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2. World Almanac/Species/Automatons.md
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2. World Almanac/Species/Automatons.md
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Automatons are relics of a forgotten age—sentient constructs crafted by the Ancients long before the First Age. Though their creators vanished in the collapse of the Ancient civilization, the automatons endured, wandering a world that no longer understands them. Some awoke only recently, their consciousness rekindled by arcane surges or the convergence of ley lines. Others have walked Baltun’ia in solitude for centuries.
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They are beings of metal, crystal, and soul-thread—animated not by gears alone, but by something deeper: a spark, a mysterious fusion of magic, will, and design. Each automaton is unique, its form and function a reflection of its original purpose—be it guardian, scribe, warrior, or something far stranger.
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Though they resemble machines, automatons possess minds, personalities, and desires. They think, they learn, and they wonder. Many seek purpose, grappling with existential questions that even the oldest races struggle to answer. Are they alive? Who made them? Why? Some forge new identities; others cling to fragments of ancient programming, playing out long-forgotten tasks in a world that has moved on.
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### Automaton Reclamation Sites
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Automaton Reclamation Sites are bleak, isolated compounds where automatons—those deemed broken, obsolete, or simply unwanted—are forcibly sent away from the bustling cities. Established and maintained by various States as part of a broader drive to streamline industrial efficiency, these sites function as grim filtering centers, designed to segregate automatons that no longer serve profitable capitalist ventures. The prevailing directive is ruthless: only automatons that demonstrate utility, productivity, and the capacity to enhance economic output are allowed to remain integrated within society.
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Yet beyond economic motives, Automaton Reclamation Sites have become repositories for the fears and prejudices of many. A widespread undercurrent of paranoia and racial hostility towards automatons—seen by some as alien, unnatural, or threatening—fuels demands not just to cull the defective, but to exile all automatons indiscriminately. Consequently, these sites are often little more than sprawling wastelands: dusty, rusting graveyards where once-proud constructs are left to decay, stripped of purpose and forgotten.
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Life within these camps is harsh and dehumanizing—automatons are abandoned in states of disrepair, scavenged for parts, or subjected to dismantling processes that erase them piece by piece. Severed from contact with their counterparts and the wider world, they linger in hopeless solitude, their arcane cores flickering dimly beneath cracked, corroded plating. For many, the Reclamation Sites are final stops—places of neglect, invisibility, and slow dissolution, where society’s relentless march towards profit and control lays bare the cold calculus applied to all things deemed expendable.
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To dissenters and factions like the [[Shadowforged]], these sites are abominations, symbols of oppression and erasure. Covert attacks to disrupt or liberate automatons from these centers underscore the ongoing struggle over the place automatons hold in Baltun’ia’s evolving social and economic landscape. Until greater reckoning comes, however, Automaton Reclamation Sites remain somber monuments to a world unwilling to accept anything outside its narrow definition of worth.
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### Regions
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**[[Verdant Isle]]** – Unearthed ruins and arcane storms have awakened dormant automatons buried beneath the coral sands and vine-choked vaults.
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**[[The Weald]]** – Some automatons dwell in the deep forest, either protected by druids or standing guard over ancient leyline nexuses.
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**[[Jessergate]]** – A handful of awakened automatons have taken refuge in universities, workshops, or arcane towers, studying themselves as much as the world around them.
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**[[The Arids]]** – Scattered wreckage and half-buried forges litter the desert; rare automatons wander there, haunted by partial memories and sandstorms.
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**[[Mimfjell]]** – A few automatons serve as companions or curiosities among the [[Dwarves|dwarves]], valued for their durability and mechanical insight.
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### Names
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Automaton names vary widely. Some were assigned at activation and resemble designations; others adopt or are gifted names over time. A few name themselves in defiance of their origins.
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**Designation Names**: Unit A-17, Archive-3, Echo 99, Bastion Mk2
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**Chosen Names**: Ferren, Krix, Solum, Veyla, Ironseed, Hexa
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**Titles**: The Waking Blade, Cogmind, Voice-of-Ley, Last of Vault-12
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### Traits
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**Ageless Bodies** – Automatons do not age or sicken as organic beings do. Their frames may wear down, but they do not grow old.
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**Magitech Core** – At the heart of each automaton is a unique arcane core—part magical, part mechanical, entirely mysterious.
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**Purpose-Bound** – Many automatons retain echoes of their original function, influencing their skills, instincts, and worldview.
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**Awakened Sentience** – Though once tools or servants, all functioning automatons now possess full consciousness and free will.
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**Alien Perspective** – Their logic and memory often make them seem detached, literal, or emotionally distant—yet capable of profound insight.
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### Subraces / Variants
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**Guardian-Class** – Built for protection and warfare, these automatons are physically resilient and often retain combat subroutines.
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**Archivist-Class** – Designed for knowledge preservation and analysis, they may possess eidetic memory, lexicon drives, or data-etched plating.
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**Caretaker-Class** – Meant to aid and serve, these automatons have tools for healing, repair, and language—some still trying to complete their original tasks.
