Contents
The Land of Ghiyar......................................................................3 A Tumultuous History....................................................................3 The Technology of Today...............................................................4 Echoes of Conflict...........................................................................4 The Four Great Nations.................................................................4 Ghiyaran Calendar..........................................................................5 Days of Importance.........................................................................5 Races of the World........................................................................6 The Grand Variety...........................................................................6 Human Ethnic Groups Common in Ghiyar...............................6 Viakuran............................................................................................6 Nhogannish.......................................................................................6 Vymnan..............................................................................................6 Sheshi................................................................................................6 Zhekken.............................................................................................6 XaanLoan..........................................................................................7 Inthoseran.........................................................................................7 Chuuri................................................................................................7 Other Human Ethnic Groups........................................................7
Kastralese...........................................................................................8 ZhiShoan............................................................................................8 Neceralian..........................................................................................8
The Land Of Ghiyar
"The land wasn't always this terrible. Before The Establishing Wars, there was conflict in Ghiyar, but there was also culture, creation, and vitality in its people. Those qualities are gone, well not gone, but surely subdued.."--Boon Lamoral, Noghannish Bard.
A Tumultuous History
The continent of Ghiyar has always been shaped by conflict. From the early, barbaric skirmishes between Human clans and Orc tribes, to the greatest war in the land's history, The Claiming War, also known as the war that never ended. Nearly five hundred years ago, the continent of Ghiyar, less civilized than any of its counterparts, became the prize in a prodigious war between all major powers of the world. However, merely five nations were potent enough to war competitively for dominance over Ghiyar. The five nations were the Elven Imperial Alliance of the Southeast Isles, the Dwarven kingdom of Krune, the Gnomish Grand Clergy, the Human Council of True Breath, and the Human dictatorship of Inthor. For decades, the five nations warred, with none of them making progress that could help them triumph. Eventually, the five nations had unleashed so much destructive power on each other that all sides involved lost millions of soldiers, thousands of technologies, and immense monetary funds. After seventy-two years of conflict, the five nations became so infuriated by their lack of victory that they agreed to create a treaty that would allow them to postpone the war for five hundred years, allowing them all to prepare weaponry and strategems. With the war postponed, life in Ghiyar limped back into prominence. The settlers left behind by the five nations had varied fates, unlike the furious natives, who united to drive any vestiges of the five nations away. The Elven settlers were quickly murdered by Human clans, as were the Dwarven colonists. The Gnomish colonists survived for a while, but were annihilated by a Hobgoblin army in short enough time. However, the most desirable fates were those of the two Human ethnic groups introduced to the continent. The Inthoseran Humans from Inthor were accepted by the people of Ghiyar's newly-created cities quickly and with only minimal complaint. While their integration was not as rapid as that of the Inthoseran colonists, the Chuur of True Breath slowly became common in Ghiyar's more metropolitan areas.
Over the four hundred ninety-seven years that have passed since the temporizing of The Claiming War, life, technology, and culture has flourished on Ghiyar. The Humans who once lived in violent clans have largely abandoned their old ways, and the continent's cities have become incredibly advanced. For centuries, the emotion of Ghiyar's general populace has been optimism. That, of course, all changed when it was remembered by the governments of Ghiyar that The Claiming War had only been postponed, not ended. Only war preperations are important to the governments of the continent, so economic and social benefits have vanished as rapidly as happiness and contentment. With social norms flung into the void, factories employ children to manufacture weaponry, mine for the components of flash bombs, and--
-- sew uniforms for soldiers. The streets of Ghiyar's cities, once pristine and full of vitality, are now haunted by the only folk foolish enough to walk alone, and those wise enough to speak to no one outside of their cluster.
Madmen and beggars whisper of a mystical haven, free from worry, and even nobles listen to these foolish dreams, for life in Ghiyar is miserable.
The Technology Of Today
In modern Ghiyar life may be more a duty than a pleasure, but it cannot be denied that the marvelous technologies developed by inventors on the continent have made much of life easier. The most prominent innovations are the mechanical scribe (a writing machine), machinery used in factories to create new products more easily, the mechanical stallion (a wheeled form of transportation), firearms (the most powerful weapon an ordinary person could carry), and the sometimes-maligned medical treatment commonly called the shakeline.
Echoes Of Conflict
The effects of The Claiming war on Ghiyaran civilization are great. The ancient prjudices and odiums of five centuries ago are still remembered by Ghiyar's people, who are mostly Human, with Orcs and Goblinoids living as shunned peoples in Ghiyar's wild regions. Elves, Halflings, Dwarves, and any other humanoids uncommon on Ghiyar are cursed by common folk, referred to as "the evil folk of old". These archaic divides are prevelant among even kind communities of Humans. It is thus both dangerous and difficult to be a humanoid (other than an Orc, Human, or demihuman) in Ghiyar.
The Four Great Nations
No scholar of Ghiyaran governments, and no reasonable native of Ghiyar, would ever argue that any nations other than the four most prominent on Ghiyar are of any importance, even those who live in the smaller (and lesser-known) nations themselves. The four nations, along with their capitols and a brief description of their nature, are presented below.
