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The Races and Cultures of Aerune

While Humans are the most populous race within the Six Kingdoms, so much so that the Six are often referred to as the "Human Kingdoms", many different peoples make up the Gifted Races which have settled in the northern continent of Aerune. The Gifted Races are varied by culture and by the distinction of physical race; there are many variations even within each race, and many of the races have adopted certain physical characteristics due to magical influences that distinguish and separate them from others of their ilk.

What follows are the races and racial variants that are allowed as player characters.
The Wanderers The Outcasts The Wayward
The Barbarians Anaketh The Vorace
Ghul The Shiven
The Elves Korred The Embrech
Shoathri The Zhuriel
Trolls  

The Wanderers

The Barbarians

At the fringes of the Six Kingdoms uncivilized peoples still dwell. Some are too reverent to embrace civilization, preferring instead the simple beauty of nature and the whispers of the spirits of old. Others are too wild for civilized lands, and prey upon the civilized people in raids and in war.

The Winter Tribes

These Barbarians dwell to the west of the Six Kingdoms, between Urgroth’s Bones and the Grayfang Forest. The Winter Tribes have forsaken the ways of the civilized families, and still follow the old ways and talk to the spirits of the land. Although there are numerous small tribes of Barbarians, two great tribes are known to exist and some seek the wisdom of their shamans.

Members of the White Crow tribe are the descendents of the shaman known as Ghost Whisper, a legendary shaman who first called forth his ancestors for aid and wisdom. The White Crow have many seers and shamans among their number, and teach those who are trusted with the secrets of their dances. The warriors of the White Crow protect the tribe, and fight against the Blood Tribes. Like most of the Winter Tribes, the White Crow are reverent and have forsaken blood magic and necromancy. The leaders of the tribe are a council of shamans, and the current Speaker is a woman named Yanuala.

Once known as the Ebon Snake, the Stone Snake tribe are hunters and warriors who travel the plains near Blackthorn. The tribe is known for its warriors and shamans, all of whom are sworn to hunt undead. The Ebon Snake was nearly destroyed by the vampire named Shranoki, and only the heroics of the great hero Stonebones saved the tribe. The Stone Snake thrived under his leadership, and now the tribe is known for its restorative magic and its hatred of necromancy.

Some minor tribes exist as part of the Winter Tribes as well, but these tribes are not well known. The Shakek is a tribe that dwells in the frigid passes and vales of the highest peaks of the Bones of Nalgeth, moving down the mountain in the winter, and returning to the peaks in the summer. Thus, they live in perpetual winter, and combat the Wendigo of the mountains. The Vaurelis are the legendary daughters of the goddess Arcalia, and this tribe of warrior women is rumored to dwell in a hidden valley somewhere in the Bones of Nalgeth. Some even claim that the Silver Elk tribe, long thought to have been destroyed, lives on somewhere within the sacred plains, and protects the spirits of that place still.

The Blood Tribes

No player character can be part of the Blood Tribes, at least to start. Any character from this area is assumed to be running from them, and no character will be allowed to wear the mark of any of the Blood Tribes unless they gain that mark during the course of the game. The Blood Tribes are included here so that the player understands the threat and impact these tribes have had on Aerune.

It is said that the impact the Blood Tribes have had on the history of Aerune is unequalled, even by the Malekyrg elves. The constant threat of their ruthless and merciless raids has always tempered the civilized lands. While the Malekyrg may retire and wait for many years without interacting with their Human neighbors, the Blood Tribes are always ready to strike.

The Barbarians of the Blood Tribes revel in destruction, and claim to gain strength in the deaths of their enemies. They worship dark gods forbidden in the Six Kingdoms, and all members of the Blood Tribes wear the black symbol of their god on their face. The Blood Tribes take no prisoners, and they expect and accept no quarter.

