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Ainwae Races WIP

Nov 5th, 2014
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  1. DWARVEN CULTURE
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  3. Religion: Based on three of the natural elements: Fire, Water, and Stone
  4. Fire: The Blaze, feminine, goddess of the forge, creation, and destruction. Seen as capricious, and treated with much respect- for to disrespect fire is to invite the quite real possibility of being burnt
  5. Stone: Mountain Father, masculine, god of the mines, health, and intelligence. Rules over intelligence due to being “down to earth”. Miners in particular are found in his clergy, praying to safe journeys into his domain in search for metal and gems.
  6. Water: The Flow, masculine, god of rest, peace, and secrets. The most zen of the dwarven gods, and one least likely to be of the forefront. He is the force behind change, subtle in his influence
  7. Creation Myth: The Mountain Father and The Flow worked together to form the Dwarves out of clay, and The Blaze sparked life in them and hardened them in her furnace. The world was formed from the power of all three- The Mountain Father providing the blank canvas for The Flow and The Blaze to work their art onto. The Flow cut the features into the earth with his rivers and oceans, and The Blaze sparked life into the world from her forge.
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  9. Government: Dwarves have a High King, ruling over many holds. These holds are each ruled by a Jarl, who is chosen by the people to rule for a period of 50 years. It is semi-democratic, in that local leaders are chosen by the people, and the leaders chosen each give counsel and request new laws from the High King, who’s title is passed down through heredity. In the event the High King dies without an heir, the Jarls convene to elect a new High King from their own ranks.
  10. Military: Dwarven military is highly structured, and dwarven military training is said to be absolutely brutal in comparison to other races, due to the dwarves’ natural resilience being able to take much more than the average man. Their trainees march for 15 miles on day one, and the typical workout routine consists of repetitions up to and over 300 times. It is also highly centralized- the Dwarven military extending over the entirety of the Dwarves, as opposed to a personal military for each hold. The soldiers are sworn in service to the High King and no other.
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  12. Economy: Dwarven trade is mostly (and obviously) metal-smithing and mined goods- along with many other stone-working, carpentry, and jewelry-making trades. Less commonly is the trade of certain rare, underground alchemical and botanical ingredients, usually only particular to certain holds as the main trades. Salt mines are also a thing. Dwarves also tend to be very industrious traders, carting goods far and wide across the continent. They are deceptively intelligent- highly advanced with mathematics and engineering.
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  14. Other Races: Dwarves are very, very tight with the Gnomes. It’s quite common for Dwarven holds and even minor cities to have a sizable Gnomish population. Combining their head for numbers and Gnomish ingenuity, they create some of the most highly advanced artifices known to all of Ainwae. Their other racial relatives, the Halflings, are not very connected to the dwarves- they have a mutual neutrality. Orcs and Goblins are on rocky terms with the Dwarves, as historically (before the Bannered Five) they were enemies, with Orcs leading bands of their own and hired out/assimilated Goblins in raids within the mountains. After the grouping of the Orcish clans by Mortekai of Avalon, however, Mortekai tried to mend relationships with the previous High King Uthrad Orinsbor. Dwarves often employ Gargoyles, the third of the Orcish races, as trustworthy guardians for trade caravans, and even as drill sergeants and military tacticians. Dwarves and Elves have a history of rivalry and one-upmanship, but not out of malicious intent. The Elves see themselves as superior, and Dwarves seek to knock them off their high horses. Half-Elves however have found their ways into Dwarven cities and the Dwarves have taken a liking to them- seeing them for their moldability and as perhaps a step into greater unification. Dark Elves are secretive jerks and can sit by themselves at the nerd table of races, while the Dwarven jocks laugh and steal their lunch money. Dwarves usually don’t encounter the beast races, except for the Harpies who roost in the mountains. Dwarves and Giants have shared territory in the past, and are usually on neutral to good terms, if a little awkward due to the huge height difference. Humans and Dwarves are on generally good terms, and like most other races they tend to look down on the Tainted.
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  17. ELVEN CULTURE
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  19. Religion: Elves are polytheist who worship aspects of nature, such as The Storm, The Forest, The Breeze, and such. Each aspect makes up a part of the whole belief of Gaia- the coagulated consciousness of the world, and mother to all. When Gaia gave birth to the world, her body was split into each aspect and creature.