The Unified Theocratic Republics of Vhae
Comprised of seventeen provinces governed by priest-politicians who worship the god known as The Caregiver, The United Theocratic Republics of Vhae are ruled by a council of seventeen clerical representatives who live in the capital city of Vhegeneda, but work on the behalf of their native provinces. Life in the Republics is fairly bearable when compared to life in the other major nations of Ghiyar, but the majority of the country's inhabitants live in poverty. Despite its rigid theocratic structure, the nation's laws and customs are greatly affected by the eight most powerful noble houses of Vhegeneda, which are not subject to clerical review. The basic statutes of the country's legal system are based on the one law that takes precedence above all others: Thou shalt worship The Caregiver. Showing reverence to any deity other than The Caregiver is forbidden in the Republics, and those found guilty of worshipping a deity other than The Caregiver are sentenced to decades in prison, and sometimes to execution.
Saghriyar
Founded by Nhogannish druids shortly after The Claiming War, Saghriyar is a country ruled by druidic enclaves that only defer to the central government (made up of law scholars and bureaucrats that attend to legal matters and foreign policy) under dire circumstances. Most regions under Saghriyaran control are controlled by a few druid-oligarchs who govern as they see fit. The country's decentralized, somewhat chaotic system of governance has led to political and social turmoil in the troubled modern times. All religons are welcome to create temples and churches in Saghriyar, but only the Old Faith, Druidism that is, attracts a significant number of adherents. The standard of living in Saghriyar is extremely low, nearly 90% of its populace is made up of subsistence farmers who spend their lives growing food for their communities, earning minimal amounts of money for their work. Most people in Saghriyar own only one set of clothing, likely handmade, and eat a maximum of two meals per day. In contrast, the most wealthy Saghriyaran citizens live like lords, but without attending to any lordly duties.
Tryvyzym
A Goblinoid nation of great military might, Tryvyzym has endured for longer than any of the other major four nations, as its founding predates The Claiming War. It is ruled by an absolute dictator who reigns for life, and no dissent is tolerated. Everything in Tryvyzymian life is regimented, from its harsh intolerance of any religon other than Allochrism to its mandatory military service of at least three years that is required of every able-bodied citizen. Tryvyzym's armies are the largest and best-trained in Ghiyar, and each is devoted to one of the 99 Metallic Spirits worshiped by followers of Allochrism. As a result of its military power, Tryvyzym is rarely attacked by other nations, and has never been significantly degraded by any. The standard of living in Tryvyzym is low in most areas, but extremely high in the capital of Hilden, located in the dusty barrens that lie behind the Copperlight Mountains. The current dictator of Tryvyzym, Razyshi Yttikar, has recently prevented any outsiders from entering Tryvyzym's boarders, citing security concerns, a phenomenon that has worried scholars of war, who say that the country may be preparing to conquer again.
UumVexNyo
The kleptocracy of UumVexNyo was founded by pragmatic XaanLoan nobles who survived The Claiming War. When the calamitous battles finally subsided, four lords arose from the ashen ruins of XaanLoan civilization and rebuilt their great city of VinSaai, which was a place of culture and wealth, and created a new government, based on enriching their families and themselves, often at the expense of their subjects. The standard of living in UumVexNyo, archetypal of a kleptocracy, is punishingly low. The average citizen of UumVexNyo eats a meager one meal per day, owns one change of clothing, and lives in a crowded, communal house. The country's factories are productive, but only because of child labor, and it is able to create an impressive number of textiles and weapons. Surprisingly, UumVexNyo has strict policies against excessive exporting of its products, which are deemed "essential to national needs". Instead, it sells gemstones and metals mined in the GomFaar Mountains to increse its wealth. Many religons are followed in the country, but to most common is YyrMuuLaism, which features a tight pantheon of deities.
Ghiyaran Calendar
Created by the first council of wizards nearly two thousand years ago, the "Ghiyaran Calendar" is actually Inthoran in origin, and was brought to Ghiyar during the Claiming War
Understanding the Wizard-Council Calendar: The world of Lhaervyn, one which the continent of Ghiyar is found, has one moon, named Unera by ancient Inthorans, which orbits the slightly smaller than Earth-sized planet. Unera shines a vibrant purple-grey in the sky. Unlike Earth's moon, it is covered with lakes and rivers of toxic iodine compounds, and is dotted with majestic crags that can be seen from Lhaervyn. Unera has a lunar cycle that is similar, but not identical to that of Earth's moon, and has a near-identical effect on the tide. The calendar designed by the ancient wizard council has 380 days, 9 months, and 5-day weeks. Not all months have an equal number of five day weeks.
Months of the Year
Red Snows: 20 days (four 5-day weeks)
Blistered Spears: 40 days (eight 5-day weeks)
Mudwell: 40 days (eight 5-day weeks)
Trueblossom: 20 days (four 5-day weeks)
Dragonbirthing: 40 days (eight 5-day weeks)
Oracle's Apex: 40 days (eight 5-day weeks)
Apex of Divinity: 80 days (sixteen 5-day weeks)
The Renewal: 80 days (sixteen 5-day weeks)
Starmount: 20 days (four 5-day weeks)
Days of the Week
Firstday (1st day of the week)
Simuva (2nd day of the week)
Trelm (3rd day of the week)
Oleroth (4th day of the week)
Nethysmelther (5th day of the week)
The Current Year
1720 F.C.
(F.C. represents the founding of the first wizard council.)
Days of Importance
Newblood Festival (1st of Red Snows:) A celebration of the newborn year that occurs on the first day of Red Snows. It features feasts, dancing, and ceremony conducted by the moon or season deity of the region.
The Travelstar's Passing (7th of Red Snows, but only once every 32 years:) A comet known as "The Travelstar" passes over Lhaervyn's skies once every 32 years. A striking green, its appearance is marked by a harvest festival of grand proportions.
Anniversary of the End of the Claiming War (22nd of Blistered Spears ) The end of the Claiming War is commemorated by the people of Ghiyar every year. No celebrations accompany the anniversary.
