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Races and Cultures of Hermertia
Humans
Casadians
Origins and History: The historical home of the Casadians lies in a vast desert on the far-western continent of Alterra. The desert was surrounded by impenetrable mountains, thus keeping the residents therein isolated from the rest of the world. When a passage was found through the mountains, the Casadians chose to leave the desert behind and resettle in the more fertile lands beyond the mountains. The Casadians prospered in their new lands, using their talent in warfare gained from a harsh life in the desert to earn a not insignificant fortune working as mercenaries. This period of prosperity came to an end when a deadly plague swept through the continent, claiming a large portion of the region’s population. The advent of the plague was followed shortly thereafter by the appearance of enormous hordes of the undead appearing on the western shores of the continent. The people of Alterra were forced to flee east, eventually escaping across the eastern ocean. The descriptions of these events bear a striking similarity to accounts of The Fleeing that forced the original Mercurians and the Isiliothans from their homes. After a failed attempt to unite the survivors, the Casadians traveled eastward and settled cities of their own. Upon the discovery of the Mercurian Empire, the Casadians sent a number of colonists to join the empire. These colonists are the forebears of modern Casadians.
Appearance: For the most part, Casadians are of average height and build. Their complexion tends to be darker than most Hermertians, though this varies greatly. The original Casadian desert tribe was almost entirely golden-haired, but intermixing with other peoples has led to the a significant portion of the population having brown or black hair.
Estimated population size and spread: The estimated size of the Casadian population is around 100,000, mostly residing in New Hermertia. The population of Casadians is mostly concentrated in Casadia's new and old world holdings, though a large number of Casadians reside in Northtown in the Imperial City.
Particularities: The harsh conditions of the desert has instilled a number of odd social proclivities in Casadians that vary greatly from those commonly found in other peoples of the Empire. Casadians place great emphasis in social cohesion and cooperation; a trait necessary for survival in the desert. Casadians also give immense value to merit and little value to familial ties. Bloodlines matter little to Casadians; a view that is at odds with the predominance of feudalism in the empire. During their early days in the empire, a lack of respect for feudal titles kept the Casadians somewhat isolated diplomatically and socially from the rest of the empire. Casadians are fierce warriors, with most adult Casadians possessing at least some familiarity with combat. Despite their inclination towards warfare, they focus their efforts on fighting the undead instead of conquest. The manifestation of this can be seen in the Slayers Guild and the Altheri, both warrior orders dedicated to protecting civilization from the monsters of the world.
Östrons
Origins and History: The Östrons are a tribal group of humans from the outer realms of the old empire that collectively settled together in the Eastern regions of the new empire following the great migration. Their language developed from their middle position in the trade between the classical Mercurian kingdoms and the dwarven freeholds of the great wastes. Many minor tribes of the old empire worshipped a variety of monsters and animals, however, it was the regal religion of the Valyrians, Creeperism (Creopana to the Östrons) that shaped the religious evolution of these dwarvish speaking Mercurian tribes.
Following their settlement in the new empire on the shores of the Östsee, their new neighbors continued to shape their growth as a culture. The largest settlements in the beginning were in the Kingdom of Perth, the Imperial Isle, the Grand Duchy of Casadia, and much of the coastal forests and swamps between the G.R.H.H and The Kingdom Of Ertia. Organized Creeperism appealed to the Östrons, and like never before Östrons were flocking to Valyrian sites of Creeper worship and the performances of Valyrian regal rites. Their language, Östronish , set the stage for the establishment of the Order of St. Creopbaina. The development of an Östronish sect of Creeperism resulted in a system of learning, religion, culture, and trade between isolated settlements of Östrons. Monasteries, universities, and places of Creopana worship spread throughout the region. Despite the initial inertia of a collective Östron identity, over time, many of these locations fell into disuse as communities failed to resist integration into their suzerain’s culture. Some families settled into the far eastern regions of the empire, beyond the eastern coast of the Östsee and the western coast of the Wystsee. Nowhere was the integration more complete than the Kingdom of Perth, whereas of the current era, no Östronish speaking communities exist. The settlements in Casadia, however, have not integrated in the same fashion. The absence of any kind of Creeperism in Casadia allowed the Östron’s distinct culture to flourish. One of the most active places of Östron study exists in the Casadian village of Arnum (Ernun in Östronish). The strong warrior culture of the Casadians has only encouraged the militant aspect of the sect of St. Creopbaina to progress further.