The Blood Scream tribe is known for their blood-curdling calls to war. They paint their faces with enlarged mouths, either jagged (as one might carve a Jack O’Lantern), or stylized, with large teeth and a jeering snarl. The Blood Scream tribe occupies the western territories of the Blood Tribe lands, and is often at odds with the Highlanders. The Blood Scream tribe rarely uses stealth once the tribe has entered combat; they kill their enemies swiftly, and claim to steal their strength by devouring their hearts.

The Shadow Wolf tribe is much more likely to be active at night, and their sacrifices are made by the light of the moon. Some claim that certain members of this tribe can take on the features of the wolf, and will tear apart their enemies like animals. Members of the Shadow Wolf can move silently, but more often they emit blood-curdling howls once the hunt has begun, using terror to give them an edge. The Shadow Wolf tribe is marked with a black, vertical stripe over their left eye, and a black wolf paw somewhere on the face.

The Burnt Skull tribe is far fewer in number, but in some ways more ruthless. They make no noise when they fight, and they paint a black skull over their face to show their dedication to their dark god. Many are skilled in killing by stealth, and there are stories of entire civilized villages destroyed in their sleep by this vicious tribe. The warriors of the Burnt Skull believe that, if they kill a sleeping opponent, they may steal their power by feeding off of their dreams.

In recent years, a new tribe has arisen among the Blood Tribes. It is called the Tribe of the Black Vein, and they kill in the name of the dark good Nylachim and the Nylachia host. They paint black lines on their faces, tracing the veins below the skin, and often call on their god as they fight. They are perhaps the most brazen of the tribes, sometimes advertising days in advance where they will attack next, sometimes striking without warning, so that the towns and villages at the edges of their territory are kept in a constant state of fear.

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The Gypsies

Homeless wanderers, the Gypsies have learned to stay on the move and form loyal families to survive without the protection of the knights of the Six Kingdoms. The Gypsies are spread throughout the land in many families, but all Gypsies call the Gypsy Queen their only liege. In the past, all grievances were brought to the King or Queen, but the current Queen, if she exists, has not been seen in many years. Currently, grievances are brought to a council of elders who gather once a year in a place known only to the Gypsies. In this way are the Gypsy families connected.

They tell tales of their first Gypsy King, a swordsman and bard named Korianth. Hundreds of years ago, when slavery was still legal in the kingdom of Rhoemurg, the kingdom had fallen on hard times. The war with Trechele over the gold mines of Rouven had drained the resources of Rhoemurg, and when the Shadow Wolves came howling from the north, the king was hard-pressed to stop them. The King of Rhoemurg at this time, Bholin Vlariev, used slaves to produce the goods needed for the war on both fronts. Mhurkiel purses grew heavy with Rhoemurg coin and many slaves were brought to the north.

As the war drained the kingdom, the suffering of the people of Rhoemurg grew. The need for slaves drove the king to his own prisons, not once realizing that honest men were now enslaved for stealing bread. Worse, the slavers of Mhurkiel drew upon the smallest villages of Rhoemurg to feed the demands of the king. And so, a great many people of Rhoemurg were enslaved by their own king, and the wanderers who would be Gypsies were hit the hardest.

From this time of great injustice rose a hero; a wanderer who fought for the enslaved. He defied the king, freed many of the slaves, and gathered them unto himself - organizing them in turn to free their kin. Under his leadership, the Gypsies rose up in rebellion, and stormed the castle of Vlariev to demand that the people of Rhoemurg be set free. When the king came forth and saw for himself the spirit of the wanderers, his heart was moved, and he declared that slavery was to be ended in his kingdom for all time. The slave-pens were opened that very day: all of those who hungered were fed, all those who could bear weapons were armed, and the people of Rhoemurg rose up like a wave against the Shadow Wolves.