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### Customs and Culture
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**The Silence Protocol** – A meditative state entered to recall fragmented memories, often accompanied by mechanical chanting or runic projection.
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**Core Rites** – Some automatons periodically undergo core-realignment—a self-tuning ritual to restore identity and purpose.
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**Memory Etching** – Important experiences are engraved into their shells, limbs, or inner plates—personal runes that form a living autobiography.
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**Found-Purpose Philosophy** – Many believe their sentience obligates them to define a _new_ purpose, independent of their creators’ intent.
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**The Broken Choir** – A rare gathering of automatons who share dreams, signals, or visions across vast distances, as if called by an unknown signal.
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### Languages Spoken
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**Ancient Tongue** – Most automatons retain fragments of a long-lost language used by the Ancients, incomprehensible to most scholars.
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**[[Common]]** – Learned through observation or tutoring, spoken precisely and often without inflection or idiom.
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**Runic / Arcane Code** – Automatons may “speak” in bursts of energy, etched sigils, or harmonic pulses when communicating with other constructs or magical systems.
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2. World Almanac/Species/Dwarves.md
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2. World Almanac/Species/Dwarves.md
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Dwarves are one of the most ancient and storied peoples of Baltun’ia, their deep roots running as far beneath the mountains as their ancestral lore. Known for their endurance, craftsmanship, and stoic pride, dwarves built empires beneath the earth long before many other species walked the land. Though their power has waned since the collapse of the Second Age, dwarven memory is long, and their influence still echoes in stone halls and mountain strongholds across the world.
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While often thought of as rigid or tradition-bound, dwarves are more than just smiths and miners. Their societies vary—some isolated and insular, others adapted to the surface, trading with other peoples and navigating a changed world. Even so, all dwarves hold fast to their clan ties, the memory of ancient glory, and the belief that the mountain remembers all.
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### Regions
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- [[Mimfjell]] – Seat of ancient power and ruined glory, now home to rugged survivors and guardians of lost halls.
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- [[Dragabri]] – Active volcanic forges and deep caverns where magma-born metals are shaped into legendary weapons.
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- [[The Weald]] – Reclusive stonekin live in high-altitude citadels, mastering both geomancy and ancient runes.
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- [[Falduhir]] – Mountain border-folk who maintain outposts and trade routes through treacherous highlands.
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### Names
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Dwarven names are often steeped in lineage and honor, with many bearing the names of ancestors or founding figures.
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- **Male**: Dain, Brokk, Thrain, Durik, Varrun, Kordak, Othrim
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- **Female**: Brynja, Helga, Thora, Marn, Sigra, Valmara, Gudrun
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- **Clans**: Stonebeard, Ironhand, Runekeeper, Deepdelver, Embermaul, Frostvein, Goldmantle
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### Traits
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- **Stalwart Constitution** – Dwarves are naturally tough, resistant to disease, poison, and magical corruption.
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- **Master Craftsmen** – Dwarven artisans produce unmatched armor, weapons, and clockwork devices.
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- **Clan Loyalty** – Each dwarf is bound to a clan or guild, and their loyalty is rarely broken.
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- **Long Memory** – Dwarves remember past injustices and glories alike; they chronicle everything in stone or metal.
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- **Mountain-Born** – Accustomed to the subterranean and high-altitude world, dwarves excel in harsh terrains and can navigate underground realms with ease.
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### Subraces / Variants
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- **Mountain Dwarves** – The most traditional dwarves, known for strength, armor, and devotion to old customs. Found in Mimfjell and Dragabri.
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- **Hill Dwarves** – Surface-adapted dwarves who farm and trade, often acting as go-betweens for other peoples. Found in Falduhir and [[Stoffen]].
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- **Stonekin** – Reclusive mystic dwarves who have bonded with the stone itself, rumored to speak to the earth and live for centuries. Found in The Weald.
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- **Deep Dwarves** – Pale-skinned, secretive dwarves who dwell in the uncharted Deep Realms, often shunned by surface kin. Rarely seen in the open.
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### Customs and Culture
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- **Stonebinding** – A ritual in which a dwarf carves their name into stone, binding their spirit to their home or clanhold.
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- **Forge Festivals** – Annual celebrations where masterworks are revealed, songs are sung in stone halls, and clan rivalries are tested in contests of strength and skill.
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- **Ancestor Worship** – Dwarves revere their forebears, often keeping shrines or urns in family homes.
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- **Oaths and Honor** – Breaking a sworn oath is one of the gravest crimes in dwarven society; such acts are recorded in stone for all time.
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- **The Reckoning Song** – A tradition where wrongs and debts are sung aloud during council gatherings, and reparations are negotiated before all.
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### Languages Spoken
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- **[[Dwarvish]]** – A guttural, rhythmic language designed for echoing in tunnels, filled with compound words and runic script.
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- **[[Common]]** – Spoken by most surface-dwellers, though often tinged with thick accents and clan idioms.
