Common Races of Aventuria

Common Races of Aventuria

Middenrealmians

Origins / Spread
The fair-skinned humans now known as the people of the Middenrealm originally hail from Myranor, known in Aventuria’s myths and legends as Gyldenland. Landing on the continent’s western shores, they spread across Aventuria to form the nations now known as the Middenrealm: the Horasian Empire, Andergast, Nostria, the Svellt Valley, the Bornland, and the southern city states. In some of these areas they form the majority of humans living there, while in others they have mingled with the indigenous population.
Build
Their physical appearance varies. All hair colors are possible ( blue-black hair, indicating Moha influence, is as rare as white hair, which indicates elven heritage). Eye color also runs the gamut from blue to green to brown, with only red and dark brown being rare.
Way of Living
Lifestyles also vary greatly between regions. From the down-to-earth Bornlandians to the highly civilized Horasians, a multitude of highly different cultures has emerged.
Mentality
As varied as the Midddenrealmian cultures may be, all share the belief in the Twelvegods. This belief has led to the creation of a strict hierarchy of nobility. The cult of the Twelvegods creates an attitude of common ground between all Middenrealmians, as well as a strong willingness to convert nonbelievers. The average Middenrealmian regards herself as the only truly enlightened creature in all of Aventuria.
Specials / Racial Abilities
The traits most often associated with these pioneers of old are adaptability, inquisitiveness, and the unshakable courage to build and rebuild. How much of this heritage from the first settlers still runs in the veins of the merchants and traders of today’s imperial cities remains open for discussion, though. Hardly a hamlet can be found that has not produced at least one hero yet, someone who went to see the world and whose name is now spoken with reverence by the most noble and powerful on this continent—or so they will tell you.

Tulamides

Origins / Spread
Aventurian scholars usually agree that the Tulamides belong among the indigenous population of Aventuria, having probably originated in the Rashtul Wall. Today’s Tulamides inhabit the area between Fasar and Selem, roughly speaking; the citizens of Punin, Anchopal, and Sylla are mostly of Tulamidyan stock. Both the Norbards (roaming the Bornland and the Nivese Steppes as traveling merchants) and the Khôm Desert’s Novadis (who believe in the Onegod, Rastullah) are of Tulamidyan descent. Even as far south as Al’Anfa and the other southern city states, Tulamidyan blood runs in the people in almost the same strength as does that of the settlers from Gyldenland.
Build
The Tulamides are of medium height, with light-brown skin, black or dark-brown hair, sharp-cut facial features, and dark eyes. (In the areas bordering the regions settled by the Middenrealmians you may also find Tulamides with lighter skin coloration, some of them having blue or green eyes and blond or red hair.) Since the Tulamides have a long tradition of keeping woodsmen slaves, constant intermingling has occurred between the two races. You can easily recognize Moha heritage in smaller height, high cheekbones, and especially darker skin.
Way of Living
Many of the Tulamides live in large cities as traders or craftsmen (or beggars), but most eke out a living as country farmers. In the fertile river valleys of Mhanadistan, this can be quite a profitable way of living. They grow rice on the flood plains with rich pasturage for cattle to be found inland.
Mentality
The Tulamides are well known for their soft tempers and their friendliness. They are neither zealots nor dogmatists, but instead are generous and renowned for their splendid festivals, to which they often invite strangers and passing travelers. The Tulamides really know how to enjoy and savor life.To afford their comforts, however, they must be efficient businessmen. This is the second important part of any Tulamide’s soul: all of them work for their own best interests, and all know exactly what they want. In achieving their goals, Tulamides act with great cleverness and cunning, also adding a good bit of cynicism to the mix.Among most Tulamides, women are not regarded as equals but are literally treated as the “weaker sex” that must be guarded and protected. Some professions are not open to Tulamidyan women. Exceptions to professions available for females are granted at the Highlord’s discretion.
Special Abilities
Tulamides are born merchants and have an uncanny knack with numbers. They are also very good with words, able to quickly confuse listeners who do not listen carefully. They are very adept at appraising items of value.The Tulamidyan joy of life is best represented in their activities to please their deity Rahja, their musicality, and their expertise in cooking. The Tulamides rarely use swords, instead relying on other bladed weapons, the most famous of which is the famed Khunchomer. They love to ride horses and generally get along quite well with animals.
Typical Names
Tulamidyan names often equal job descriptions (such as Haimamud, which means storyteller). Names are composed of a first name and a father-name, which is introduced by ibn (with males) or saba (with females), indicating “son of” or “daughter of” (e.g., Abdul ibn Tulef or Aishulibeth saba Kazan).Typical male names: Abdul, Achtec, Amir, Hamar, Jelef, Jikhbar, Kazan, Nasreddin, Saiman, Tulef, Zachen, Zulhamid. Typical female names: Aishulibeth, Allhina, Fayrishe, Heyeshan, Izmahban, Laila, Nedime, Nefret, Onchabeth, Shuhelja, Zulhamin.