Once he understood their true cost, King Vlariev abandoned the mines to Trechele, and set about repairing the damage he has caused to his people. The Gypsies, in turn, named Korianth their king. Korianth refused, and scolded them that they should not be so quick to return themselves to the slavery of a king. He offered them their freedom instead - freedom to wander where they would, and decide for themselves the rightousness of their actions. After much discussion, the Gypsies decided to do both: and thus the first Gypsy King was named, to settle disputes and to gather all the Gypsies to him when the Gypsies are wronged.

All Gypsy families pay tribute to their king, and the title passes from Gypsy to Gypsy, some Kings and some Queens, so that the Gypsies might have a place to bring grievances against them. There have been many murmurs of worry, with the abrupt passing of the previous King and the absence of the new Queen. Some rumors say that she was his hand-picked successor, others that she was chosen by chance, others still that she is the puppet of the elders. The council of elders now hold much of the authority and power that was traditionally that of the king or queen - primarily to decide who the enemies of the Gypsy people are. To this day those who incur the Gypsy wrath and are marked as Gypsy enemies suffer much until they makes amends - such is their tradition.

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The Elves

Reclusive and magical, much has been speculated about the Elves. It is rare for them to walk the civilized lands, and many Humans will live out their lives without ever seeing one of the fair folk. All Elves have pointed ears, revealing their Fey heritage. There are four groups of elves in Aerune, though players must come from the Eluviar, Leindrel, or Kher’wyn. You must have an Air of at least 3 if you with to play one of these types of Elf.

The Eluviar

These Elves are dedicated to creation, and forsake the dark ways of their northern cousins. In ancient times, the great Elven hero, Erionth, led these people out of the lands of the Malekyrg and towards the land that would become Eluviar, or the Shining Land. The Eluviar remember the dark ways of the Malekyrg and have set their minds against it. The Elves are steeped in music and other arts, and prepare themselves so that they might oppose their dark cousins when war comes once again. Each of the Eluviar are marked with light, which appears as a white mark or tattoo upon their face.

Many of the Eluviar who are descended from Erionth or his guard have the white, gray, or silver hair of their people. The Eluviar are all taught at least one art to center them and balance the training they receive in war. Erionth proclaimed that his Elves would learn to create as well as destroy, and thus each Elf practices an art. Those who do not are considered closer to the Malekyrg, and are watched with suspicion.

Every family, large or small, is called a House. The five major houses of the Eluviar are: Gliavar, Maelwyth, Cyrifin, Myrandur, and Lurviol. Of these, Gliavar, Maelwyth, and Cyrifin are called 'Royal' houses as they descended directly from Erionth, but politically all five are roughly equal.

In general, the Eluviar worship the Pale in all its forms, although in recent years there have been small groups of White Court worshippers found scattered throughout the lands. As in the Human kingdoms, worship of the dark gods is forbidden.

The Leindrel

Called the Wild Elves by the humans, these elves came to the forests long ago, and dwell deep within them still. The Leindrel Elves have a great affinity towards the animals of the forest, and each clan follows the path of one of these animal spirits. Much like the Shoathri, each Elf is marked with the symbol of their animal spirit (as described in the Mythos), however, their marks are forest-green rather than blood-red.

The Leindrel are suspicious of humans and civilization, but neither do they trust the Malekyrg. They are friendly with the Eluviar, but they reject their more civilized ways. There are a great many small tribes of Leindrel elves, each with their own leader and their own animal spirit. Some of the more prominent tribes include the Grey Thorn, the Morning Hawk, and the Moon Guard.

In recent years, the Leindrel have suffered greatly. The Black Ash, previously one of the larger tribes, along with two others, the Dawn’s Thunder and Wolf Fang, were utterly destroyed by an unknown force. Rumors speak of other, smaller groups of Leindrel disappearing without a trace. Though many remember a time when they were relatively common on the trade roads, now they are an unusual sight, with few venturing far from the perceived safety of their homes.