Appearance: Östrons are pale in appearance, with an incredible diversity of hair colors and eye colors. As children, even the darker haired ones are born with light red or light blonde, which darkens to a tinted brown as a teenager. Their build and height resembles many other Mercurian humans from the classical Mercurian Kingdoms, in particular the humans of the Valyrian Kingdoms. Lifespan averages from 50-60 years among peasants, and up to 80 years for monks (it must be access to all that beer).
Estimated population size and spread: There is no reliable estimate of the Östron population, but they number in the hundreds of thousands. They currently live in the kingdoms and duchies of the southern and eastern Östsee (Perth, Casadia, Kaine, Östlond, and the Imperial holdings).
Particularities: Östrons speak Östronish, a language that combines features from both Proto-Gaeilgen, and Ancient Dwarvish languages.
Östrons are incredibly religious, however, the actual spiritual nature of this religion has waned with time.
Many Östrons question the Östron identity. It is a widespread belief that they are not a singular culture, despite their common language, ethnicity, and especially their religion. The “Östron Question” is a topic discussed among academics within the empire: When will the Östrons decide they are the Östrons? Many argue that the emergence of a religious nobility within the order of St. Creopbaina could finally unite the Östrons under one banner, and settle the question for good. Considering monks of the Order are not forbidden from taking a wife (few do, however), it is entirely possible that the formation of a noble house and thus a true Östron nationality could occur should the rulers of Perth, Kaine, or Casadia honor one of them with a noble title.
Hrynjandi
Origins and History: These hardy inhabitants of the Apocryphaen Wastes trace their lineage to a civilization that stood long before the great Fleeing. Today the ancestors of the Hrynjandi are known as the Þingr, former master craftsmen who inhabited the Theran valley and its surrounding lands. Much of their knowledge has been lost throughout the ages, including the precise location of the Þingr capital.
The Hrynjandi as we know them today are descendants of a group of people who fled their homeland during the Fleeing to the relative safety of the Apocryphaen Wastes. This exodus was led by a near mythical figure known to Hrynjandi as the Stormsword. Under his guiding hand, the thousands of Þingr refugees endured bitter storms, marauding bands of deserters and according to Hrynjandi legend, the dark tendrils of Sodrungr's wrath. Upon reaching the sanctuary of the Old World, the great caravans of the Stormsword disintegrated into chaos.
It was then when the growing divisions between the refugees finally crystallized into the factions that would eventually become the two major Hrynjandi tribes. On one hand the merchants and mercenaries had grown irate at the Stormsword's increasingly tyrannical rule. On the other side were those who remained loyal to the Stormsword, mostly peasants and professional soldiers who still believed in the old hierarchy.
Eventually, the merchants and sellswords broke away from the primary expedition and travelled east from the valley the Stormsword had chosen to be their new home. Those who remained confident in the Stormsword's abilities settled in the shadow of Mt. Anaudir and would eventually become what we know today as the Dyrendi tribe.
To the east of the of the frigid valley that was now home to their seperated brothers and sisters, the merchants settled upon a mountain not far from the coast of the Wastes. There, upon Mt. Skaftind, they founded the city of Skar and would later become known as the Skarendi. These people are considered to be the most cosmopolitan of the three major tribes. They've held on to their mercantile traditions and after the fall of Skyspeaker Vargon's unified Hrynjandi, are now the major power in the Apocryphaen Wastes.
Last, and certainly least of the three great tribes, were the Alendi. These people were part of an entirely seperate expedition from the borders of the old Þingr Kingdom. They settled in the far northern reaches of the Wastes on the island of Þingey. Centred on an ancient Þingr artifact, the town is a major supplier of food to the rest of the Hrynjandi.
Appearance: The majority of the Hrynjandi population posseses a pale, white complexion endemic to those living in darker regions. The average Hrynjandi is usually of a hardier build than that of their neighbours, mostly due to the difficulty of living in the wastes and their primarily martial culture.