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  21. Government: What few Elven cities there are are ruled through a Triumvirate of leaders elected democratically. This council of three vote on laws, with majority ruling. They meditate on what they think is best for their people. The only form of centralized government is their representative to the council of the Bannered Five, who is selected at random from the existing Triumvirates at the announcement of a meeting. To be chosen to represent all of their people is considered the highest honor, and thusly is left to Gaia to decide by chance.
  22. Military: The Elven “military” as it were, is the coalition of trained forest rangers, who spend their lives learning to survive in the wilderness. Their favored weapon is the bow, and they excel in guerrilla warfare and stealth. During the Chaos Wars, the Rangers were responsible for the protection of the entirety of the western forests, and not a single Ilithid or Beholder made it past their rounds.
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  24. Economy: Elves are skilled at cloth-work and horticulture, and thusly export a lot of fabric and plant vegetation. When they aren’t hunting dangerous game or fighting in the Chaos Wars, the Rangers were also known as skilled trappers and hunters, selling pelts and meat for their own upkeep.
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  26. Other Races: Elves have tried their hardest to keep the Half Elves within their own line of thinking, but the Half Elves are far too free spirited. The Elves see this as the impetuousness of a young race, who will learn eventually. Elves are wary of the Dark Elves, who’s secretive society and highly militarized nature garners much suspicion, despite their working together during the Chaos Wars. Elves and Dwarves are classically rivals, the Elves seeing the Dwarves as below them with their sooty forges and underground dwelling that reminds them much of the Dark Elves. They are even more snooty at the “overactive and hyperly spasmic” Gnomes. They do however respect the Halflings’ abilities to host a good banquet, and their good manners are highly respected. Elves regard all the Orcish races with at least slight revulsion- the only exceptions being the Rangers who find surprising alliances with Orcs and Gargoyles, some of whom even are taken under wing as Ranger apprentices. The Elves see the beast-races as under their protection, due to their nature based origins. The intentions are good, but come across as slightly condescending, but that’s just how elves come across in general. Elves treat Humans the way an adult would treat a child- seeing them as also young, but foolhardy in their attempt to be so in charge. Elves surprisingly are willing to give Tainted the benefit of the doubt- knowing that it is their ancestors and not them that made deals with infernal forces- and a few of these Elves were around for the event, too. Elves and Giants do not interact much at all.
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  29. ORCISH CULTURE
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  31. Religion: Orcs have few gods- those involving aspects of physical perfection, honor, war, and anger. But their worship persists throughout the entirety of their warrior society, with many rituals taken before any sort of battle
  32. Kjorn: The god of war, who rides a flaming chariot into every battle, urging warriors to fight on in the face of greater odds.
  33. Rur’en: The god of strength, and patron to the Orcish sports: javelin, wrestling, sparring, etc. His temples are usually places of physical training, and Orcs hold a yearly sporting event at the Coliseum located in the Clan of Avalon
  34. Belghin: The god of anger, and seen as the tempter god of the Orcs. Orcs often tell each other to “Not give in to Belghin” when their racial temper starts to get out of control.
  35. Jurnom: The god of honor, his writings are the current dictations of organized Orcish military. His laws say to show fairness in combat with your enemy, never to abandon your comrades, and fight to defend those who can’t fight for themselves.
  36. Orcs do not have a creation myth- they are less concerned about where they come from and more concerned about what lies ahead. They’ll usually take consideration to the creation myths of other races, but aren’t fully convinced.
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  38. Government: Orcs used to be split into a huge number of clans, but during the unification of the Chaos Wars, the Orc Mortekai of Avalon banded all the clans together under one flag. Now they are led by the Warlord. The Warlord is treated much like a king- passing from parent to child. There have been two female Warlords in the history after the Chaos Wars. In the even that no heirs exist at the passing of a Warlord, The closest next of kin to the Warlord decide among themselves.
  39. Military: Orcs train regiments of soldiers at each city and haven. Military service can be done of one of two ways: volunteer, or draft. Each Orc who doesn’t volunteer is put into the draft- if your number comes up, you have to serve for two years.
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  41. Economy: Orcs do not have much to offer in trade- but they are very physically skilled, and work a lot of mercenary jobs- both of ill and respectful repute. There are a few Orcish carpenters, builders, and craftsmen.
