The Intelligent Races


Contents


Elves

The name "elf" is, in fact, not elvish. The elves have no name for themselves, leaving naming to others. The names for the factions are rarely used by the younger races. Generally, the Manai'u are called "green elves" for their forest homes, the early Thytota'u are called "grey elves" after the color of their stone cities, and the late Thytota'u are called "black elves," either for their coloring or their intentions. The elvish factions are distinct physically as well as philosophically and geographically. By agreement, black elves have black hair and blue or violet eyes, grey elves have blue or violet eyes but blonde or white hair, and green elves have blonde or white hair and green or hazel eyes. Their skin is pale or, in the case of some green elves, olive, but rumor has it that the black elves are ruled by a monarch or council of rulers whose skin is as black as their hair.

Green elves are elves as written on p. M98. Most live in settlements built in the deepest part of the Manai-Tir-Quelli, although a few can be found in smaller forests. They tend to be on the shy and retiring side, prefering the company of nature to that of the younger races. Their "tirs" (an elvish word meaning, depending on context, city, center, home, or several lesser meanings; the word is pronounced "ter" in the Thytota'u dialects) are made of platforms and canopies built in and around huge trees, and they live off of superabundant clusters of seeds and fruit, nutritious saps fermented into peculiar wines, and other products of the forest, encouraged to grow by the elves themselves. Grey elves do not, as a race, have the Sense of Duty towards nature (although individuals may), but they are Intolerant (-5 points) of the younger races except more civilized humans and tend to be condescending even towards them (total cost 50 points). They live in densely built, tall-spired cities, built from elaboately sculpted white or grey stone according to complex and far-reaching architectural plans. While they will buy food from the farmers of other races, they subsist mostly on flowers and nectar and the produce of their own hothouses. Black elves are like grey elves, but are fully Intolerant (-10 points) of other races. Their way of life is probably similar to that of the grey elves, but their cities are black or dark grey.

Elven government is completely obscure to non-elves. They seem to operate by concensus, but they also have a hideously complex aristocracy of which every elf appears to be a member. Elvish etiquite is equally convoluted, with different and precise degrees of formality applying to huge numbers of specific circumstances. Therefore, Elven Savoir-Faire is a Mental/Hard skill. Elvish religion is likewise obscure. It appears to be more akin to philosophy, and is largely free of ritual.


Dwarves

Dwarves are as written (p. M97). Dwarven lives are structured around the family and the darrow. The traditional dwarven family has a patriarch overseeing the activities of four or five generations of descendants. In addition to being the head of family business, the patriarch is expected to be an outstanding craftsman, capable of instructing his descendants in the family trade. When the patriarch dies, his closest male relative is expected to take over, usually an eldest brother or son. However, conflicts can arise at this point to split families. For example, a patriarch's brother might be challenged for leadership of the family by the patriarch's son, particularly if the son is a superior family. Family members will often take sides and the family itself might divide over the issue. Similar conflicts may arise if the patriarch had no surviving brothers or sons.

Obedience to and respect for ancestors forms the core of dwarvish religion. Every dwarvish home has a shrine to the family's ancestors, who are believed to look after the family's activities and judge their fitness to continue the family or enter the afterlife. Small homes have a small niche holding a few family heirlooms, while large, well-established families may have a huge, well-decorated room lined with examples of the previous generations' crafts and images of particularly revered ancestors. Families observe religious rituals and celebrations separately from other families, although some of the royalist darrows are seeing widespread reverence for the ancestors of the royal dynasty and darrow-wide festivals.

The classically republican darrow is governed by a "senate" composed of the heads of every citizen family. Judges are chosen from among the senators by lot for two-year terms. The senate theoretically has absolute power over the darrow, but dwarvish political debate is such that its power is rarely exercise. Senates have been known to go for years without issuing new legislation. Their most useful function is to coordinate labor, for the darrow is an economic collective as well as a political one. Mining, building, and craft activities are coordinated by the senate, and goods and profits are distributed according to time-honored conventions set by the earlierst dwarven assemblies. The royalist darrows tend to see more legislation, but are just as likely to see public demonstrations by disgruntled craftsmen.

Many darrows have a small, insular community of Syrmidonese dwarves. In their flight from the Syrmidon mountains, the western dwarves were received in the darrows only grudgingly, and they were granted few if any rights. Even through the years of elven occupation, they were denied citizenship and prohibited from the upper ranks of dwarven society. As a result, the Syrmidonese have reduced status in most darrows (a -5 or -10 point Social Stigma) and live in socially distinct enclaves within the darrow, often called the "western tunnels," regardless of where they actually are in the darrow.

The basic physical form of a darrow is a large central plaza with passages radiating away in all directions. The passages are lined with homes and shops, eventually leading to working mines and passages to outlying areas and industrial facilities. One passageway, often the broadest and best decorated, leads to a heavily fortified main gate. Smaller cross-tunnels provide short cuts from one main passage to another, and even smaller tunnels provide water and ventilation. Many darrows have extensive plumbing and ventilation systems powered by waterwheels and sometimes assisted by the heat of deep volcanic pits. They are lit by skylights, oil lamps, candles, phosphorescent fungi, and enchanted or naturally magical crystals.


Humans

Human societies can be divided between the civilized south and the tribal north. The tribesmen of the north were almost entirely nomadic hunter-gatherers until the middle years of the elven empire, when a few tribes began to take up a more sedentary lifestyle. The first settlements sprang up around trading posts set up by tribal chieftains who were deeply involved in trade with the elves (the Dwerin of Dwerinshalle was supposedly a particularly clever clan head who built up an extensive trade network among inland tribes). More recent settlements have taken up crafts to trade with other tribes or agriculture to support themselves. About half of the Hetchat Byaz plain and large areas of the Mastiqua reach are inhabited by permanent settlers. The rest of those territories and the Girawli archipelago are still inhabited by nomads, who have also come to have an important role carrying trade goods among the villages of their settled cousins.