Estimated population size and spread: The Hrynjandi are almost entirely contained to their homeland in the Apocryphaen Wastes. The entire population of approximately 15,000 is heavily discouraged from leaving their lands, especially after the fall of Vargon's unified Hrynjandi.
Particularities:The Hrynjandi Tribes are as diverse as they are many. Even though all of them descended from a common ancestor, the Þingr, they have long since split apart and formed their own cultures often based on their ancestral way of life. The three principal tribes of the Hrynjandi are the Andel River Tribe (Dyrendi), the Skaftind Mountain Tribe (Skarendi) and the Þingey Island Tribe (Alendi). The Hrynjandi Tribes were united in the third era when Skyspeaker Vargon brought peace to the Hrynjandi lands.
It's often considered that the Dyrendi are the least progressive of the three tribes, instead of embracing new ideals they prefare to shun those that practice them and hold on to their own traditions. The Dyrendi are a warlike culture that values the strength and purity of mind and body before all else. Included in these beliefs is a strong preference of keeping their bloodline as “clean” as possible. In the past the Dyrendi often embarked on crusades against other tribes, especially those that made their home along the river Andel. Early in the 2nd Era, they had conquered the parts of the river reaching into the Wastes and firmly established themselves as the Stormsword's descendants.
Appearing almost as a mirror image, the Skarendi have taken a completely different approach to life. Today they are considered the most progressive and advanced of the three tribes. Owing their success to their proximity to Ossuteraria and the resource rich Mt. Skaftind, the Skarendi have held on to their mercantile ideals and continued to practice trade throughout the region. It is said that the finest iron and steel in the Empire is forged at Skar. Along with living in the only walled city in the Wastes, the Skarendi maintain a deeply rooted connection to their past.
Far to the north of either of the two aforemention tribes, the Alendi quietly plow their fields and catch fish on the isle of Þingey. The beliefs of these farmers and fishermen are based almost entirely on those that Dyrendi travelers brought in the early years of the Hrynjandi. Unlike their more warlike cousins, the Alendi preferred to hold on to their peaceful ways but quickly adopted the religion of the southerners. The Alendi capital is a small city built around a Þingr artifact where one of the great mysteries of the Old World took place. Namely, it is where Skyspeaker Vargon disappeared into the void; never to be seen again.
Kairatites
Origins and History:
Appearance: The Kairatites are a pale skinned humanoid, having lived underground for thousands of years they have developed this pale skin and after a disease rampantly spread through the Kairatites they developed purple scarring which still lingers today. Most possess dark hair.
Estimated population size and spread: There are approximately 30 000 Kairatites across the empire, mostly residing in Kaine but some exist in other parts of New Hermertia (and old) but in very small numbers.
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Mercurians
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Kacenik Tribes
Origins and History: the Kacenik tribes are nomadic group of seafarers native to the lands of Old Mercuria. Due to a predisposition towards raiding and their nomadic nature, they rarely coalesced long enough to seek a formal place among the realms of the empire. Though not a part of the empire, they often came in conflict with various realms of the empire, particularly with Casadia and West Demurgia (now Khabranth). After their defeat by an imperial coalition at the Siege of Seled Gur, these nomadic people were finally convinced to adopt a more sedentary, peaceful lifestyle.
Appearance: the Kacenik people have a fair disposition, with pale skin and brown hair. They tend to be of average build, though a few tribes have notably taller members. They grow their hair and beards long, weaving them into simple pleats and braids.
Estimated population size and spread: approximately 4,000 Kacenik tribesmen live within the bounds of the empire, with nearly all of them living on the islands of the Distant Ocean in Old Mercuria.
Particularities: the Kacenik people have a predilection towards raiding, due in large part to the limited resources of the islands they inhabit. Though there is a great deal of infighting between tribes, the internal bonds within a tribe are quite strong.