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2. World Almanac/Species/Elves.md
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2. World Almanac/Species/Elves.md
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Elves are an ancient and enigmatic people, shaped by the ebb and flow of magic and time. Graceful, long-lived, and deeply attuned to the natural and arcane forces of the world, elves are often seen as aloof or distant—but their passion runs deep. Where a [[Humans|human]] life burns bright and brief, elven lives stretch across centuries, fostering careful thought, deliberate action, and enduring traditions.
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Elves were among the first peoples to resettle Baltun’ia after the fall of the Ancients, carving sanctuaries in the forests, oceans, and mountain glades. Though divided into subraces with distinct cultures, all elves share a reverence for beauty, a bond with the natural world, and an instinctual understanding of magic’s presence in all things.
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They are often viewed as keepers of ancient knowledge—mystics, archers, poets, and scholars who stand apart from the world even as they help shape it.
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### Regions
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- [[The Weald]] – Ancestral homeland of the Wood Elves, a vast, enchanted forest rarely seen by outsiders.
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- [[Verdant Isle]] – Home of the Sea Elves, a hidden archipelago of coral towers, tidal rituals, and underwater cities.
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- [[Jessergate]] – City-born High Elves dwell here in marble spires, pursuing arcane study and political influence.
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- [[Talaar Plains]] – Wildborn elves living in shifting forests and grasslands, embracing freedom and primal traditions.
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- [[Hindywildes]] – Isolated elven enclaves deep in swamp and mist, where ancient rites and druidic mysteries endure.
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### Names
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Elven names are lyrical and often carry meanings tied to nature, the stars, or past ancestors. Surnames are rare, but many elves identify with houses, groves, or lineages.
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- **Male**: Thalion, Aelorin, Caelthas, Elaran, Saevion
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- **Female**: Lirael, Sylvara, Amaranth, Velessia, Myrielle
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- **Lineage/House Names**: of the Sunleaf Glade, of House Nythalan, Winddancer, Starborn, from Aelarion
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### Traits
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- **Magical Affinity** – Elves are naturally gifted in the arcane arts, often learning magic as effortlessly as breathing.
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- **Longevity** – Their centuries-long lives give them perspective, but can make them slow to act or change.
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- **Keen Senses** – Elves possess heightened perception, capable of sensing danger, beauty, and magical presence.
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- **Ties to Nature** – All elves maintain a spiritual connection to the world’s natural or elemental forces.
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- **Elusive Culture** – Outsiders often find elven behavior difficult to read—elegant, inscrutable, and bound by subtle etiquette.
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### Subraces / Variants
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- **High Elves** – Scholars, spellweavers, and noble houses who prioritize arcane mastery and cultural refinement. Common in Jessergate.
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- **Wood Elves** – Forest dwellers who live in harmony with nature, excelling in archery, stealth, and druidic magic. Found in The Weald and Hindywildes.
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- **Sea Elves** – Aquatic and coastal elves who dwell in tide-carved cities and command the magic of the sea. Based in the Verdant Isle and scattered coastal enclaves.
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### Customs and Culture
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- **The Blooming Rite** – A coming-of-age ceremony in which young elves meditate for a full season, communing with the land and stars to discover their calling.
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- **Naming Songs** – Names are not given lightly; many elves receive their full name only after great personal insight or accomplishment.
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- **Seasons of Silence** – Some elves observe silent periods during personal reflection, artistic creation, or mourning.
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- **Star Festivals** – Celestial alignments are honored with music, dance, and ritual magic, celebrating elven connection to the cosmos.
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- **Art as Purpose** – Elves often pursue mastery of a craft—whether music, blades, spellcraft, or sculpture—not for fame, but to express eternal truths.
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### Languages Spoken
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- **[[Elvish]]** – A melodic and precise language woven with layered meanings; used in spellcraft, poetry, and diplomacy.
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- **[[Common]]** – Spoken widely, though elven speakers often infuse it with formalism and metaphor.
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2. World Almanac/Species/Feykin.md
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2. World Almanac/Species/Feykin.md
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Feykin are the strange-born children of the feywild and the mortal world—beings who walk in sunlight and moonlight both, shaped by dreams, trickery, and wild magic. Whether descended from ancient pacts, born of fey ancestry, or touched by a veil-thin crossing between worlds, feykin are rarely expected and never ordinary.
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To most, they appear humanoid but off—eyes too bright, voices that echo in dreams, emotions that shift with the wind. No two feykin are quite alike. Some are graceful and alluring; others eerie and unsettling. All possess an innate connection to the feywild: a place of beauty and danger, of laughter and madness.
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Feykin don’t form large societies. Instead, they appear in scattered communities, often alongside [[Elves|elves]], [[Gnomes|gnomes]], or [[Halflings|halflings]]. Some are born to fey parents; others awaken to their nature after a strange encounter. Though not inherently chaotic, feykin are instinctual, emotional, and unpredictable, forever straddling the border between reality and enchantment.
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### Regions
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**[[The Weald]]** – Hidden glades and twilight groves where the veil is thin and feykin walk in harmony with the land.
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**Hindywildes** – Mist-laced bogs and eerie villages where feykin live among halflings and swamp-dwelling gnomes, blending illusion with herbal craft.