Rootrising (13th of Mudwell ) This holiday is marked by subdued celebration, as it was created to honor a rather obscure (and no longer worshiped) nature goddess.
Wizard Council Calendar
Month | Name | Days | Holidays |
---|---|---|---|
1st | Red Snows | 20 | Newblood Festival (1st), Travelstar's Passing (7th, but only once every 32 years) |
2nd | Blistered Spears | 40 | Anniversary of the End of the Claiming War (22nd) |
3rd | Mudwell | 40 | Rootrising (13th) |
4th | Trueblossom | 20 | Faeriecrossing (3rd, but only once every 7 years), The Flourishing Festival (10th) |
5th | Dragonbirthing | 40 | Sanctuary (34th) |
6th | Oracle's Apex | 40 | Diviner's Day (30th) |
7th | Apex of Divinity | 80 | None |
8th | The Renewal | 80 | Rebirth (76th) |
9th | Starmount | 20 | None |
Faericrossing (3rd of Trueblossom, but only once every 7 years:) Once every seven years, the boundaries between the Prime Material Plane and the Feywild weaken, allowing Fey creatures to cavort through the mortal realm for one day. Folk respond to this in varied ways, but most dread the holiday.
The Flourishing Festival (10th of Trueblossom:) This day-long festival is marked by feasting and raucous celebration. It celebrates the season friednliest to plant life.
Sanctuary (34th of Dragonbirthing:) Celebrated only by worshipers of The Caregiver, this holiday features feasting, prayer, and the welcoming of pious strangers into one's home.
Diviner's Day (30th of Oracle's Apex:) Celebrated only by mages, Diviner's Day is when those who practice Divination magic spend an entire day scrying and contacting the extraplanar.
Rebirth (76th of The Renewal:) The holiday of Rebirth celebrates the end of the Autumnal cycle, and is recognized by most.
Races of the World
"Ah variety-- it's the spice of life. In all my travels I've enjoyed nothing more than discovering which sentient beings inhabit the world I'm visiting. All those different souls... I just want to corrupt every single one!"--Ynuska the Succubus.
The Grand Variety
Countless humanoid beings exist on countless planes, providing an endless variety of life's glorious manifestation. Listed below are the most common and well known humanoid groups that exist on the world of Lhaervyn, home to Ghiyar and many other lands. First listed are a variety of Human ethnicities, but certainly not all of them, that exist on Lhaervyn. Those common in Ghiyar are given their own section, as are those considered foreigners by Ghiyarans.
Human Ethnic Groups Common In Ghiyar
Many Human ethnic groups are native to Ghiyar, and others traveled to the continent and settled there. Described here are eight Human ethnic groups common in Ghiyar.
Viakuran
Vy-uh-ker-En
Fair-skinned and blonde, the Viakur were once the most numerous of the nomadic steppes tribes who warred in the mountains long before greater Ghiyar was settled. Over the centuries, the tribes of antiquity morphed into noble houses that remain powerful still. The ancient Viakuran deities once revered have long been forgotten, as much of Viakur tradition was abandoned after the semi-successful colonization of Northern Ghiyar. Curiously, the Viakur are the only Human ethnic group native to Ghiyar in which blue eye color is common.
Viakuran Names: (Male) Amrest, Bjarrik, Dorn, Doffen, Medrikh, Yorlan; (Female) Anova, Bouna, Deshina, Famavielle, Omje, Myrjon, Yggane; (Surnames) Tendal, Mjar, Borith, Darnev, Mythoag, Yerrin.
Nhogannish
No-gannish
In the days before Northern Ghiyar's colonization, the Nhogan clans skirmished with those of the Viakur, and among themselves. Nhogannish Humans are characterized by their red hair, brown or green eyes, and fair skin. When Ghiyar was fought over, the Nhogan clans were enslaved by desperate Viakuran nobles, and remained slaves for three centuries after the postponing of The Claiming War before they were freed. Nhogannish naming conventions do not differentiate between male and female names, applying the same to both men and women.
Noghannish Names: (Names) Arravil, Boon, Farliam, Gurney, Manon, Vwendil, Yeemas; (Surnames) Owyn, Ronag, Seshir, Kara, Lamoral, Zynneth.
Vymnan
Vim-nan
For thousands of years before Ghiyar's colonization, the Vymn inhabited the extreme northwest portion of the continent. They were shielded from others by the mountains for millennia before the events of Ghiyar's colonization, rendering them defenseless to the violence that fell upon them soon after The Establishing Wars. Nearly wiped out during the Genocides of 1203, the Vymn fled their ancestral homeland in splintered tribes, hid for decades, and then completely integrated themselves into the continent's newfound cities. Over the centuries, the Vymn have become a large ethnic group in Northern Ghiyar's cities. Vymnan Humans are short of stature, and have fair skin, raven-black hair, and dark eyes.
Vymnan Names: (Male) Nikolain, Vohkitri, Ametisliv, Ratimir, Velitok, Dogrobov; (Female) Dashi, Ekta, Magdai, Raisaza, Soziya, Tatyila, Verna, Zari; (Surnames) Yachirslovit, Vharitovik, Kovimovli, Natishov, Togrodob, Zodislev.