The Kh'rewyn

The Kher’wyn are the youngest of the Elven races, having appeared only a short decade ago. Their origins are shrouded in mystery, athough the Lady Delphestra is commonly believed to be the first of their race. Since then they have grown in numbers, as Eluviar, Leindrel, and even Malekyrg chose to leave behind the race of their birth and take on the sign of the Cinereal Thorn, which usually appears as a grey mark – either a web or a thorny vine – on their faces. The Kher’wyn are said to live in an ancient druid grove, where they dedicate their lives to the slow untwisting of the forest. Each Kher’wyn is tied in some way to the forest, though what that connection might be is not shared with outsiders.

The Kher’wyn are currently governed by three regents, one from each of the other races of elves (Eluviar, Leidrel, and Malekyrg), though it is rumored that there is a young queen, the first to be born Kher’wyn. Delphestra was the first Malekyrg regent, but gave up her position when she pledged her allegiance to the goddess Sereness. For a time she was the bridge between the Kher’wyn and the Malekyrg, who recognized the Kher’wyn as a separate nation several years ago. She has since disappeared, and the relations between the two nations have declined.

The Kher’wyn are the only kingdom besides Malekyr to allow the worship of the Dark Gods, most likely because of the Malekyrg influence, although worship of Nalachim is strictly forbidden. Because of this, the other nations view the Kher’wyn warily, although most keep a suite of rooms open for any Kher’wyn ambassadors who might visit. Aside from the lands of the Eluviar, however, those rooms have gone unused.

Note: Players may not play a Kher’wyn who was formerly Malekyrg.

The Malekyrg

Although not available as a player character option, the Malekyrg elves are included here so players know of these dark folk.

The Malekyrg Elves worship the dark god Azerial, and occasionally spill from their homeland to wreak havoc on the Human kingdoms and tribes, though this has not happened in years. All Malekyrg elves wear a mark to signify their dedication to the god and their lineage, a black, eight-pointed star, somewhere on their face. These elves are descendents of the Unseely who were banished from the Fey realm in times long passed.

In recent years, there has been a split in the Malekyrg, public enough that some outsiders know of it. It is said that one of the Lords of the Malekyrg has risen up in rebellion against the King, and that much of the country follows him now, although how much of that is exaggeration is unknown.

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The Eurvein

The Eurvein are an ancient race which once dwelt deep beneath the ground. They lived in halls and tunnels carved from the stone of the mountains, and once, only the most adventurous came forth. Not so anymore. In recent years the Halls of the Eurvein have been conquered by powerful undead, and now it is not uncommon to see them on surface, as they have been driven from their homes. Still, most Eurvein choose not to travel, preferring to settle in one place with their families.

Once the Eurvein looked nearly human, but in their struggles against the invaders, the Eurvein called forth elemental energies and, aided by the magical substance Orichalcum, empowered themselves. Now it is rare to find an Eurvein who has not embraced an elemental path, with their skin taking on the appearance of the element they favor. No one seems to know how the embraced element is chosen. It may be that the nature of the Eurvein before they are embraced has something to do with it, and it is said that the personality of embraced Eurvein is influenced by their element.

Each group of Eurvein is called a Root, and they have continued calling their communities such even if they do not live under the ground anymore. The largest Roots in Aerune were the Boerule Root in the mountains above Mhurkiel, the Aerkome Root overlooking Trechele, the Aurei Root in the western mountains above the Winter Tribes, and the Mal’Kharad Root in the northern mountains between the Blood Tribes and the Highlanders. All of the Roots have been lost to the Lich King, and few (if any) free Eurvein remain there, though the Lich King has apparently kept some Eurvein alive as slaves. There are also rumors of small pockets of resistance spread throughout the Roots.

The largest Eurvein communities now are found in Naporea and Avanlei, living in the foothills of the Griffon Peaks, although smaller communities can be found in every human nation except Mhurkiel (though there has been an increase in the number of Eurvein slaves found there). Many Eurvein refuse to create permanent homes, instead staying in temporary camps, insisting that they already have a permanent home and will someday return to it.