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**[[Verdant Isle]]** – Tidal groves and moonlit shores where sea-bound feykin craft tide-magic and commune with selkies and dream-things.
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||||
**[[Jessergate]]** – In the city’s shadowy courts and illusion houses, some feykin rise as performers, spellwrights, or whispered advisors.
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### Names
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Feykin names often follow no tradition. Some are gifted by fey patrons, others pulled from moonlit visions, strange dreams, or forest winds.
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**Unisex**: Lira, Thist, Vervain, Nix, Oryn, Zeph, Eira, Thim, Caewen
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**Titles / Descriptors**: of the Hollow Branch, Moonkissed, Gleamskin, of No Footfalls, Thorn-Whisper, Bound-to-Twilight
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Feykin often adopt or discard names freely. A name may change with a mood, a pact, or a transformation.
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### Traits
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||||
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**Fey Ancestry** – Feykin are resistant to enchantment and charm, often seeing through illusions by instinct rather than training.
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**Touched by Magic** – Even those with no formal spellcasting often exhibit cantrips, wild surges, or strange dream-visions.
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**Emotional Instability** – Their moods can shift without warning, influencing not just their behavior but sometimes the environment itself.
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**Unpredictable Lives** – Some live for centuries, others vanish after only decades. Time and fate dance differently around feykin.
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**Beautiful or Unsettling** – Their features may be perfect, alien, shifting, or uncanny. Most mortals feel both drawn to and wary of them.
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||||
### Subraces / Variants
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**Twilight-Born Feykin** – Children of dusk and starlight, often associated with illusion, dreams, and moon-magic. Found in The Weald and Verdant Isle.
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**Tidebound Feykin** – Touched by sea spirits or selkie kin, these feykin speak to the tides and ride ocean storms. Common along the Verdant coast.
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**Mirekin** – Born in swamp or mist, they tend toward odd-colored skin, glowing eyes, and an affinity for decay, healing, and secrets. Found in the Hindywildes.
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||||
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||||
**Changeling Feykin** – Feykin whose forms shift with emotion or whim, sometimes involuntarily. These individuals may not even know their true shape.
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### Customs and Culture
|
||||
|
||||
**The Name-Shedding** – Some feykin discard names at major life moments to shed pain, identity, or history. Others collect names as trophies.
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|
||||
**The Unseelie Oath** – Among darker feykin, oaths sworn in shadow must never be broken—or dire consequences follow.
|
||||
|
||||
**Wyrd Festivals** – Celebrations held on solstices and eclipses, where feykin dance, vanish, and bargain with unseen entities.
|
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|
||||
**Glamourcraft** – Feykin often master illusion, not to deceive, but to express inner states—emotions, memories, or dreams worn like clothing.
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||||
**Dreamwalking** – Some feykin sleepwalk through the minds of others, unintentionally or with great purpose, leaving behind visions or riddles.
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||||
|
||||
### Languages Spoken
|
||||
|
||||
**Sylvan** – Native tongue of the feywild, rich in metaphor, tone, and layered intent. Some words are spells unto themselves.
|
||||
|
||||
**[[Common]]** – Spoken widely, though often with curious phrasing, poetic slant, or sudden non-sequiturs.
|
||||
|
||||
**[[Elvish]] or [[Gnomish]]** – Frequently learned by those raised among elves, gnomes, or in arcane circles.
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2. World Almanac/Species/Gnomes.md
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2. World Almanac/Species/Gnomes.md
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Gnomes are curious, inventive, and deeply attuned to the secrets of the natural and arcane worlds. Though small in stature, their minds are vast—filled with intricate ideas, layered stories, and boundless imagination. Whether tinkering with strange machines, conversing with forest spirits, or diving into ancient texts, gnomes are driven by a hunger to _understand_.
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Unlike [[Dwarves|dwarves]], who mine and shape the bones of the earth, or [[Elves|elves]], who preserve ancient truths, gnomes are **discoverers**—seeking new patterns, possibilities, and perspectives. Their creations may seem whimsical or chaotic to others, but are often based on a sophisticated internal logic few outside their kind can follow.
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||||
In Baltun’ia, most gnomes dwell in the **deep forests**, blending seamlessly with fey-touched glades and hidden groves. They rarely build kingdoms, but instead form tight-knit enclaves known as **rings**, where ideas are shared as readily as meals and dreams are given form.
|
||||
|
||||
### Regions
|
||||
|
||||
**[[The Weald]]** – The heartland of gnomish culture: dense woods filled with illusion, strange contraptions, and living architecture.
|
||||
|
||||
**Hindywildes** – Swamp gnomes share territory with [[Halflings|halflings]] and [[Feykin|feykin]], crafting herbal brews and curious bog-machines.
|
||||
|
||||
**[[Verdant Isle]]** – Home to a few coastal gnome colonies who specialize in aquatic magic and sea-bound clockworks.
|
||||
|
||||
**[[Jessergate]]** – Urban gnomes thrive as inventors, engineers, and illusionists, often running shops, laboratories, or arcane theaters.
|
||||
|
||||
**[[Stoffen]]** – A scattering of gnome families operate as traveling merchants, herbalists, or scholars in [[Humans|human]] towns and halfling villages.