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  43. Other Races: Orcs tend to employ Goblins in their ranks- they see them as useful, but not very respected. Orcs are slightly jealous at the high esteem most races hold their Gargoyle cousins at, but also strive to be seen as honorable as them. Orcs and Dwarves have been at each other’s throats for centuries. Only recently with the Warlord Mortekai have they tried to mend their past relationship. This carries over to the Gnomes as well. Orcs have also raided traveling Halfling caravans in the past, but this practice is not as common today. Halflings still share some mistrust of them, however. The Elves repulse the Orcs, and the Orcs don’t want to have much to do with those snooty assholes. However they do like the Half Elves- their ideas of freedom ring strongly in their hearts. Dark Elves scare them a little, but they won’t admit it. Humans have surprisingly and readily accepted Orcs as of the Chaos Wars- Human armies and Orc war-bands fighting side by side, brothers in arms. The same, if lesser, could be said about Giants as well- although their alliances have stretched farther back. Tainted usually find themselves accepted amongst Orcs for their abilities and a common empathy of being mistrusted. Orcs and beast-folk interaction varies- anthros can readily work with or fight against them, harpies tend to harass their mountaintop villages, and centaurs are... A little odd.
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  46. HUMAN CULTURE
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  48. Religion: Humans are not as cohesive as the other races, and have a variety of religions: some worship a single god, others worship a pantheon. Some even adopt the beliefs of other cultures.
  49. The Eternal Flame: Christianity/Judaism insert
  50. The Halls of the Mountain: Greek/Norse hybrid weirdness
  51. The Prophet of the Sands: Islam insert
  52. The Balance: Eastern philosophy with a hint of Buddhism
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  54. Government: Humans used to rule each little town and city separately, but under the flag of the Bannered Five, they have mostly united into a few larger nations. In the northern deserts, there is the united caravans of the An’um, in the south encompassing Haemfistaed is the kingdom of Yuriel, and in the west above Elven territory is the Principalities of Faren Yen. An’um is mostly governed by the most powerful tradesmen- he who controls the trade routes controls the land. They make up the rules governing the people, and more importantly, the trade laws. However, it is a highly unstable land, with many people fighting each other for power constantly. Yuriel is governed by a King, and the title is inherited from Father to Son. And the Principalities of Faren Yen are in fact multiple districts, run by princes or princesses. They convene to pass laws that govern the kingdom as a whole, and have their own districts run according to their vision.
  55. Military: An’um mostly hire out other countries for military might- mostly to protect trade caravans. The Kingdom of Yuriel has a national guard that answers directly to the king. And Faren Yen has a highly trained sect of secret police, along with normal military troops. These police, known as the Sun’s Hand, are mostly stealth and reconnaissance, but are trained in the use of combat magics and quick bladed weapons.
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  57. Economy: An’um trade in all sorts of items- native to them are various ores, works of art and architecture, spices, and exotic plantlife. They also practically monopolize trade between all the races and kingdoms. Yuriel has many farms, and trade mostly foodstuffs and pelts. Faren Yen is known for it’s exotic sculptures and other artworks, and have discovered the use of black powder for explosives. They keep this trade at a very minimum, in order to keep most of their discoveries with it to themselves.
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  59. Other Races: Humans have been trying to come out on top of all the races for a long time. They’ve had wars in the past with most all of the major races: Orcs, Elves, Dwarves- even their relative race of Giants. As of late, however, they’ve mostly given up the idea of conquest for that of a unified Ainwae. They surprisingly get along with Orcs, due to alliances in the Chaos Wars. Like other races, they distrust Goblins and the race of Dark Elves. They also very much shun the Tainted out of a sense of personal revulsion of the possibility of their own kind sinking so low. Halflings are one of the few races that they have been allied with for a long time- the Halflings’ renown hospitality proving to be very appreciated. Gnomes don’t have much relations with humans, except for the more influential mages and tinkerers who seek their advice. Giants have an uneasy alliance with them- their past very bloody and sown with conflict. Half Elves find themselves with them like with many other races- accepted, and wanting them to see their way. The beast races are usually indifferent to them- save a few centaur oracles who have taught the arts to humans.
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  62. BEASTFOLK CULTURE
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  64. Religion: Beastfolk do not have much in the way of religion- some of them have been found in the clergy of other races. The for the most part respect the natural world, and believe in the ever turning cycle of growth and decay- you are born, live, die, and your body gives back to the world.
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  66. Government: The highest form of Beastfolk government is the meeting of the herd leaders at the Herding Rock. Here, the many subraces convene for inter-tribal treatises. Presiding over them all are the Lions, who’ve been in charge for centuries. As such, the various other feline subraces are treated with greater respect, especially by the more herbivorous and prey-like races. The Elephants have been offering council and advice to the Lions for almost as long as they’ve been in charge. In the more western regions, the Deer are more in charge, and the northern deserts are governed by the Snakes.