Sheshi
Shesh-Ee
The dominant Human ethnicity in Central Ghiyar before the continent's colonization, Sheshi Humans lived in grandiloquent communities for centuries before the arrival of the first colonizers of Ghiyar. During The Establishing Wars, the Sheshi were enslaved by the Elven invaders from the extreme southwest isles near the South Pole. Due to this ancient wrong committed against them, most Sheshi families tell their children frightful tales about Elven evil, and teach them to despise Elves. Sheshi Humans are taller on average than most other humans. They have tawny skin, blonde or brown hair, and brown or green eyes.
Sheshi Names: (Male) Avan, Bokor, Certh, Ferrog, Eramor, Hurd; (Female) Aleira, Betha, Ern, Fougin, Marill, Voili; (Surnames) Dinroster, Fenwollen, Golrith, Hikentarver, Shamabaster.
Zhekken
Jek-In
Golden-skinned and brown-eyed, the dark-haired Zhekken have lived in Southern Ghiyar's salt swamps for thousands of years. Mostly unaffected by The Establishing Wars, the Zhekken kingdoms have matured almost independently from the rest of the continent, developing strange magics and technologies. During the wars of old, the Zhekken utilized their magic to repel invaders, and they possess those secrets still. The kingdoms of the Zhekken are each centered around a powerful, god-like entity revered by the kingdom's people. These entities vary wildly, and could be anything from a Demon to a Naga. Generations of exposure to the viruses carried by the insects of the salt swamps have rendered Humans of Zhekken descent almost immune to multitudinous diseases of the swamps. Although all Zhekken Humans in a single kingdom may share a verbal surname, each family has its own unique tattoo pattern that family members have inscribed onto their skin at age 13. This is to differentiate between families without the use of surnames.
Zhekken Names: (Male) Ard, Bu, Feen, Di, Gu; (Female) Chu, Cha, Zhu, Zhi, Jen; (surnames) the name of the entity worshiped by the individual's parents.
XaanLoan
Xon-low
Although XaanLoan Humans came to Ghiyar long after the other native Human ethnic groups, they arrived on the continent nearly six hundred years before the colonists of The Claiming War. The XaanLo are the descendants of immigrants from the central eastern portion of the continent of TekiShaare, and have become a unique ethnic group in Southwestern Ghiyar. When The Claiming War began, the Dwarven hordes from Krune massacred the inhabitants of the small villages of XaanLoan Humans in the mountainous countryside. Over 47% of the XaanLoans were killed by the ruthlesss Dwarven armies in the wars before the Dwarveswere driven out . An animosity towards Dwarvenkind is thus common among the XaanLo. XaanLoan Humans have tan-bronze skin, dark eyes, and dark hair.
XaanLoan Names: (Male) BaamRu, DeNaam, FoTaal, HokSaar, TunSumRoon, XimFaar; (Female) AanSo, ChunSu, DinPaar, InLoom, LaarNu, ZhonSaan; (Surnames) AanBokMaar, DuSenXi, ImNoLaar, ZanOmNu.
Inthoseran
Intho-sare-in
During the Claiming War, countless Inthoseran soldiers from the island states of Inthor fought in battles across the continent of Ghiyar. When the war was temporized, the surviving soldiers and their families made peace with the natives of Ghiyar, and settled among other Humans in cities and towns. Like all Humans with Inthorese ancestry, Inthoserans have distinctive white or gray hair that, unlike the hair of other Humans, doesen't change in color with age. Inthoseran Humans have tan-olive skin and blue or brown eyes. Inthoseran names are trisyllabic and usually begin and end with a vowel.
Inthoseran Names: (Male) Arroa, Anthoa, Aurio, Imroa, Otharu, Urulau; (Female) Ennari, Erthia, Enerva, Inthuli, Imara, Ukuri; (Surnames) Anako, Avari, Endero, Unari, Onoma, Elanai.
Chuuri
Cherr-ee
Dark-skinned, with brown hair and eyes, Chuuri Humans settled Ghiyar after The Claiming War. The Chuuri colonists of long ago hailed from the country of K'nahi'li, often referred to by others as True Breath (its translation). Chuuri born in Ghiyar are rarely taught the traditions or religon of their ancestral homeland, and are thus equally ill-equipped to understand the complex Chuuri language, Ji'Lohi, or the ancient Chuuri pantheon, the Ni'kor'lamai'onisha (five whispers of truth). Over time, Chuuri culture on Ghiyar has developed into a unique , new culture, separate from its progenitor. Chuuri names are lengthy, and surnames can be up to seventeen syllables long.
Chuuri Names: (Male) Ami'han'rik'mu, Cha'nahi'ono, Nav'mat'losaki, Humi'losho'ikuma; (Female) Ala'noho'alo, Amahi'ji'lon, B'tami'noki'anashu, Kahur'mei'itan; (Surnames) Imask'nolek'batari'ma, Janiho'luni'mokono'isha' zakaratani, Muniritiju'solashanari'omek'ganikotigomar.
Other Human Ethnic Groups
A multitude of Human ethnicities exist, including dozens rarely found in Ghiyar. Listed below are three large ethnic groups commonly found in other regions of the world.
Inthoserans and Chuuri
The previously mentioned Inthoserans and Chuuri, although numerous in certain places beyond Ghiyar, are not included in the listed ethnicities below, as they have already been given detail in the passage that precedes this one.
Unfamiliar with the Common tongue:
Members of the Human ethnicities below are almost always strangers to Ghiyar, and may not even speak the Common tongue. If you choose to play as a foreigner from a land other than Ghiyar, you know the language of your homeland instead of Common, and must choose Common as your second language if you wish to speak it.