Eurvein smiths are unequaled in their craft, and they have a great attention to detail. They were the first to learn Rune magic, and introduced it to the outside world. The Eurvein as a rule love gemstones, and use them in their art. The Eurvein wear elaborate jewelry and headdresses of beads and gems. They tend to wear loose robes of intricate design, although the warriors do wear plainer clothing. Most Eurvein find wearing the remains of other living creatures to be curious and somewhat barbaric, and thus shun leather armor. They prefer to instead wear cottons, wools, metal armor, and even clothing or armor woven of living roots.

You must have an Earth of 3 and an Air of 3 to play one of the Eurvein.

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The Outcasts

The Aneketh

In the years during the War of the Gate, when the Reavers waged war on Aerune and the Crimson Gate was still active, the Aneketh slipped out of the Gate and fled their Reaver masters to search for freedom in this world. The Aneketh had long been enslaved by the Reavers in their own world, and the refugees fled into the mountains and tasted freedom for the first time. The Aneketh aided the then-Five Kingdoms and aided even the Malekyrg against the Reavers, and in the end their aid helped end the war and drive the Reavers back through the Gate.

The Aneketh wear simple clothing with drab colors as a rule. Most of their armor in made from wrapped strips of leather, and when they can construct metal armor it tends to be ornate. When they first appearred, many Aneketh appeared to have wrinkled faces with yellow highlights - these are known as the Aneketh of Dust. The lines of their faces are traced in a wide yellow and then a thin and darker brown so that each wrinkle has a yellow tinge to it. Even the young Aneketh are wrinkled in this manner. In recent times, however, Aneketh have been born which take the noble appearance from the time when they were free - their skin has a subtle golden sheen with golden sparkles, their lips and eyes are etched in metallic gold, and many female Aneketh choose to outline their eyes in dark khol. Both the Aneketh of Sun and the Aneketh of Dust belong to a single family called Uthdrasil that dwells in the mountains near the Crimson Gate.

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The Ghul

In the southern lands of Aerune lies the dead, ruined kingdom of Onhur, where the last Pharoah still rules over subjects killed many centuries ago. The undead denizens of Onhur are said to fear the light of the Sun, hide during the day. Humans are taken to that place to labor as slaves, and to feed the hunger of the Vampire lords. When a Human has lived too long in the dead land of Onhur, they become tainted by the essence of that place. Elves seem to be immune to this taint, but a Human becomes a Ghul. Ghuls appear as a normal Human during the day, though the sunlight causes them discomfort and hurts their eyes. At night, the taint of the Ghul is revealed: the thin skin around their eyes darkens, and their lips blacken. Many shun the Ghul, fearful that the curse will be passed onto others.

The taint of the Ghul is indeed a curse. A Ghul is affected by spells that target undead: they are considered to have the Undead trait, even though they live and breathe. The sun is painful to them, and they wear hoods and masks during the day to protect against it. The Ghul cannot have an heir once the taint has taken hold of them. Worse of all, some Ghuls have degenerated into true undead, and become ravenous beasts that have lost all compassion and reason. Any player who wishes to play a Ghul must be prepared to come, at any time, to a violent and terrible end.

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The Korred

This race is young in Aerune, having left the Realm of the Fey only a century ago to escape the sorrow of the war and hatred between the Seely and the Unseely courts. The Korred were one of the Fey races who had members on both courts, and they fled that realm rather than letting that hatred set them against each other. The Korred now dwell in the Whisperhaunt wood.

The Korred have vowed to set the sorrow of the Fey behind them. They are known for their wild celebrations and sometimes forget that, in this realm, their actions can have consequences. The Korred can drink a great deal of alcohol. Although their judgement becomes impaired like a human, their reflexes and physical prowess do not. This can cause all sorts of problems when the Korred drink heavily.