  67. Military: Military differs depending on the subrace: The Lions have their almost exclusively female hunter packs, the Deer have patrol groups of young bucks, Snakes have their assassin corps, Wolves have highly trained troops of warriors, etc.
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  69. Economy: Trading goods of the Beastfolk vary as much as their species- but it is very few of them that trade with the rest of the world. At a young age, most Beastfolk are encouraged to leave their herd and find their calling to the world- those that become tradesman usually do so under the wing of other races- mostly the humans of An’um.
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  71. Other Races: With their brother races of Centaurs and Harpies, the Beastfolk find good alliances. Centaurs and the Deer are very close allies, and the Harpies guard the mountain races in the center of Ainwae. Elves have made it their mission to watch over the Beastfolk, and they don’t mind- even though they do not really need it. Half Elves find the Beastfolk to be great kindred spirits- living free in nature. The Dark Elves rarely have dealings with them, except for a few underground races. It is not uncommon to see Bats and Moles in the ranks of Dark Elf cities. Dwarves have mostly been bothered by their local Beastfolk races- Bats making nests in the caves that hold their precious ores and so forth. Halfling territory is located closely to the Herding Rock, and as such the two are closely allied. The Lions have even allowed Halfling leaders present at special ceremonies, such as the induction of the next King of the Pride. Gnomes find the Beastfolk to be fascinating, due to their supernatural origin. However, most of them dislike being studied by the slightly mad Gnomes, and find them slightly unnerving. Orcs and their kin can readily both find acceptance and derision with the Beastfolk- there are a few Ram tribes that have allied with Orcs in the past. Human relations with the Beastfolk have been neutral and indifferent- the humans’ attempt at taming nature and expanding their cities have been seen as futile in the grand scheme of nature. Giants have often been seen as shepherds for the herbivorous races, and Beastfolk also accept the Tainted into their ranks- they see the horns as those of a ram, or the cloven feet of a deer, or the tail and hide of that of a reptile. They do not fear the demonic, and dismiss it as problems of the other races.
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  74. GNOME CULTURE
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  76. Religion: Gnomes are beings of science and logic- as such, they usually dismiss gods and have come to the conclusion that the universe runs itself, based on laws that we don’t currently understand. A few turn to the Dwarven religion, however- as with all races, they have their outliers.
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  78. Government: The Gnomish Council is made up of representatives from each of the Gnomish states. They convene multiple times a year to discuss laws, problems, and the state of the race as a whole. There are about 30 members from all across Ainwae.
  79. Military: The Gnomes rely on their allies for military might and protection- and in return, they fortify them with their scientific discoveries that help with warfare.
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  81. Economy: Gnomes are savvy tradesmen, and are also known to be flim-flammers from time to time. Those who practice less than ethical salesmanship have been known to roll into town with a fantastic device, collect money from unaware citizens, and head out before the device breaks down or some other malfunction. This has made being a Gnome tradesman very difficult for those that are honest in their sales. They mostly trade devices or arcane baubles- technology to help around the house or the town. They show it off with flair and a great pitch, and with a little luck they can turn a profit.
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  83. Other Races: Gnomes and Dwarves are about as tight as you can be. Gnomish scientists and Dwarven engineers usually work side by side, creating fantastic machines of production. The Gnomes also enjoy the company of Halflings, whose works of culinary art are enjoyed by most all races. Gnomes like to have fun at most of the Elvish races’ expense- in turn causing the Elves to be wary and perturbed by the Gnomes. They’re cool with Half Elves, though- since they aren’t so uptight and haughty like the other Elves. Seeing as how the Orcs were the ancient enemy of the Dwarves, they fought against them back in the day. With the advent of the Bannered Five and the alliances of such, the Gnomes have been intrigued by how the Orcs have grown culturally. Goblins are still assholes though. And Gargoyles are kinda freaky. The human races are fascinating to the Gnomes- they don’t live long, and they’re pretty weak compared to the rest, but they’ve somehow managed to gain a huge foothold in the world. Giants are gigantic, and Gnomes are tiny. Needless to say, one does not like to be squashed. Tainted are also fascinating to the Gnomes- how an infernal deal could alter one’s passing of traits to their children in such a way is something they’d very much like to study. The beast races are of equal fascination, but of a more divine-influenced mutation than demonic.
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  86. HALFLING CULTURE
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  88. Religion: Halflings believe in the divinity of good food and having fun. They have a pair of gods they worship.