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||||
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||||
### Names
|
||||
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||||
Gnomes love names—long, short, layered, and often changed over a lifetime. A gnome might have a birth name, a nickname, a guild title, and an honorary name earned for something ridiculous or brilliant.
|
||||
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||||
**Male**: Tovin, Bramble, Quibble, Wendell, Nox
|
||||
**Female**: Fizzla, Nyxi, Bellaryn, Trina, Moppet
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||||
**Common Surnames**: Sparkwhistle, Greenwhim, Underburrow, Glintwick, Bramblewhistle
|
||||
**Chosen Names/Titles**: Gearmaster Tink, Mossdaughter, Fog-Eyed Rinna, The Seventeen-Handed, “That Gnome with the Duck”
|
||||
|
||||
### Traits
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||||
|
||||
**Endlessly Curious** – Gnomes are driven by questions—about magic, mechanics, stories, or strange sounds in the dark.
|
||||
|
||||
**Innate Illusionists** – Many gnomes possess a natural gift for illusions, minor magic, or bending perception.
|
||||
|
||||
**Fey Affinity** – Long exposure to the feywild has left marks on gnome culture, granting them resilience against enchantments and a trickster’s mind.
|
||||
|
||||
**Inventive Minds** – Whether building, brewing, or botching, gnomes are always creating something new—sometimes even on purpose.
|
||||
|
||||
**Small, Not Fragile** – Despite their size, gnomes are quick on their feet, impossible to corner, and often tougher than they look.
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||||
|
||||
### Subraces / Variants
|
||||
|
||||
**Forest Gnomes** – The most common type in Baltun’ia, living in deep woods and thriving through illusion magic, herbalism, and animal kinship.
|
||||
|
||||
**Tinker Gnomes** – Urban or wandering gnomes obsessed with contraptions, clockwork, and arcane gadgets. Found in Jessergate and on the road.
|
||||
|
||||
**Bog Gnomes** – A regional variant living in the Hindywildes, these gnomes are masters of camouflage, fermentation, and mushroom alchemy.
|
||||
|
||||
### Customs and Culture
|
||||
|
||||
**The Idea Ring** – Gnome communities hold open forums where inventions are tested, stories are spun, and disagreements are resolved through elaborate, playful debate.
|
||||
|
||||
**Name Days** – Gnomes often adopt new names at turning points in life—marriage, a great invention, a major failure, or simply for fun.
|
||||
|
||||
**Feybargains** – Some gnome families maintain pacts or traditions tied to the feywild, leading to unusual abilities… and occasional trouble.
|
||||
|
||||
**The Grand Mishap** – An annual celebration where every gnome recounts their greatest failure, often acted out in dramatic fashion.
|
||||
|
||||
**Whim-and-Wards** – Homes are decorated with strange symbols and charms—half-art, half-magic—to invite creativity and ward off misfortune.
|
||||
|
||||
### Languages Spoken
|
||||
|
||||
**[[Gnomish]]** – A fast-paced, complex tongue full of compound words, musical tones, and layered double-meanings.
|
||||
|
||||
**[[Common]]** – Spoken fluently, often laced with metaphor, rhyming slang, or enthusiastic tangents.
|
||||
|
||||
**Sylvan** – Many gnomes also speak this fey language, especially those from the Weald or Hindywildes.
|
||||
65
2. World Almanac/Species/Half-Elves.md
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65
2. World Almanac/Species/Half-Elves.md
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|
|
@ -0,0 +1,65 @@
|
|||
Half-elves are the children of [[Elves|elves]] and other peoples—**not limited to [[Humans|humans]]**, but including [[Dwarves|dwarves]], [[Feykin|feykin]], [[Halflings|halflings]], and even more exotic ancestries. Their mixed blood grants them a rare blend of traits: the long memory and grace of their elven heritage, fused with the varied instincts, strengths, and drives of their other parentage. This has made half-elves into one of the most diverse and misunderstood groups in Baltun’ia.
|
||||
|
||||
Though rare, half-elves are not unknown. In cities, they often find positions as mediators, diplomats, or arcane scholars; in the wild, they may thrive as scouts, explorers, or mystics. But regardless of where they dwell, half-elves live with one foot in two worlds—and often feel fully at home in neither. This duality fosters a resilience, adaptability, and curiosity unmatched by most others.
|
||||
|
||||
Unlike other species, whose cultures are defined by bloodline or territory, half-elves form **individualistic identities**—shaped more by personal experience, parentage, and community than any single origin.
|
||||
|
||||
### Regions
|
||||
|
||||
**[[Jessergate]]** – A melting pot of scholars and traders, where many cityborn half-elves study the arcane or serve as cultural bridges.
|
||||
|
||||
**[[Talaar Plains]]** – Wanderers and scouts of mixed blood travel freely among nomadic clans, revered for their flexibility and intuition.
