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 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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