You must have a Fire of 3 to play a Korred. The Korred have pointed ears and horns protruding from their foreheads. The Korred wear their hair wild and tend to wear earthy tones.

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The Shoathri

These rare folk are Humans who have been inhabited by an animal spirit that can manifest within them. Although the Leindrel Elves often have animal guardians, they found that some Humans became infused with the power of the spirit and are changed. Elves themselves do not experience this change, but Humans can sometimes manifest the physical features and mental characteristics of their animal spirit. Each Shoathri bears a blood-red mark on their face which is visible on both their Human and animal form. You must choose one of the described animal spirits when you create your character.

The Shoathri appear as Humans with the blood-red mark most of the time, but strong emotions that tap into their primal being can cause them to become more animal-like. This emotion could be anger, fear, passion, or the desire to hunt. A Shoathri so affected will grow agitated and feel the need to be alone. The Shoathri will spend time alone in a restless state and at this time it is dangerous to interrupt the Shoathri. They tend to be violent and unreasonable if disturbed. They will transform and take the physical and mental characteristics of the animal spirit chosen during character creation. During this time the player must either don an appropriate mask, or apply makeup to look like the characters' animal spirit. When in their animal form, the character is fully intelligent and may use all skills and tactics, but roleplaying should change to match the way this spirit would act and react. After the source of emotion has passed, the Shoathri will go off alone to rest and the player may remove their “features” at this time. The animal makeup for this race can be elaborate, but it cannot be a full mask - the character must have some human facial features showing.

Bayastri is the cat spirit. Characters who choose this spirit will take the facial characteristics of a hunting cat when they change. They will have a cat-like nose, whiskers, and cat-like stripes. Some grow fangs. When they have changed they will tend to move with as much smoothness as possible. Purring and slurring R’s is not uncommon. Shoathri taken by Bayastri tend to be extremely curious. They tend to enjoy the hunt, even going so far as to prolong it for pleasure.

Choenta is the crow spirit. Shoathri in the form of Choenta will grow prominent black-feathered eyebrows and their faces will become marked with a pattern called crow’s feet. The marks consist of three thick black lines extending from each eye. One extends out toward the ear, one extends down on the cheek, and the last extends diagonally between the two. Some Shoathri also have darkened, feathered hair or black-feathered sideburns when they take the form of Choenta. When changed, these Shoathri tend to cause all types of mischief. They will switch small items to cause confusion. They will attempt trick their enemies. Some might even try to trick their companions. If forced to fight, many use traps and ambushes rather than straight combat.

Skaleen is the rat spirit. Characters who choose this spirit will gain a rat-like tail, a round black nose, whiskers, and gray or brown rat-like facial features when they change. Some have pronounced front teeth. The character will tend to move lower to the ground with quick, nervous motions. The character will tend to gather to themselves as many small valuables as possible when taken by Skaleen. The character will also tend to prefer stealth to outward aggression if possible.

Tlorulo is the boar spirit. Characters who choose this spirit will take the facial characteristics of a boar when they change - a blackened, boar-like nose and protruding lower tusks. Many have the full, flattened nose, and the eyebrows are often darkened and made larger. The character might snort. Those taken by Tlorulo become aggressive and more easily provoked to anger. They also will tend to be more stubborn, and tend to have more difficulty using finesse in situations where a straightforward approach might work.

Urugar is the wolf spirit. Characters who choose this spirit will gain the facial characteristics of a wolf when they change. They will have a wolflike nose, and gray and white wolf-like coloration. Many have ears that are larger and pointed. Some have fangs. The character might snarl, and howls are not uncommon to express emotion, especially when the moon is showing. Shoathri taken by Urugar become more concerned with survival and loyalty to the pack. They will respond to threats with violence, and will become very protective of their friends. They tend to have an instinct to attack if anyone seems like a threat to them or their companions.

It is said that there are other animal spirits, but Shoathri of these spirits are not known and they are not allowed as player characters.