|
||||
|
||||
**[[Verdant Isle]]** – Feytouched half-elves born of sea elves and feykin, often displaying strange abilities and a deep connection to the tides and dreams.
|
||||
|
||||
**[[The Weald]]** – Wooded enclaves where half-elves raised among druids or forest spirits hone wild magic and ancient instincts.
|
||||
|
||||
**[[Stoffen]]** – Farmland towns where halfling-elf offspring quietly live among pastoral communities, often misunderstood but deeply rooted.
|
||||
|
||||
### Names
|
||||
|
||||
Half-elves often create or claim names that reflect their chosen identity rather than their lineage. Some draw from both cultures; others invent entirely new names as declarations of independence.
|
||||
|
||||
**Male**: Kaelen, Rurik, Dareth, Olym, Fenar
|
||||
**Female**: Seris, Nyra, Elira, Marn, Saphiel
|
||||
**Epithets / Surnames**: Branchborn, Embervein, Twofold, Veilwalker, Half-Whisper
|
||||
|
||||
### Traits
|
||||
|
||||
**Hybrid Legacy** – Half-elves inherit a blend of physical and magical traits, their precise abilities often unique to their bloodlines.
|
||||
**Longevity with Variance** – Most live longer than humans but shorter than elves; lifespan varies widely depending on their non-elven parent.
|
||||
**Cultural Chameleons** – Their adaptability lets them move fluidly between communities and cultures, often translating or arbitrating disputes.
|
||||
**Arcane Sensitivity** – Even if not overtly magical, many half-elves instinctively perceive magical forces, dreams, or ley disturbances.
|
||||
**Internal Divides** – Their mixed bloodline often leads to existential questioning—“Who am I?” becomes a journey, not a certainty.
|
||||
|
||||
### Subraces / Variants
|
||||
|
||||
**Cityborn Half-Elves** – Raised in multicultural hubs, these half-elves embrace education, ambition, and fluid identity. Often found in Jessergate and [[Weinmark]].
|
||||
|
||||
**Wildborn Half-Elves** – Raised in forests, plains, or wilderness, they blend instinct with awareness. Found in Talaar Plains and The Weald.
|
||||
|
||||
**Feytouched Half-Elves** – Descended from Sea Elves and feykin or other otherworldly beings, they often exhibit dreamlike perception or elemental affinity.
|
||||
|
||||
**Stoneblooded Half-Elves** – Rare offspring of elves and dwarves, known for inner strength, precise memory, and endurance. Found in [[Falduhir]] and [[Mimfjell]].
|
||||
|
||||
**Halfling-Kin Half-Elves** – Gentle and clever, these half-elves thrive in pastoral lands and make excellent mediators, gardeners, and lorekeepers.
|
||||
|
||||
### Customs and Culture
|
||||
|
||||
**The Choosing** – Many half-elves undergo a ritual or journey in adolescence to declare who they are—not by blood, but by belief and path.
|
||||
|
||||
**Memory Tokens** – It is common for half-elves to carry a physical object (a ring, feather, stone, or scrap of cloth) symbolizing a turning point in their identity.
|
||||
|
||||
**Shared Tongues** – Raised among many peoples, half-elves often speak multiple languages and act as translators or envoys.
|
||||
|
||||
**Bridgekeeping** – Some half-elves take on formal roles as cultural liaisons, helping other species communicate or resolve disputes.
|
||||
|
||||
**The Veil Rite** – Among some lineages, especially Feytouched or Stoneblooded, a meditative rite is performed at key life stages to honor both ancestral halves.
|
||||
|
||||
### Languages Spoken
|
||||
|
||||
**[[Common]]** – Nearly all half-elves speak it fluently, often with the influence of regional dialects and phrases from both parents.
|
||||
|
||||
**[[Elvish]]** – Spoken by most, though pronunciation and usage may differ based on upbringing and bloodline.
|
||||
|
||||
**Others** – Depending on heritage, half-elves may also speak [[Dwarvish]], Halfling, Feyspeech, or even tongues of the deep.
|
||||
64
2. World Almanac/Species/Halflings.md
Normal file
64
2. World Almanac/Species/Halflings.md
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
Halflings are a small but enduring people, known for their cleverness, community spirit, and uncanny ability to thrive in overlooked places. Often underestimated due to their stature, halflings possess a quiet resilience and a deep-rooted sense of balance with the world around them. They are not conquerors, but caretakers—navigating life through cooperation, adaptation, and wit rather than brute strength.
|
||||
|
||||
They tend to settle in regions that others pass by—river valleys, wooded hills, and fertile plains—and build tight-knit communities marked by hospitality, storytelling, and shared labor. Though some halflings remain rural, many have taken to travel, trade, and even urban life, becoming merchants, guides, performers, and chroniclers.
|
||||
|
||||
Halflings value the everyday wonders of life—friendship, laughter, good meals, and a warm hearth—but should not be mistaken for naive. Beneath their friendly demeanor lies an unshakeable will and an ancient wisdom born of living quietly through ages of turmoil.
