The Settlers Ethnicity in Raeth | World Anvil
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The Settlers

"Settlers" is a generic term referring to the humanoids who ventured to the far South and East to find habitable lands near the coasts, ravaged by centuries of demonic invasions and the ensuing climate catastrophes. While many of the first new colonists perished or were lost in their journeys, the large part of them managed to reach these lands, to only find some livable pockets of mild weather and favorable conditions. They founded the Enclaves, self-managed regions with no oversight from the central authorities in Upper Raeth.
Many Enclaves barely manage to scrape by, and more than a few were overtaken and lost, but a few established themselves and managed to last for decades - the colonists, adventurers and refugees became 'settlers'.

Called 'softskins' by the indigenous inhabitants of the area, they compensate with ingenuity and a dogged resilience in the face of adverse conditions, bloodthirsty creatures and ancient, power-hungry creatures.

Species



The Settlers are in general made up by three main species : a majority of humans with sizeable groups of dwarves and halflings. Members of other races are also present but are usually viewed as curiosities more than anything - satyrs, a few Elf Wanderers, and hybrid Tieflings and Aasimar as a by-product of extraplanar interferences in the Material Plane.

Humans


The majority of the Settlers are humans, a blend between newly arrived fortune seekers - from explorers to criminals in hiding - and the now third generation of the original colonists. The human settlers respond to the same variety of origins, way of life and background as the 'Mainland' humans. Widespread and adventurous, often to their misfortune, they are the main driving force behind the attempts of the Enclaves to reclaim the lost lands and not only survive, but start anew. New towns, new cities, some of which Mana-powered, farms and cattle pastures in ash deserts, deviating rivers from their current to ensure water supplies ... humans try - and often fail - to adapt to the geography and the climate. Sometimes they succeed.
Practically all human settlers have decided to leave behind the rigid structures of authority from the Mainland : virtually no Enclave has a central government, at most a council, and each town is responsible for its own laws and how they enforce them. They put a strong emphasis on looking out for their own personal well-being, while being mostly aware of the need to cooperate with others to live through whatever Lower Raeth can throw at them.

History

The original groups who left Upper Raeth after the Demons slinked back to the Abyss is estimated to be around 50.000 in total between the years 0 and 5 C.R., an estimation which is hard to assert due to the fact that many left in small caravans, at most village-sized travelling groups - the exception being the March of Salvation, an exodus of 15.000 people under the banner of High Prelate Elborth Jelrud, prophet for some, lunatic for the vast majority : regardless, he led thousands for months across the blighted central Raeth and its seeping Scars, "guided by the Gods" to find safe passage to a promised land for to the East.
Over the next century, an estimated 200.000 people left for the Enclaves, mostly to the East. The Southern regions, harsher and uncharted, have become less and less attractive in time. Nowadays, the rapid economic and industrial progress in the Mainland has led to a massive decrease in the migrations, and most humans who now leave are either desperate, fleeing, or criminals seeking refuge in less authoritarian lands.

Personalities

Many Settlers are headstrong, proud, and hard-working, with an almost dwarfish single-mindedness in reconquering the wilderness and surviving. Easily adaptable and resilient, they nonetheless maintain many of their negative traits : jealousies, rivalries, and a widespread - albeit concealed - egoism.

Dwarves


Settler Dwarves have a complicated relationship to the Enclaves. On the one hand, they are grateful for the opportunity for a fresh start after the destruction of their homeland and are valued allies for the other species, as their stubborn and hardy natures make them pillars of the communities, explorers and guardians, and their industrial minds have led to many advances in the Enclaves themselves : mines opening or restructured after centuries of abandonment, defensive structures, watchtowers, along with a basic implementation of steam and Mana-fueled technology.
They retain many traits from their time in their kingdoms : their first focus, regardless of their setting, is their clan or, in absence of such, their family - biological or not, as it is a common occurence for dwarves to take orphaned humans in their care. A rugged exterior and usually gruff first appearances belie, deep down, concern for their community and a genuine attachment to their land.

On the other hand, all of them have, deep down, a longing for a past which is now lost forever. Contrary to the nomadic Sea-clans, Settler Dwarves have given up hope (or the folly, as they call it) of restoring their ancient holds and reforging a new kingdom. The Sea-clans refer to them as "the lost" or "the cowards".
They convince themselves of the necessity to settle for what they have now and that they should be grateful for even having been able to survive their race's apocalypse. But even then, they all remember the tales from their parents and grandparents, the songs they sang, and the legends they told, and virtually all dwarves can fall prone to bouts of melancholy.
Dwarven Settlers generally fall under two categories : the ones who prefer a cozy life and practice their craft, with a preference for manufacturing work and brewing ; and the restless ones who wander off in the wilds as rangers and outriders for the Enclaves, protecting the borders from wandering packs of monsters or other threats.

Halflings


Halflings have an easy time integrating within Settler societies, both for their natural social dispositions and their industrious spirit. Both in the Mainland and the Enclave, halflings have an inclination for matters of commerce and finance, and many of the Enclaves' most reputed traders are halflings. It is thanks to their ingenuity that some trade routes are open with the Mainland, despite the many setbacks, and that good relations between towns or between Enclaves are maintained.

The halflings have a very strongly family-centric hierarchy, where the females are usually the front of the activity, and the males work in the back rooms, keeping the books in order. Solidarity for one's family often gets in the way of laws and regulations, and the head of a halfling family would rather be imprisoned or fined rather than 'abandon' kin in need.
This inclination is maybe one of the factors explaining why many thieving rings and swindlers are also halfling. This is particularly true in towns whose representative hails from this species, as the interpretation of rules is usually rather lax. Other species view this with a general indifference, as long as the 'little ones' don't interfere too much in their own activities.

The March of Salvation


Such is the name given to the 'crusade of the poor' led by Elborth Jelrud, the leading religious authority in Upper Raeth during the passage from the Cycle of Despair to the Cycle of Rebirth (0 C.R.). Enlightened by visions of hope from the nation's Celestial protectors, he and his priests gathered over 15.000 refugees displaced by the wars and set to lead them to a promised land in an island off the Eastern coast.
Unlike other caravans, heading North and South to take advantage of the still-passable geology, his zeal led him and his flock through the very heart of the Scarred Land.

Droves of desperates fell to the storms of Negative Energy, packs of surviving demons and other threats. The clergy still led on, calling these deaths martyrdom - as weeks then months passed, Jelrud himself became more and more egocentric and upon leaving the Scarred Land he would call himself The Golden Herald, claiming to cleanse the torn world from its corruption.

Over a year later, only a few hundreds of followers - barely more than a thousand - had survived the insane trip, many of which driven mad or at least unstable by the constant assaults, blood spilled and the sleepless weeks spent running from ravenous abyssal predators. They would never make it to the Promised Island - the few patrols who reached the area in the following years would come back with stories of how the pilgrims reached a boiling point and lynched the "Golden Herald" and his last priests, using his body as adornment for a city they would then found on the site of his massacre on the coast itself, Sun's End.

The city is still standing to this day in an Enclave of its own with some hamlets nearby, even though it is cut off from most Caravan Roads.

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