Ancestries of Azuremir
"The peoples of the world are all unique, but they were not here all at once. With Time came change and this new world was like a young calf taking those first teetering steps. The Divines were like a new mother, learning as well, in step with her child."
The First Children: Giants
First came the giants, massive entities that walked the chaotic land of Azuremir and shaped them in preparation for the children of the gods. The giants of the past were massive entities the size of mountains. Their footsteps carved deep caverns. Their tears birthed rivers and streams. They were the builders of the world, and when their job was done they were allowed to rest and enjoy the world they created. The giants of today still dwarf the other people's of the world, but they are far removed in scale and power from their predecessors. Once the chaos of the world was tamed, the other gods took their turns creating their children.
Aasimar
Children selected by the gods, these individuals hold divine providence within their blood. They can be identified by particular markings like glowing tattoos, halo, vibrant eyes, etc. Blessed children of the Gods or progeny of celestial miscegenation, "The fate of an aasimar," as it is commonly said, "is in the hands of the gods." Some believe that an aasimar's actions are inherently just, while others see their existence and arrival as forboding. Whatever path they choose, they are likely to have an effect on the world around them and have many eyes cast their way.
( see Aasimar )Dawn Elves
They call themselves 'eladrin', or high elves in the Common tongue. High elves are the longest lived race on Azuremir. As they get older, their bodies absorb the magic of the world which strengthens their bodies against age. This allows them to live hundreds and even miillennia of years barring violence and disease that would cut that life span short. Each eladrin is taught the Verda, a series of meditations practiced daily that tells the stories of their line. Some Verda take days to work through signifying a long storied history, others can be repeated several times over the course of hours.
Most of the Eladrin live in the cities of Mydwyn or in their sister cities deep in elven woads in Azuremir. Those that decide to make the Fey crossing into the Material Plane find themselves in a less mercurial world ruled mostly by humans. It is rare to see a high elf, so the passing of one through town most often is talked about by the regular human citizens.
( see Dawn Elves )Dragonborn
The dragons of Azuremir often live in solitude, but every now and then a mortal will seek one out, hearing of its power. In Azuremir, it is thought that dragons grant wishes to mortals that gain their favor. Dragons frequently appear in legends and stories where they disguise themselves as mortals. Often they make friends among mortals, even fall in love, and make children marked by their dragonblood. For those who bare this mark, scales grow from their skin, their hands turn into claws, their eyes turn reptilian. Some take this mark as a blessing and distill their bloodline to purify the dragon's blood. Others hide, ashamed of the mutation that has taken control of their body.
( see Dragonborn )Dusk Elves
Long ago, the drow were one with the eladrin, indistinguishable in fact. The stories tell of a schism in the high courts of the Feylands. A murder, a crime so heinous it earned exile for the culprits and all coconspirators. They were banished to the Shadowlands, home of restless spirits and darkness, never to be welcomed by elven society again. Drow are elves who have absorbed the darkness of the Shadowlands. Characterized by basalt to obsidian colored skin and white to red and sometimes lavender colored eyes. The woads in which the drow settle in Azuremir, the forests grow dark from the aura of the Shadowlands seeping through.
( see Dusk Elves )Dwarves
Descendants from the Prime Elementals who helped form the world long ago. Today's dwarves descend from the stone dwarves, the lowest of the elemental dwarves. Their ancestors were known to form the Colossi, automatons made for specific functions, some given the gift of life itself. Many of the clans of stone dwarves today strive to replicate the masterwork of the ancient dwarven smiths.
Many dwarven societies are based on membership to one of the several clans throughout the land. A dwarf's hair is a large signifier of his/her status. For any special occasion, a dwarf will restyle their hair to suit a situation. The largest badge of honor is a beard. A beard signifies acceptance into a clan. It is the ledger of a dwarf's history, their stories, their triumphs and failures. To cut one off is to strip a dwarf of their legacy of honor.
( see Dwarves )Firbolg
Children of the forest, of the very land itself, firbolg were created from the body of the Divine Azura when it sacrificed its physical form to create the world. Due to their very devoted relationship with the soil and all of its extensions, firbolg have fostered troops around the wild areas of Azuremir. These troops exist to keep the natural order of the world and protect sites that hold natural secrets. Many firbolg inhabit traits from the environment they frequent. Those that tend to forests grow twig like antlers, those in the reefs often develop gills, and many more.
Firbolg troops focus on the natural world around them which often makes them ignorant to the wider conflicts of the world. It is rare to see one near civilization much less inside a city. When one does come to town, they are noticed by all passersby and word quickly spreads. Much like humans, firbolg have a sixth sense as well. Instead of being able to sense magic nearby, they have an uncanny sense for the unnatural state of undeath. Where others may see a normal soul, firbolg can sense the presence of one rebuking the cycle of life and death.