Kastralese
Kast-struh-leez
The dominant Human ethnic group on the wasteland continent of Ijinras, Kastralese Humans have spread from the edges of their homeland to the center, ridding Ijinras of monstrous threats throughout their travels. Kastralese Humans have dark amber skin, auburn or brown hair, and dark eyes. Their native tongue, now spoken throughout Ijinras, is the guttural Arajag, a language full of crackling, fiery sounds.
Kastralese Names: (Male) Ajikagur, Kralikaj, Furjikit, Kagijirik; (Female) Jikari, Jazha, Jurikiji, Hukarkija, Ammortenthu, Gariju; (Surnames) Ravirkaj, Muljokariju, Benvalij, Zhokijira.
ZhiShoan
Jee-sho-in
The dominant Human ethnic group on the continent of TekiShaare, ZhiShoan Humans occupy a stretch of land on TekiShaare that runs from the southern jungle plateaus to the hinterland forests of the north. Almost all of the many plutocratic republics of TekiShaare are ruled by ZhiShoan nobles, and most of trade is controlled by ZhiShoan merchants. Even most commoners are of ZhiShoan descent. ZhiShoan Humans have tan, coppery skin, dark hair, and dark eyes. The ZhiShoan language is a flowing tongue called SaamNaar.
ZhiShoan Names: (Male) AamVin, AakBei, EemRaal, GaanSho, ZhaMek; (Female) SaanMei, AzhiNu, ShinMaar, KinLaam, LanSeiNu; (Surnames) EvorTaal, MendiLaan, GoshuBeen, AvakSaar, TanSuul.
Neceralian
Ness-er-ol-ee-in
The dominant Human ethnic group on the barren striplands above Ijinras, Neceralian Humans are infamous for their culture of cannibalism. Descended from primordially ancient Vymnan immigrants, the Neceralians have developed a rich culture that, incidentally, includes cannibalism as a component. Prisoners, nonhumans, and enemies are consumed by Neceralians regularly. Despite their frightening, anthropophagitic societal norms, the Neceralian people have a verdant culture of politeness and decorum, one that teaches them to refrain from consuming humanoid flesh in the company of those who find the activity abberant. Neceralians have fair skin, brown or black hair, and dark eyes. The language of the Neceralians is a tongue called Necerith.
Neceralian Names: (Male) Avarik, Chevoslik, Haritov, Golerai; (Female) Annika, Hamestra, Vetorika, Anisloka, Namarika; (Surnames) Emerrev, Galtikovich, Surkitovu, Zeneshkya.
Nonhuman Races
Due to the ancient rifts caused by The Claiming War, few nonhumans that aren't native to Ghiyar can be found on the continent. On Ghiyar, anyone who isn't a Human is considered odd, and anyone who isn't a Tiefling, Aasimar, Orc, or Goblinoid is legendarily so. Perhaps amplifying this divide, the nonhumans of the world are somewhat alien in appearance when compared to Humans. Details on the nonhuman races of import can be found below.
Dwarves
Born of rock and rune, the bellicose Dwarves have waged war on the other peoples of the world for millennia. Created by Fire Giant metallurgist-alchemists in an ancient era, the first Dwarves were born to combat others on behalf of their creators. Although the Dwarves were eventually freed from Giant influence, their combative culture persisted in its endless warring. The culture of the Dwarves is still focused on war, and with conquest as a holy edict, few can resist a Dwarven offense.
Hill Dwarves
Earthen-skinned and brass-haired, Hill Dwarves are the common Dwarven people, forced to battle for their Mountain Dwarf superiors for both conquest and amusement. Subjugated by the Mountain Dwarves since their race's creation, no Hill Dwarf would dare to defy a Mountain Dwarf, and would never dream of revolting.
Mountain Dwarves
The ruling class of the Dwarves, Mountain Dwarves are the gray-skinned, silver-haired Dwarven nobles that rule the kingdoms of Krune. Mountain Dwarves are obsessed with warfare, and devote almost all of their time to military pursuits. For amusement, Mountain Dwarf nobles force Hill Dwarves to fight each other until death. Hated by most, even a virtuous Mountain Dwarf would be imprisoned or attacked if they left their Dwarven lands.
Deep Dwarves (Duergar)
No cohesive Duergar communities can be found in this world. However, small tribes still exist. Duergar have unnaturally pale skin, silver hair, and piercing red eyes.
Elves
A people of primordial potency, the majestic Elves have long lived in the extremely cold regions near the planet's southern pole. The Elves are, surprisingly, not innately resistant to the frigid climes of their ancestral homeland, as they have always relied on magic for protection. To be an Elf is to be a member of a race born of pure, uncorrupted arcane energy. Although often associated with the faerie realms, and said to posess 'fey ancestry' the Elven abilities thought to have been derived from a fey bloodline were present in the Elven peoples long before their first sojourns into the extraplanar.
High Elves
High Elves, with skin tones that range from sapphire to sky-blue, have fiery red hair and blue or red eyes. Traditionally, most High Elves have practiced bardic magic, and have passed their culture's ancient songs and artistic techniques down to the newest generation whenever one arises. Before The Claiming War, High Elves traveled across the world to perform and learn from artists wherever they traveled. This is no longer an effortless endeavor, as most High Elves that leave their homeland are harrased by people from the place they visit. Despite the difficulties that followed The Claiming War, High Elven culture remains vibrantly vivacious, and is certainly the most friendly of the Elven cultures.