Sejuk Horse Tribes
Origins and History: the Sejuk tribes are natives to the southeastern plains and savannas of New Mercuria. Known for their mastery of all things equestrian, they live a simple, agrarian life in small villages of up to five hundred. For much of their existence, they had little contact with the empire. As Casadia expanded, however, some of the tribes began to develop trade relations with their new neighbors. The economic boon of this trade made other more remote tribes jealous, resulting in a series of violent conflicts among the tribes. Casadia ultimately had to interfere to protect the peaceful tribes they dealt with.
Appearance: the Sejuk people have a smaller than average build with dark black hair and tan skin.
Estimated population size and spread: approximately 20,000 Sejuk tribesmen live in the plains and savannas south of Casadia, with only a select few traders residing within the borders of Casadia itself.
Particularities: the Sejuk are a normally peaceful folk, though they are prone to jealousy that begets violence. Sejuk men and women spend much of their life on horseback herding their flocks of sheep, cattle, and horses, causing many of them to be bowlegged.
Elves
Aethen Sige Tel (Snow Elves)
Origins and History: After losing the war, the High Elves (Ibarhean Empire/Elves) *not sure I spelled that right* moved to the lands which the Mercurians had ignored. Many of the individual tribes split up and went their separate ways, many never to be seen again. One specific sect of elves traveled to the northern lands where the Mercurians dared not settle due to the harsh conditions of the climate and environment.
They took up shelter underground because the surface proved too harsh an adversary to overcome. Many of the original settlers died soon after arriving due to not being able to adapt to their brutal new home. Their numbers dropped to only a few hundred that were able to adapt to the wastes that were now their place of living.
Spending so much time underground caused their skin to fade and adopt a very pale tone. Those that lived evolved quickly. Their lifetime halved from that of the Ibarhean Elves and theirs eyes became better suited for seeing in the darkness of the underground. Eventually they developed the technology to surface for parts of the day, but the damage to their appearance had already been done.
Appearance: Their skin appears as white as the snow that they live in, usually with black, grey, or rarely blonde hair. Their eyes are large and bright blue, and they have the traditional long pointed ears of the High Elves. Naturally sharp nails akin to claws have also developed on them, though they are usually trimmed to be rounded. They measure up to the average Mercurians in height
Estimated population size and spread: After the resurgence of the elves in Hermertia, they generally inhabit most of the northern and central regions of the empire, with numbers in the tens of thousands.
Particularities: The Aethen are a very proud race due to their heritage and success in the face of adversity. They do not want to be pitied or given special treatment due to the ideals and failures of their ancestors. They wish to restore the Aethen race to its once great status, but to do so in their own way to separate themselves from those before them.
Every Aethen is trained to fight from a very early age. The culture is very individual driven in that you are expected to be able to fend for yourself and not rely on those around you if need be. Though they are also encouraged to offer their talents for the greater good of the race and the kingdom.
Mostly all of the Aethen are highly religious and all follow the same ideals and gods of the Aethen Sige Tel. Because of this religion, they see themselves as superior beings to all other races and though there are other races living within DorEryn, the communities are usually very segregated. The Mercurian humans are seen as the highest form of life coming in just below themselves, but orcs, dwarves, and other odd minorities are all seen as subraces and treated with extreme disgust and sometimes violence on sight.
Wood Elves
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Pyrencians
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Dwarves
Mittilari
Origins and History: a dwarven people that lived in isolation until their discovery by Casadian explorers in 530 A.I., little is known about the Mittilari. Casadian scholars embedded in their society have gleaned one important historical detail: the Mittilari were once a more widespread people, but suffered a great catastrophe that drove them into hiding.
Appearance: the Mittilari have the short, stocky build typical of most dwarves. Unlike other dwarves, however, the Mittilari shave their heads, likely in an effort to keep cool in the heat of the jungle.
Estimated population size and spread: the exact population of Mittilari is unknown, but it seems they live exclusively in the southern jungles of Casadia.
Particularities: the Mittilari are a secretive and cautious people with little desire to trust outsiders. Their secretive nature is believed to have arisen after the great cataclysm that sent their people in to hiding. Little is known about their social structure other than that their leaders are the priests of the local temple. They worship a strange crystal called the Tarmoq, which they say keeps the evil that nearly destroyed their people at bay.