The civilized lands are another story altogether. The southwestern corner of the continent has seen hundreds of city-states rise and fall over the course of thousands of years, each of which has had its own unique character. Some have endured for centuries, some are remembered only in vague traditions, and many have vanished altogether. The greatest single influence on the civilized human world has probably been the Nurmarian empire. Every human language found south of the Lustua mountains has at least a great many Nurmarian loan words, and the languages of Medau-a-Ver and Pendolo are identifiably evolved from ancient Nurmarian. Of course, modern Nurmarian is direct descendant of the ancient form.

Nurmar is also the center of the Vissanist religion. Most human religions are based loosely on elven lore, inferring conscious personalities behind what the elves view as largely impersonal forces of creation and destruction and attempting to influence those personalities (called variously avatars, exemplars, or gods) with religious rituals. The Vissanist religion is something a bit different. Vissanus, a Nurmarian general of the last years of the Calanxian dynasty, is said to have had a series of visions after completing the conqust of Wynadon. He shared these visions with various assistants and hangers-on, eventually delivering sermons to his troops and the peoples he had conquered. He soon became convinced that he must send these teachings over the entire world. Gathering together a huge band of fanatically loyal followers, he marched on the capital, deposed Geurentius IV, the last of the Calanxian emperors, and put himself on the throne. He spent his remaining years prosletyzing the religion, occasionally imposing it by force. On his death, he assigned imperial authority to his youngest son, but made his eldest his "spiritual" successor, a tradition largely followed since then.

The Vissanist faith is based on a number of precepts clearly derived from other human religions, but influenced by Nurmar's imperial tradition. Vissanists believe that a single conscious force is responsible for all creation and destruction, although that force may be more effectively addressed in the form of individual aspects, some 7777 of which have been named. They believe that everything lives twice (the moon, for example, is the previous month's sun). Humans are in their first life and destined to live again in the next world, elves in their second and last. According to Vissanius's visions, society must be organized so as to push everyone to the greatest possible virtue. As a result, the Vissanist religion has a far more complex and durable organization than other religions. Where most priests are simply functionaries, carrying out ceremonies, Vissanist priests are the leaders, or at least advisors, of Vissanist communities, paying close attention to their everyday lives. While latter-day Vissanists may pay little attention to the Grand Hierarch in Nurmar, they maintain organized networks of priests and lesser hierarchs.

Orcs

The orcs originated in the deserts of the Greater and Lesser Zuznun peninsulae and are largely confined there, although a few bands may be found on the outskirts of the Kubrukh-Mar, the edges of the Deserted Quarter, and around the Groaning Cliffs. Most orcs live in nomadic bands of thirty or forty, traveling from watering hole to oasis, living off of small animals and tough desert vegetation. However, some bands have settled down in small villages. A few particularly powerful tribal leaders have been able to build up city-sized settlements, centers of trade, piracy, and weapon production. Orcish cities at Basai, Keshvir, and Garmag control sizable networks of outlying villages and nomadic bands. The Despots of Basai have grown particularly powerful recently, organizing most of the Lesser Zuznun. While orcish activities are rarely well-coordinated, a particularly charismatic leader might be able to use a huge body of orcs in a deliberate and devistating campaign in the Mastiqua reach or against the easternmost darrows.

Centaurs

The centaurs hold an unenviable position. Once the nomadic rulers of the Nuramian plain and Vefrites plateau, they are largely confined to Nurmarian-controlled lowlands near the Sybine river. They have never been completely integrated into Nurmarian society, but a few bands still lead something like their old roving lifestyle, albeit constrained to a far smaller area than before. An elite unit of centaur guards is assigned to the imperial palace at Nurmar. Elsewhere in the southwest, centaurs are found in tiny, scattered families, working as herders or perhaps living in agricultural villages, but rarely in cities, where narrow streets and low doorways restrict their movements. Little of early centaur culture remains, and most follow human religions.

Trolls

The trolls are called an intelligent race largely as a courtesy, since it has been demonstrated that they have some sort of language and occasionally use crude tools. They are found exclusively in and around the Groaning Cliffs, living alone or in groups of ten or less. Little is known of their culture, but crude, abstract paintings on the walls of caves in the region are often attributed to them.


Gargoyles

A sight feared by travelers in high mountain passes. While they have rocky skin and bones, they also eat meat in whatever form they can find it. Gargoyles live in mountaintop nests of 50 to 100 and often hunt in groups of five to ten. Little is known about their tribal society, but they seem to have a deep religious awe of dragons. Gargoyles can survive in any climate that humans can, but it appears that they cannot reproduce if they live at low altitudes. Therefore, they have never expanded beyond the tops of the Syrmidon, Kubrukh-Mar, and the slopes of the Great Buruch.

Reptile Men

Like the other uncivilized races, little is known of the reptile men. Their villages are found in the swampy lowlands of the Epaline wilderness, where their thick skins protect them from the insects and other small pests that would drive any other race to madness in days. They live off of fish and such animals as they can find, and they are said to be very patient hunters.

Minotaurs

Like trolls, the minotaurs are regarded as intelligent only grudgingly. They live in small family groups around the Deserted Quarter and in the western foothills of the Kubrukh-Mar. They are the only intelligent race known to live in the Deserted Quarter, raising speculation concerning their relationship with whatever forces lie deeper within the forest.


Go back to main page.



Big thanks to the folks at GeoCities for providing me this space.