Wood Elves
Rapaciously militaristic, Wood Elf society is centered around the destruction of any and every enterprise or settlement not created by Wood Elves. Though not nearly as terrible as the Drow, Wood Elf governments are capable of horrific atrocities that have, for centuries, been used as a tool to control the populace. Before The Claiming War, Wood Elves lived in small druidic tribes of relatively low magical or technological prowess. Then, when The Claiming War began, the Wood Elves were enslaved by the Drow to fight in their armies. After the Claiming War was temporized, the Wood Elves were freed, but never again were they going to let themselves be subjugated. Instead, they would subjugate all others. Wood Elves have verdant green skin.
Deep Elves (Drow)
In primordial times, a group of peaceful Elves known as the Drow were nearly annihilated by their High Elf masters. To prevent their culture from dying, the Drow fled into the bowels of the planet. Once deep underground, the Drow created a simple settlement known as Lhaern'vo, a word that means 'central' in the Elven tongue. For a while, the Drow were content to gather food, grow the few mushrooms they could, and hunt bats and cave fish for sustenance. However, the Drow hungered for revenge, and were willing to pray to abberant entities for aid. The one entity that answered their call was a Voidling goddess of erasure that the Drow named Elrakris. The Drow, twisted by their worship of her, developed a bloodthirsty society that rules still. Due to having spent eons in The Underdark, the Drow have lost all pigmentation.
Eladrin
Long ago, a group of High Elves traveled to The Feywild, and found themselves trapped there. The strange magic of the faerie realm warped their bodies, transforming them into champions of the seasonal cycle. Eventually, the Eladrin, now barely recognizable as Elves, returned to the Material Plane. In the current time, Eladrin are still scarce, but exist on the Material Plane in small enclaves. The Eladrin revere the lords and ladies of the fey as deities, and have forgotten the ancient Elven gods they once worshiped.
Shadar-Kai
Only a slow, terrifying death awaits those who venture to far into The Shadowfell. Such is the fate of all but one group of defiers, the Shadar-Kai. Born of ancient Elves who worshiped the dread lords and ladies of The Shadowfell's dark prisons, the Shadar-Kai were blessed, or some say cursed, by the vampiric patrons they so adored with the ability to withstand The Shadowfell's draining atmosphere. Shadar-Kai are vampire-worshippers who are only occasionally allowed to journey to the Material Plane. They have drab, light gray skin, black hair, and inky eyes that lack any visible pupil or sclera.
Sea Elves (Yss'ku)
Yss'ku are the result of a failed Drow experiment to create the perfect soldiers for The Claiming War. Pale-skinned and largely free of pigmentation, the Yss'ku (who are descended from Drow) have large, webbed hands, and live on the fringes of Elven society.
Halflings
Ignored, enslaved, tolerated, and simply forgotten throughout the eras of the world, the unambitious Halflings, or as they refer to themselves, the Hinarkin of the world have been an unthreatening fixture since their race's inception. Few view Halflings as dangerous, so they are among the few nonhumans that are accepted as fairly normal by Humans on Ghiyar.
Lightfoot Halflings
The most common Halflings, Lightfoot Halflings once permeated the world in small community clusters. Quiet worshipers of their patron goddess Ambilya, Lightfoot Halflings lived in harmony with nearly all other races until the events of The Claiming War, after which they were stigmatized as langorous among some and evil among others. Today, Lightfoot Halflings travel in small bands of four to seven families, which function as a community and support group. Lightfoot Halflings have tawny skin, red or brown hair, and green eyes.
Stout Halflings
Far less common than Lightfoot halflings, Stouts look almost identical to Lightfoot Halflings, but are more muscular, and tend to have blue, rather than green, eyes. Stouts can be found travling with Lightfoot bands, and few (even among Halflings) bother to make the distinction between Lightfoot and Stout Halflings.
Variant Rule: Trusted Steed
As Halflings are nomadic travelers, a Halfling adventurer surely has a steed of some sort that they have traveled with since their childhood. When you create your Halfling character, you can choose to start play with one of the following steeds: mastiff, wolf, giant wolf spider, giant fox (wolf statistics), or any other beast of CR 1/4 or lower that lacks a fly speed. Your steed can't attack in combat, and you can't command it to attack for any reason. In exchange for receiving a steed, you must forfeit your right to either one weapon from your starting equipment or 20 gp from your starting wealth.
Note: Why Bother With Steeds?
Although the loss of a weapon (which leaves members of the Wizard class weaponless) or the loss of 20 gp from your starting wealth may seem like a high price to pay in exchange for a steed, Halfling characters can recieve exotic steeds (including those that have swim speeds) for a minor equipment penalty. In any circumstance, players of Halfling characters should choose to gain a steed unless it would conflict with their character concept.
Aasimar
Born of the blessed union between a humanoid and a celestial, the conception of an Aasimar child is a holy and alien experience. When a celestial touches the soul of a humanoid, it can draw upon the energy of The Positive Plane to create a soul that is both celestial and mortal, a hybrid essence that infuses every Aasimar with divine radiance. Aasimar are not born in the common sense of the word, they are crafted by their divine parent-- forged out of energy from a higher dimension. An Aasimar's divine inheritance is evident from birth, as all Aasimar possess unearthly beauty and a potent guiding conscience, both of which shape their lives considerably. Most Aasimar rise to prominent positions in society, and are expected to serve in them without complaint or regret. Expectations are high when you are an Aasmiar, but so is your fortune, for almost everyone can accept an Aasimar among them, and few would reject one. Throughout history, Aasimar have been hailed as savant and prophets, and many common folk think that all Aasimar are destined to be as great as those heroes of yore.