|
||||
|
||||
### Regions
|
||||
|
||||
**[[Stoffen]]** – Vast pastoral communities and quiet hilltowns, where halflings live simple lives rich with folklore and community.
|
||||
|
||||
**[[Talaar Plains]]** – River Halflings traverse winding waterways in flatboats, trading goods and stories between nomadic peoples.
|
||||
|
||||
**Hindywildes** – Marsh villages where halflings live alongside fey and beasts, adept in herbalism and swamp lore.
|
||||
|
||||
**[[Jessergate]]** – Some halflings have risen as bankers, merchants, and diplomats in cosmopolitan cities, blending charm with sharp minds.
|
||||
|
||||
**[[Weinmark]]** – A heartland of fertile farms and open roads, where halflings often act as traders, innkeepers, and stewards of the land.
|
||||
|
||||
### Names
|
||||
|
||||
Halfling names are light on formality and often full of character. Most use given names and family names, though nicknames are common and may even replace birth names over time.
|
||||
|
||||
**Male**: Tobin, Milo, Rilbo, Joss, Bram
|
||||
**Female**: Marla, Tessa, Nilly, Brina, Cora
|
||||
**Family Names**: Goodbarrel, Underroot, Riverbend, Appleblossom, Hilltopple
|
||||
**Nicknames**: Nim, Twig, Patch, Latch, Pip, Whiskers
|
||||
|
||||
### Traits
|
||||
|
||||
**Subtle Resilience** – Halflings are harder to shake than they appear, shrugging off fear, danger, and despair with surprising strength.
|
||||
|
||||
**Lucky by Nature** – Their fortunes tend to tilt in their favor at just the right moment—whether by instinct or something stranger.
|
||||
|
||||
**Tight-Knit Bonds** – Halfling communities are built on deep trust, shared labor, and layered traditions passed down through generations.
|
||||
|
||||
**Invisible Presence** – Halflings have a knack for being overlooked, blending into crowds or slipping away when needed.
|
||||
|
||||
**Wanderlust & Wonder** – Though many settle peacefully, just as many halflings are drawn to travel, stories, and the mysteries of the wide world.
|
||||
|
||||
### Subraces / Variants
|
||||
|
||||
**Lightfoot Halflings** – Nimble, sociable, and quick-witted, Lightfoots are found in cities, river barges, and trade routes across Baltun’ia.
|
||||
|
||||
**Stout Halflings** – Hardier and more rural, these halflings live in hills and farmland, often forming long-standing homesteads and communities.
|
||||
|
||||
**River Halflings** – Unique to the Talaar Plains and Hindywilde, these halflings are boat-dwellers, herbalists, and wanderers with deep knowledge of flora, tides, and waterways.
|
||||
|
||||
### Customs and Culture
|
||||
|
||||
**The Long Table** – Meals are sacred; guests are fed without question, and a halfling's generosity is a point of great pride.
|
||||
|
||||
**The Hearthbook** – Many halfling homes keep a book of memories—recipes, family sayings, small histories—passed from one generation to the next.
|
||||
|
||||
**Festival of Lanterns** – A seasonal tradition where families float glowing lanterns down rivers or through fields to honor ancestors and share wishes for the future.
|
||||
|
||||
**The Great Recalling** – A ritualized storytelling event where elders retell community tales, often changing slightly with each generation.
|
||||
|
||||
**Shoeless by Choice** – Many halflings go barefoot as a point of tradition, comfort, and connection to the land.
|
||||
|
||||
### Languages Spoken
|
||||
|
||||
**Halfling** – A warm and expressive tongue, often rich with idioms, humor, and shared cultural nuance.
|
||||
|
||||
**[[Common]]** – Spoken fluently across the continent, though halflings often speak it with sing-song rhythm or rural turns of phrase.
|
||||
65
2. World Almanac/Species/Humans.md
Normal file
65
2. World Almanac/Species/Humans.md
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
|
||||
---
|
||||
|
||||
Humans are one of the most widespread and adaptable species in the world. Unlike the long-lived [[Elves|elves]] or the deeply rooted traditions of the [[Dwarves|dwarves]], humans are known for their ambition, versatility, and resilience. They have built sprawling cities, nomadic clans, and warrior societies across every type of terrain, from icy tundras to burning deserts. While some civilizations have thrived for centuries, others rise and fall within a generation.
|
||||
|
||||
Human societies vary greatly depending on geography, with cultures shaped by their environment and history. Some value honor and warfare, while others prioritize trade, scholarship, or survivalism.
|
||||
|
||||
Humans are the most recent species to evolve across Baltun'ia. Commonly though of as the equivalent of "rats", or unsavory vermin, throughout the realm. These feelings are beginning to wain as their habitation and spread throughout the land becomes more permanent every year.
|
||||
|
||||
|
||||
### Regions
|
||||
- [[Dragabri]] - Hardy miners, forge-masters, and warriors who endure the volcanic heat.
|
||||
- [[Falduhir]] - Highland clans and traders navigating the mountainous passes.