Elves (fey)

Origins / Spread
The origin of the elves (who call themselves fey) is a mystery. They most probably hearken back to the Fey Globules. Their Aventurian homes are in the haunted forests of the Salamander Stones.Nowadays, four important elven subraces are known : silvan elves (Salamander Stones), lea elves (uppper runs of Oblomon, Frisund, and Letta, Lake Alaavi, Thunderbrook, Kvirasim, Oblarasim, as well as quite a few human cities), ice elves (Grimmfrost Wastes, Frozen Peaks, the coasts of Icebreak Bay and Amber Bay, Misty Peaks, and Yeti’s Land), and steppe elves (isolated clans of lea elves who have become horse-riding nomads in the northern steppes).
Build
Elves are of a large and slender frame, and their beauty and elegance of movement have become legendary. Their most outstanding features are pointed ears and large, slightly slanted eyes, which scintillate with the strangest colors (whether amethyst or violet, an amber shade, a ruby’s red, a sapphire’s blue, an emerald’s green, or even sprinkled with gold). High cheekbones and long necks enhance the alien impression. Elf males don’t grow beards, which sometimes makes it hard to tell the men from the women, especially since both genders exhibit androgynous features. Both sexes have long, usually blond hair (black and silver hair are rare, but possible) that they wear loose.
Way of Living
Long ago, the elves embraced a culture similar to that of man. This culture declined millennia ago, and afterward the elves retreated into the solitude of the wilderness, where they live in a perfect agreement of nature and clan. Wicked tongues claim they have a predator’s innocent cold-heartedness, knowing neither good nor evil. They sometimes dwell in tree houses that they construct by shaping living wood with their magic.Procreation and Aging: Sometimes, an elf woman mates with a human man (never the other way around), with the result being a rare half-elf. Elves are much less fertile than humans, and elf women can control conception at will. Very few elf births occur, despite the elves leading rather sensuous lives.Some elves literally live for a thousand years, but this is rare. It’s true that elves live much longer than humans; an elf’s life span is tied directly to her goals in life. Whenever an elf feels that she has fulfilled her goals, she bids her people good-bye and withers away in a short time.
Mentality
Elves recognize neither gods nor worldly authorities; they do not strive for power or wealth. Relations to humans and their world differ according to subrace. Steppe and ice elves live very secluded lives and only rarely leave their clans. Silvan elves do not particularly like humans, especially despising human ambition and greed. Of all the elven peoples, the lea elves are most open toward humans.Elves feel closely akin to all animals, from graceful wild cats to annoying gnats. They don’t like the “dead cities of stone” so favored by humans, and those who visit the cities often slip away in the evening to spend the night in the open, even when with human friends.Some (few) elves have converted to the human way of life, however, and even live as craftsmen (for instance, bowyers or instrument makers) within city walls. Their wild cousins from the Salamander Stones or the Kvill leas have little tolerance for this, calling the urban elves badoc, a word without any proper translation but which signifies disdain for the human way of life. Elves value beauty in all its forms, loving poetry and music. Every elf has her own soul-instrument, most often a flute, and would never leave home without it.
Special Abilities
Elves have highly developed senses: well-honed perception, very acute hearing, a fine sense of smell, and superb night vision. Thus, they dread bad smells, such as the stench of a wyvern or a linnorm, or the smell of foods (such as cheese or beer) that are created by processes of putrefaction or fermentation.Since elves are always on edge due to their keen senses, rumor has it that they don’t sleep at all. This is not really true; their sleeping and waking periods just follow a different pattern than those of humans. If need be, they can stay awake for an entire week as long as they don’t exert themselves overmuch.
Typical Names
First name (given in the elven tongue of Isdira, determining an elf’s place in the world) for males: Ardarell, Delayar, Felerian, Lamandrion; for women: Feyana, Himiyana, Olimone, Valaria.Second name (family or clan name, nickname, endearing name, memento of a special event, and so on): Lilac Runner, Rain Dancer, Rock Dew, Yew Spear.