A Rare Sight
Few people have ever seen an Aasimar, and even fewer have spoken to one, so a multitude of myths about them exist. Some of these legends are utterly ridiculous, but are still believed by commoners. These myths include (but are not limited to) the following: "Aasimar can see into your soul, if--
--one looks at you, it's trying to see your past", "Aasimar can heal any disease with their touch", and "Aasimar vaporize the fiendish wherever they walk, if you want get rid of a Tiefling, just ask an Aasimar to walk near them".
Aasimar in Ghiyar
Although they are accepted in every major community in Ghiyar, one nation is particularly accomodating to Aasimar, The United Theocratic Republics of Vhae. In The Republics, Aasimar are thought of as "children of The Caregiver", and are hailed as holy savants sent by the patron god of the nation. Citizens of The Republics are legally required to allow Aasimar to stay in their home, free of charge, for as long as they like, and anyone honored by an Aasimar's presence is marked as "a blessed one", which can be greatly beneficial in the country's major cities.
Divine Mutability
Aasimar can manifest visible changes that depend on their mood and moral nature. When an Aasimar feels intense emotion, illusory effects that reflect their feelings instantaneously appear near them. A moment of great joy might cause an Aasimar to produce a flock of incorporeal birds that sing, spiral, and then disappear, while a moment of anger could create an different effect. These illusions are always harmless, and have no mechanical effect. An Aasimar's moral nature also affects it, and determines which Aasimar subrace it belongs to.
Tieflings
When a fiend and a humanoid conceive a child together, the result is a Tiefling. Although not innately evil like fiends, Tieflings often turn to a dark path, usually because of childhood abuse, societal rejection, and the odium of others. No Tiefling is accepted by society, which views these half-fiends with revulsion. Much of the hate of Tieflings that is common among humanoids takes its origin from their frightening appearances, which are markedly fiendish. Tieflings have horns, long tails, and other strange features that those of purely humanoid blood often find repulsive. Even worse than the hate of Tieflings is the fear of them, which is prevalent. Only a spare few Tieflings have ever left a positive stain on history, and most people have only heard of the horrible Tiefling murderers and tyrants of the past. Most people thus avoid Tieflings, and whisper prayers to their gods if they come across one.
Reviled but Rarely Seen
Some of the xenophobic fear of Tieflings stems from their rarity. Since Tieflings are uncommon, myths and half-truths about them are widespread. These legends include (but are not limited to) the following: "If you see a young Tiefling girl, it's an omen that a relative will die", Tieflings can probe your mind, the only way to prevent them from doing this is to wear a silver holy symbol", and "Tieflings disintegrate if an Aasimar walks near them".
Tieflings in Ghiyar
Tieflings are reviled in every major community in Ghiyar, but the people of The Theocratic Republics of Vhae have an even more intense fear and hatred of them. Because of the Theocratic nature of The Republics, Tieflings are viewed as the enemies of the church, and are often hunted down and imprisoned (and executed afterwards) by the church-appointed Holy Watch, the police force of The Republics. The Holy Watch is merciless in its persecution of Tieflings, and no one, not even children, is spared from the headsman's axe. However, a multitude of Tieflings have survived in the capitol city of Vhegeneda, where the sewers and ruins offer them protection.
Fiendish Aura
Regardless of a Tieflings specific fiendish ancestry, strange odors and effects follow them wherever they go. For example, a Tiefling born of a union between a Human and Zuggtmoy might smell strongly of mushrooms, and causes mold to grow on any surface it lingers near for too long. These odd manifestations of a Tiefling's fiendish ancestry can be bothersome, as they are uncontrollable and constant. Problematic in many cases, these effects can ruin and defile valuables, cause metal to rust, and create an endless variety of issues for the Tiefling whose fiendish aura affects its surroundings. However disruptive they are, these effects can't be controlled by Tieflings for their own gain, and never offer characters a direct mechanical benefit, though clever players might use them to their advantage. For instance, a Tiefling whose aura rusts metal might sit near iron prison bars to make them decay over time.
Other Races
Detailed in the previous pages were seven races found in the world. they were given greater detail than races that follow because of their traditional prominence and importance in the world of Lhaervyn. However, other races exist, and some of them are important enough to be offered a similar treatment to the races detailed earlier in this writing. The five races that follow are less common as adventurers than the former, but deserve to be mentioned.
Orcs
Fecund humanoids who live in violent, tribal communities, Orcs are neither despised nor loved by most humanoid societies in Ghiyar. Orcs are not as technologically sophisticated as other humanoids in Ghiyar, at least in general, and live in smaller communities than others. These tribal communities are led by war-chiefs and priestesses. Many people in Ghiyar consider Orcs primitive.
Bugbears
Bugbears are fur-covered, lanky humanoids who serve their Hobgoblin masters as assassins and thieves. They are langorous by nature, and only rise to act when commanded to. Bugbears are raised, like Goblins, in Hobgoblin-controlled dens, but are offered comforts that even most Hobgoblins would envy. This is to appease them, as they are the most physically powerful of the three Goblinoid peoples, and could slay dozens of Hobgoblins each before falling. Bugbears have sandy fur, blue or green eyes, and large teeth.
Half-Orcs
Sometimes, when Orcs and Humans live in close rpoximity, or when Orcs raid Human settlements, Half-Orcs are born. Among Humans acccustomed to Orcs, Half-Orcs are not remarkable, and among Orcs, they are an asset. Non-Human humanoid races rarely procreate with Orcs. Half-Orcs, like Orcs, have grayish skin, and tend to have dark hair. Their eyes can be any Orcish or Human color, and their tusks are slightly smaller than those of a pure-blooded Orc.