|
||||
- [[Hildywilde]] - Swamp-dwellers living in isolated villages, relying on boats and druidic traditions.
|
||||
- [[Ignmar]] - Desert wanderers and mountain dwellers, surviving on scarce resources.
|
||||
- [[Jessergate]] - Prosperous delta-dwellers, merchants, and sailors dominating trade routes.
|
||||
- [[Mimfjell]] - Rugged Northlanders surviving the frozen wastes, skilled in combat and endurance.
|
||||
- [[Southlands]] - Island-dwellers and seafarers who master oceanic trade and exploration.
|
||||
- [[Stoffen]] - Pastoral communities and agrarian societies spread across the plains.
|
||||
- [[Talaar Plains]] - Nomadic tribes following game migrations, skilled in mounted combat.
|
||||
- [[The Arids]] - Desert nomads and merchant caravans navigating the harsh dunes.
|
||||
- [[The Weald]] - Isolated mountain communities and survivalists mastering the wild terrain.
|
||||
- [[Weinmark]] - Large farming communities and burgeoning city-states at the crossroads of trade.
|
||||
- [[Westfront]] - Hardy tundra-dwellers and raiders who battle against the elements for survival.
|
||||
|
||||
### Names
|
||||
Human names vary by culture, but many follow these broad trends:
|
||||
|
||||
- **Northlander Names (Mimfjell, Falduhir, Westfront, Weald)**
|
||||
- Male: Bjorn, Eirik, Rurik, Halvar, Sten
|
||||
- Female: Ingrid, Astrid, Solveig, Freya, Sigrun
|
||||
- Surnames: Iceborn, Stormrider, Wolfbane, Fjordsson, Thundermane
|
||||
|
||||
- **Southern & Desert Names (Ignmar, Arids, Southlands, Hindywilde)**
|
||||
- Male: Jibran, Tariq, Rashid, Kasim, Fahim
|
||||
- Female: Amina, Safiya, Zahra, Yasira, Layla
|
||||
- Surnames: Al-Rashid, Bahar, Zaydan, Samara, Al-Nasir
|
||||
|
||||
- **Central & Plains Names (Weinmark, Talaar Plains, Stoffen, Jessergate)**
|
||||
- Male: Thomas, Willem, Aldric, Roderic, Edmund
|
||||
- Female: Eleanor, Giselle, Brigid, Marian, Livia
|
||||
- Surnames: Whitestone, Fairbrook, Greenfield, Easton, Alden
|
||||
|
||||
### Traits
|
||||
- **Adaptive Survivors** – Humans can thrive in almost any environment, from volcanic mountains to icy tundras.
|
||||
- **Ambitious & Driven** – Human societies expand rapidly, constantly seeking new lands, resources, and advancements.
|
||||
- **Diverse Cultures** – Unlike other races bound by ancestral traditions, humans form distinct cultures based on region and history.
|
||||
- **Fast Learners** – While not naturally gifted in magic or combat, humans make up for it with rapid learning and flexibility.
|
||||
- **Socially Dynamic** – They form kingdoms, guilds, mercenary companies, and religious orders that shape the world around them.
|
||||
|
||||
### Species Variants
|
||||
Humans have no direct "subspecies," but different **ethnic and cultural groups** shape their traits:
|
||||
- **Southerners** (Ignmar, Arids, Hindywilde, Southlands) – Desert nomads, island traders, and mystics who harness knowledge of the land.
|
||||
- **Nomads** (Talaar Plains, Stoffen, Jessergate) – Horse-riding clans, merchant-princes, and open-plain wanderers mastering speed and endurance.
|
||||
|
||||
#### Customs and Culture
|
||||
While human cultures vary widely, common customs emerge:
|
||||
- **Honoring Ancestors** – Many human groups keep oral histories, family crests, or sacred burial sites for their ancestors.
|
||||
- **Trial of Adulthood** – Some cultures require a coming-of-age test, such as surviving alone in the wilds, slaying a beast, or enduring a rite of passage.
|
||||
- **Feasting & Festivals** – Celebrations are a vital part of human life, marking the seasons, victories, or religious observances.
|
||||
- **Honor & Oaths** – Many humans place great value on sworn oaths, whether for knighthood, merchant contracts, or familial bonds.
|
||||
- **Trade & War** – Humans are both skilled merchants and fierce warriors, often forming empires, alliances, and rivalries.
|
||||
|
||||
#### Languages Spoken
|
||||
- [[Common]] - some regional dialects of common combine components of surrounding languages including [[Elvish]], [[Dwarvish]], and the like.
|
||||
9
2. World Almanac/Species/Species Index.md
Normal file
9
2. World Almanac/Species/Species Index.md
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
|
||||
- [[Humans]]
|
||||
- [[Automatons]]
|
||||
- [[Halflings]]
|
||||
- [[Elves]]
|
||||
- [[Halflings]]
|
||||
- [[Half-Elves]]
|
||||
- [[Gnomes]]
|
||||
- [[Dwarves]]
|
||||
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Reference in a new issue