  89. Kyina, Goddess of Wind, Travel, and Freedom. She is the one who gives life meaning and a sense of adventure.
  90. Tindrest: God of Hospitality, Food, and Family. He is the one that gives reason to come back from adventure, and watches over the hearth of families everywhere.
  91. Creation Myth: The Halflings believe the world started off dreary and without purpose. When Kyina and Tindrest worked together, they gave the people of the world true purpose to live, and this brought great happiness to the world. When this happened, the world gave birth to the many races that exist, and the pair of Gods continue to watch over them today.
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  93. Government: Halfling country is made up of many towns and inlets, run by mayors or senators of some sort. Every few years, one of these leaders is chosen as the next to try their hand at running the country. They effectiveness of this varies greatly, but Halflings are more concerned with festivities or a good adventure than figuring out whether they should have sales tax or income tax.
  94. Military: The halflings don’t have much of a military- a few garrisons of guards stationed here and there. Training is also very lax. Halfling adventurers and local heroes are often more adept at fighting then the guards.
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  96. Economy: Halflings deal in food and luxuries. As such, you’ll find most of the richer businessmen and women are innkeepers.
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  98. Other Races: Halflings are on pretty good terms with all the races- the quickest way to a person’s good will is through their stomach. And seeing as how they’re usually in it for a good time and a great meal, most people find little to complain about with the Halflings. It’s become such that Halflings have found their way into the respect and coin-purse of leaders from most of the races.
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  101. DARK ELF CULTURE
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  103. Religion: Dark Elf society is matriarchal, and believe in a single, feminine deity.
  104. The Shroud: She is the matron of darkness, and the bedfellow of death. She lives in every shadow and web. The highest caliber of assassins utter prayers in her name before they strike their targets. The most common of their folk beg for her mercy before each slumber. She is the beginning and the end of all. It does not matter how the world came to be- all that is known is that she will be the ever encroaching end to it.
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  106. Government: The High Priestess to the Church of the Shroud oversees the rule of Dark Elf society. The military leaders answer to her; the secretive society of assassins answer to her. Her clergy is devout in their worship, and what she says is law. To become High Priestess is a title that must be earned through bloodshed.
  107. Military: They Dark Elf military is highly trained, highly efficient, and sworn in the service of their goddess. To surrender is treason- if you are captured, you are to escape or end yourself before you divulge anything of importance to your captors. Retreat is frowned upon- but the tactical advantage of living to fight back another day is understandable. Corporal punishment is severely administered to any that fall out of line. Behind the normal infantry is a selective group of assassins- they are the best of the best, and are said to be hand picked by The Shroud herself. They are never caught- no exceptions.
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  109. Economy: The Dark Elves do not make deals with the other races- the only time this was ever different was during the Chaos War. Seeing the threat the Plane was to their own society, they briefly offered trade in weapons and magic- but only of the lowest levels. They kept the good stuff to themselves.
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  111. Other Races: Dark Elves mistrust everyone, especially their next of kin- Elves. End of story.
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  114. HALF ELF CULTURE:
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  116. See: Humans and Elves. (Along with most other races they live with.)
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  119. GOBLIN CULTURE:
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  121. Religion: Goblins follow the Orcish teachings, and also tend to worship dragons.
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  123. Government: There is a single Goblin sovereign nation, run by the Goblin King in the mountains. The rest of Goblin-kind find themselves in the undercities of other races, or slightly better in Orcish lands.
  124. Military: The Goblin King’s army is surprisingly well trained- and the King himself leads his troops to battle with his own brand of mysticism to befuddle his foes. The final test for the troops is to run a labyrinth made by the King- full of traps, dangers, and illusions.
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  126. Economy: Goblins are not very skilled tradesmen, and the few that are are usually day laborers for construction or hired swords.
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  128. Other Races: Goblins tend to be treated like shit by everyone, especially the Elves. Orcs tend to treat them slightly better, and in some rare cases have earned their respect. A few of the beast races are okay with them- such as the Bats or some arthropodal races. They tend to see the Tainted as quasi-deities, due to the draconic look of many of their demon features.
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  130.  
  131. GIANT CULTURE:
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  133. Religion: Giants share in the worship of nature like the Elves- the differences being slight. Their nature is more mountain and hilly- less forests. The stone and the ground is where life is sprung.
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  135. Government: Giants do not have much of a nation to govern- they tend to be found in Orcish and Dwarven cities, or with groups of Beastfolk as their shepherd. Nowadays you can even find them among humans. Similarly, they will be found in the militaries of those races as well.
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  137. Economy: Mostly nonexistent.
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  139. Other Races:
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