Goblins
Nasty, opportunistic humanoids, Goblins are the foot soldiers and laborers of Hobgoblin empires. Goblins are essentially a slave race for Hobgoblins to exploit, and they accepted their fate long ago. Goblins are raised in crowded dens where they fight with their fellows to acquire the last scrap of bread, and this treatment affects most Goblins immensely. Goblins can have a variety of skin colors, but greenish-tan and yellowish-green are the most common. Their hair is black, and most Goblins have dark eyes as well, though some have green.
Hobgoblins
The rulers of all other Goblinoids, Hobgoblins live in militaristic societies that devote themselves to the religious philosophies of Allochrism, which is the reverence of metallic spirits that Hobgoblins believe reside in pure metals. Hobgoblins are the most civilized of the Goblinoid peoples, and have a rich culture of their own, which is rigid and structured in all facets. Hobgoblins have skin tones that range from dark red to reddish-brown, and have universally dark hair. Their eyes are usually dark in color, but blue eyes aren't unheard of.
Warlock Otherworldly Patron: Elrakris the Eraser
Revered by the cruel Drow, Elrakris the Eraser is a Voidling, one of the madness-inducing entities that has swum in the Void since before the birth of the gods, and some say before the birth of the multiverse. To entreat her for power is to dance at the edge of the inexorable, to defy death in order to embrace the erasure of everything good and natural. Her warlocks are most common among the Drow, who let her female warlocks lead them, but non-drow have dared to ask her for power. A warlock who makes a pact with Elrakris forfeits body and soul to her, and can never escape from his or her bargain. Elrakris's warlocks are known as Voidspeakers, a title that fits them perfectly.
An Applicable Template
Mechanically, a warlock whose patron is Elrakris the Eraser is quite similar to a warlock of the Great Old One, and the otherworldly patron takes the form of a simple template that can be applied to the existing Great Old One patron. The details of the template, along with two new eldritch invocations, are given below.
Elrakris the Eraser Template
Expanded spell list (replaces Great Old One list)
Spells
Spell Level | Spells |
---|---|
1st | create or destroy water, silent image |
2nd | calm emotions, silence |
3rd | life transference, protection from energy |
4th | freedom of movement, confusion |
5th | dominate person, seeming |
Soul of the Void
This feature replaces Awakened Mind
Starting at 1st level, your soul is destned to join Elrakris in the Void. This gives you an unusually strong will to survive. You have an advantage on death saves. In addition, you can speak Void, an unimaginably archaic language.
New Eldritch Invocations
Void Blast
Prerequisites: Eldritch blast cantrip, Elrakris patron
When you cast eldritch blast, you can choose to have it deal necrotic damage instead of force. A creature reduced to 0 hit points by this damage turns into insubstantial dust that dissipates in seconds, leaving the slain creature's belongings behind.
All is Dust
Prerequisites: 15th level, Elrakris patron
You can cast disintegrate twice without expending a spell slot. You can't do this again until you finish a long rest.
Erase all; the undeniable edict.
The edict of Elrakris's Voidspeakers is to erase all that offends their mistress, which is almost everything. This is evident in their behavior, and many warlocks of Elrakris compulsively obliterate things that they find. The enemies of creation, Voidspeakers are directed by Elrakris to undermine any efforts to form great or long-lasting creations. Their primary mission is always to destroy, to make all dust.
Faiths of Ghiyar
"The people will always have their faiths, but why worship when you could be a god yourself?"-- Vlaakith, lich queen of the Githyanki.
Deities, Pantheons, and Philosophies
Name | Alignment | Domains | Symbol |
---|---|---|---|
Monotheistic Deities | |||
The Caregiver, god of Creation | LG | Life | Hand motif clutching golden rod |
Meer, The Watching Artist | N | Knowledge, Light | Lidless, polychrome eye |
The Dread Mother, Orc goddess of War, Birth, and Death | CE | Death, Life, War | Green spear with sheaf of wheat and tusk motif |
The YyrMuLaa Pantheon | |||
UulNiaKi, goddess of Knowledge | N | Knowledge | Face of a blindfolded woman |
SotZaal, god of War and Tactics | LN | Knowledge, War | Boadsword with rubies set on its hilt |
TinSaal, god of Death | NE | Death | String of nine teeth |
WaiNor, goddess of storms and sea | CG | Tempest | Crashing purple wave |
YyrMu, the Overbeing | CN | Life, Light, Nature, Trickery | Silver ring |
Gods of the Old Faith | |||
Aniska the Bear Maiden, goddess of War | CG | Nature, War | Bear claw clutching gem |
Garralag, the Wolf Lord, god of Savagery | CE | Nature, Death | Wolf's head biting a Human hand |
Far Ulwollen, the Eagle god of Night and Day | N | Light, Nature | Eagle's wings on moon or sun |
Kalhiri the Elf Queen, goddess of Birth and Death | NG | Death, Life, Nature | Elk hoofprint in ring of ashes |
Banodell, the Puma, god of Trickery | CN | Nature, Trickery | Puma head with earrings of jade |
Philosophies | |||
Allochrism, reverence of the 99 Metallic Spirits | UA | All Domains | Symbol varies by spirit |
Noskril, the Way of emulating Past Heroes | UA | All Domains | Copper chain |
Other Deities | |||
Trynvael, goddess/god of Romance and Love | CN | Life | Interlocking chain of polished ceramic |
Wrathful Visage, Demon god of Anger | CE | Trickery | Scowling demon |
Ilikras, deity of Old Inthor | LN | Arcana | Diadem with polished quartz |