coexisted with their gods within the Golden City, the place where Elven-kind itself was born according to their stories, but most modern Elves do not hold their gods, or any for that matter, in high regard. Elves view the gods as scheming and vengeful, holding a grudge against all of Elven-kind. This view originates from the old Elvish Civil War, during which it was said that the Golden City was burned to the ground amongst the fighting, and leading to the gods to curse Elven-kind with forgetting their own history, a story which certainly would explain the large deficit of early Elven history.

    The three largest (by far) subcultures are listed below:

    The City Elves (Nell-Elser): Located within the large treetop cities of Elseraad, the City elves are the descendants of the Isolationist Elves, who were the victors of the Civil War. Nell-Elser are firm in their belief of Elves as the superior race, and are very proactive in the international stage in securing alliances and resources that benefit themselves. To Nell-Elser, perfection is obtainable, and the standard all beauty should achieve. They are constantly modifying their appearance magically in pursuit of a perfect figure and face, as well as modifying their environment to be both permanent and up to their standards (most infamously redirecting a river into a settlement of their wild brethren just because they agreed it looked better bending to right instead of the left).

    The Wild Elves (Sura-Elser): Deep within the forest and jungles lives the Sura-Elser, dedicated to harmony with their environment and leaving no impact, and fiercely defending their way of life. Their culture has likely existed since the dawn of Elven-kind, on the forest floor when the others left to build close to the sky. They were unaligned for much of the civil war, but eventually sided with the Isolationist. To them, beauty is the natural state of things, and they take extreme care to be a part of the natural world as much as possible. That isn?t to say that they don?t engage in minor forms of self-adjustment, they just take a more natural approach. Hair styles are adjusted to best compliment one?s features, and tattoos reflecting nature itself are common.

    The Exiles (Aadaret lit ?No Home?): The Aadaret are spread through much of Lorithane, most living as nomadic traders in foreign countries. The highest population of Aadaret settlements is located in Lyrwren, where many fled after the civil war. They are descended from the Expansionist faction of the civil war, who wanted to spread Elven-kind throughout the world in an empire befitting the Gods. Ultimately the losing side of the war, they were blamed for the burning of the Golden City, and their entire lineage was banished from Elseraad; a ban which is difficult to enforce, but still in place to this day. Although the ban is almost impossible to enforce now, the history of conflict between the Aadaret and the Nell-Elser means few ever do return to Elseraad. Perhaps influenced by their Exile, the Aadaret idea of beauty largely focuses on opposites and extremes, preferring to live in widely varied locations and incorporating large amounts of foreign art into their own works.​
     
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