Dwarfs (Angroshim)

Origins / Spread
The dwarfs (who call themselves Angroshim; a male dwarf is an Angrosho and a female is Angroshax) are an ancient people, heirs to a proud history and a long line of ancestors. Their skill in smithing is legendary and their underground kingdoms are reputed to hold treasures untold. The most important dwarf kingdoms can be found in the Anvil and Kosh Mountains, the Iron Forest, the Ingra Tops, and the Goldenrocks.
Build
Averaging 1.4 paces tall, dwarfs are not exactly large; however, they are strong, tough, and long-lived. Their bones and muscles are sturdy and their lung capacity is enormous. Their bodies are so heavy that they find it hard to stay afloat in water, preferring to stay far away from all lakes, streams, and oceans. A dwarf’s entire pride is in his beard, the splendor of which usually determines his reputation in the clan or tribe. Female dwarfs are of similar build and sturdiness as the males.Dwarfen skin is often dark. Their hair runs the gamut from blond to red to gray to black, and their eyes shine like gemstones.
Way of Living
Dwarfs prefer to live underground. They live among their clans in the tunnels and caverns built by their great-great-ancestors. Here, they work their forges and hold their festivals—loud and lively happenings where the legendary dwarfen ale is consumed in huge quantities. Clan and family are at the center of any dwarf’s life.Females play a special part in dwarfen society, for they are rare: Only one female dwarf is born for every three males. The dwarfs worship Ingerimm (the god of the smithy in the humans’ pantheon, known by the name Angrosh) as their sole deity, regarding him as their creator. They speak a common language called Rogolan.Procreation and Aging: Dwarfs are fertile regularly throughout the year. Pregnancy lasts for about 250 days, with twins or triplets being the norm. Dwarfs become fertile at age 20 and are fully grown at 35. They live for up to three or four hundred years, but tales are told of Angroshim who occasionally have grown much older.
Mentality
While dwarfs can be hot headed, they are by no means impatient; quite the opposite is true. Because of their long life spans, they have a different sense of time than humans do. They might spend years working on a single weapon only to melt it down again because they don’t like the design any longer. A dwarf may wait for years until he finally ventures forth to slay the dragon that wiped out his clan, but how terrible will his wrath be when he finally faces his foe! Dogged persistence and stamina are trademarks of any dwarf. Indecision is unknown to them. Dwarfs are reliable as friends as well as foes.
Special Abilities
Dwarfs are renowned for their toughness, their ability to hold their liquor, and their dexterity. Living below the earth, they have grown accustomed to darkness and confined spaces. They start acquiring a thorough knowledge of minerals, ores, stone, and mining almost from the moment of birth. Many are accomplished smiths or are able to detect architectural peculiarities such as traps or secret doors with uncanny precision.
Typical Names
Males: Andrash, Bengram, Ogrim, Rabagash;Females: Agesha, Doresha, Gudelne, Xebrima.Dwarfs do not have surnames; instead, sons are identified by giving their father’s name, while women add their mother’s name (e.g., Lagorash, son of Jandrim). Dwarfs delight in giving male children a name starting with the same letter as the father’s name (e.g., Arbosh, son of Araxash).