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The Trolls

An ancient race newly appeared, Trolls have recently begun to wander down the mountain clans that dwell high above Lochsmoor. Strong, loud, and often violent in their "fun", those Trolls which leave the highlands of Lochsmoor are usually young and easily bored. They are as apt to seek trade and pleasant company with other races as raid their caravans, and even then they sometimes only attack others for the prospect of a "good fight" rather than any real interest in the spoils of war.

All Trolls have oversized lower tusks which protrude from their jaw, and large horns - though Troll horns seem to vary wildly in size and shape, many possess large horns that curve and sweep back off the forehead. The skin of Stone Trolls is slate gray and black; Mountain Trolls are tan and brown.

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The Wayward

The strange peoples who have come through the Crimson Gate, the so-called Wayward are composed of four distinct races, all of whom have spread out through the lands of Aerune. None of them are so populous that they have formed towns or villages of their own as of yet, though it is a rare person who has not seen at least one Wayward passing through. A number of Wayward who came early to Aerune make a point of trying to help those who have just arrived to find a place to live. Little is known about the home of the Wayward, as those who emerge from the Gate find themselves with little to no memories of their lives beforehand.

The Vorace

The Vorace, sometimes called the "Shadow Bound", are a dark and strange people. While they sustain themselves with normal food, rumors exist that they also have a craving for the life force of other creatures. Though many Vorace downplay this rumor, and claim to have set this desire aside, many reports exist wherein an Vorace under the effect of a Frenzy has lost control over their craving, and drained the life force of another to restore their own.

They are shadowy in appearance, with jet black skin and colorless hair (black, gray, or white). Vorace all have a distinct pattern on their face of deep purple crystals or, rarely, a weave of glittering purple lines rather than individual crystals.

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The Shiven

The Shiven are a race divided, literally - one side of their body is tenebrous, different in hue (blood red, midnight blue, or rarely jet black), and their tenebrous hand appears to be a twisted, vestigial remnant of a claw. The edge of this tenebrous side extends in a precise line down the center of their face and body.

They seem split in spirit as well as body - they have the amazing ability to link their spirit to another willing member of the Gifted Races, and will draw strength and serenity (sometimes even personality traits) from their "Patron". An un-linked Shiven is abrupt, angry, and more prone to make rash and violent decisions - for this reason, many actively seek out a Patron, and claim that they do not feel complete without one.

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The Embrech

The Embrech are a mysterious noble folk, which claim to be bound to an "Ethereal Court" in both word and spirit. They report that they can physically feel a tendril of spiritual energy extend from their form back to the Crimson Gate, and believe that their connection to their Court reaches though the gate itself, back to wherever they came from.

They are a striking race posessed of a regal nature; their skin is bleached white and their hair devoid of color (either gray, white or black). Each has a distinct pattern of black lines upon their face which pass from their hairline, to their eyes, and down to the bottom of their face - their patterns often end in a swirl pattern at their chin. Some even have similar patterns on other parts of their bodies. Fond of beautiful colors, many choose to decorate their hair with a stripe of bright color, and female Embrech sometimes wear color on their lips to contrast with their stark white features.

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The Zhuriel

The Zhuriel are perhaps the most ill-understood of the Wayard. Wild in nature, it seems that only violence and constant action brings them any sense of peace or joy. Their visual appearance is similarly chaotic - their faces are covered with blue swirling patterns, and many display blue lips. Their hair is either wildly unkept or completely shorn, and it is not uncommon for the Zhuriel to have multiple piercings on their ears and lips. Some even affect ritual scarification to commemorate important victories.

All Zhuriel are bound to a crystal weapon of some sort, which they claim to have brought with them through the Crimson Gate, and they are obsessed with protecting them against theft and destruction. Many name these weapons, and will refer to them by their name - some go so far as to have conversations with their weapons, and treat them as a sentient ally.

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