( see Firbolg )Genasi
What has come to be known as the genasi are groups of people who have taken up residence near portals to one of the Elemental Planes. They each embody their respective elements and the young are encouraged once they reach adulthood to explore the world. Most welcome new members into their fold, but the path to attuning to an Elemental Plane and becoming one of the genasi is a closely kept secret within each sect. They are protectors of the Elemental Planes and have many a time been called upon to deal with threats to the membranes which keep them at bay. The largest of genasi settlements, Sunaharadesh , is a city where humans and djinn live in cooperation.
( see Genasi )Goliath
It is said that when a group of humans first came into contact with the ancient giants, there was much distrust. A leader amongst them offered themself up and was imbued with the runic magic of the giants and thus the first goliath was created. Their cadre would come to also bare the transformation and create the fist clan of goliaths.
Goliaths in the modern era mostly live in the lands of Caero in nomadic tribes that travel the frozen wastes. Some of the young goliaths travel south to see the world, often gaining employment as bodyguards or mercenaries for their monstrous strength. Some choose to stay within the cities and towns of Man, others look to return to the cold eventually, if they survive.
( see Goliath )Halflings
It is plain to see for many that halflings share some heritage with humans, but what calamity split them apart is heretofore unknown. They share many interests, and much of their culture reflects human sensibilities without man’s thirst for conquest. Many suspect that perhaps they got lost in the Fey Wilds for eons and were changed by it. The true answer is yet to be found. Before the conquest of the Pegalus family, halflings lived in hovels within the woods or on the plains in small farming communities. Many of them are eager and kind and welcoming to friendly visitors. Most live spread throughout human lands, living in their cities and villages.
( see Halflings )Human
Humans have expanded, like a plague to some, across the entirety of Azuremir.. There seems to be no environment they will not make do with, no natural disaster too imposing to keep humans from settling down. This has made them a formidable race to contend with since many of their cultures value conquest.
Orc
The Orcinath, or Orcs, of Azuremir owe their existence to their god Goohr, the Ever Watchful. Goohr destined the orcinath to rule the world's wilds. most orcs live in clans within forests and wide plains where they can take advantage of their awesome strength and military might. The clans of the wilds see human civilization as encroachment into their divinely ordained fief and so raid constantly to keep small settlements from growing larger and pushing them back. That is not to say orcs and human are always diametrically opposed. Many orcs have intergrated into human towns and cities, and many clans have come to agreements with their local towns to stay within the bounds of their walls.
( see Orc )Tabaxi
Originate from a region of Makan known as the Veald. They are all children of the Black Mane, the incarnation of Marjani. Young tabaxi are not treated as adults until they go on the ra'aj, a journey that they believe turns them into pure beings. Adolescent Tabaxi are sent out to discover the world and come back with stories to give to the Black Mane. They are encouraged to use their personal strengths to affect the world and create their own legend and go through character growth. When they return, if their story pleases the Black Mane, they are welcomed back as a full member of their pride. Those whose stories are especially stimulating to the Black Mane are granted the blessing of becoming mamluks, sworn honorguard and protectors of the Black Mane.
( see Tabaxi )Tieflings
One should take care when consorting with devils. There are those who, in order to further some self-interested goal, consort with the fiends of Baator. They make deals for power they shouldn't have and in exchange accept infernal blood. This corruption manifests physically. Horns sprout from the head, the skin's pigment turns, eyes change hues to represent their patron. This deal affects the soul however, and is passed on to each generation. From one man's greed millennia ago, a tiefling may be born today and suffer the persecution of a world wary of fiendish dealings.
( see Tieflings )Warforged
Long ago, the magocracy of Elysium are believed to have sought, like many who reach the pinnacle of arcane knowledge, the ability to extend their life. Their solution was to create mechoarcane bodies that would never sully through time. They were successful, but before this creation could be let loose, Elysium disappeared.
In the modern era, Elysium has reappeared, now inhabitited by the awakening metallic bodies. These ancient Aetherians lack memories of their previous lives, and must adapt to new life in these times. Their forms resemble metallic dolls with precision sculpting of the human form.
( see Warforged )Woad Elves
The elves of the woad, colloquially 'wood elves', are a branch of elven ancestry. Their kind refused decadence of elven society and moved to the woods. But not just any woods. In the Elvish tongue, woad stands for something more than a sea of trees. It is a refuge, a place where magic has soaked into the land. Where they may enjoy the fruits of nature protected from the conquest of humans. The woad provides and protects. Wood elves are typically shorter in stature than their eladrin cousins with skin tones taking on more earthy pigments. Their ears however have grown longer and wider and have become prehensile to better locate within the deep forests of Azuremir.
( see Woad Elves )
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