Peoples of Barastîr

Diverse and widespread, the peoples of Barastîr represent but a sliver of the creation upon the lands of Ædresta. Though many ancestries can be encountered while passing through, here are the most common.

 

Elves of Ædresta

The Elves of Ædresta (the Înura as they call themselves) were the first peoples to be formed by the gods in the first ages of the world. In their infancy they lived in the holy city of Tal Alsham in and among the Varnír (gods) themselves. Skilled and hardy, they are fair-featured and tall of build (generally 6-7 feet).

Because of their role as the shapers and explorers of the Ædresta, the Elves were granted lives to endure the ages. Elves reach full maturity around the age of 100, but members of trade and artisanal skills are often apprenticed until nearly the age of 160. Illness and pestilence generally have no effect upon them, and they generally live to over 1000 years.

Owing to their long lives and enduring perspective, the Elves build their kingdoms and cities to withstand the ages. Even in places where they have abandoned territories, newcomers find buildings and structures that outstrip anything that they themselves could ever construct or conceive.

Though there are many different groups among the Elves, those that are the most rooted in Barastîr are the Twilight, Dawn, and Sylvan Elves.

Humans

As the ages have wained on, the fiery spirit of ingenuity and adaptability that so defines humanity has lead to humans being the most numerous people throughout Ædresta. Traveling through Barastîr, one will find that while the other peoples can indeed be found, they are often minorities residing within what have become human lands.

The two most numerous peoples to inhabit Barastîr are the Gavleör and the Haslißii. These two groups were at one time close in their heritage, though they are widely separated in their speech. 

In lesser numbers, but still present, are the Aedani and the Nalthan’ei

Dwarves

Regardless if they were first chiseled from the living stone of the mountains or formed out of the dappled clays of the foothills as their various myths claim, the Dwarven peoples (Thjolda) know for certain that they were made by the hands of Aödh and Arrius in the First Age and blessed with a hardy resilience and love for the glorious wonders buried under the earth. 

First appearing in the mountains of northwestern Alésia, the Dwarven kindreds began slowly to expand out to form new homes and delve under the peaks that they glimpsed on the horizon. The vast majority of Dwarves in Barastîr are the Banner Dwarves.

 

Halflings

Foolish is the person that underestimates a Halfling on account of their small stature. These diminutive folk were created not long after Humans, and in many ways bear a strong resemblance to them, save for their being of such smaller proportions. The great difference is that the creation of the Halflings was the handiwork of just four of the Varnír Fína, Ceïnwen, Finni, and Nepos —and these each firmly set their stamp on these people. The result was a people deeply in tune with the land, prone to seek a quiet existence where they can, but fierce and formative when pressed.

Halflings’ first encounters with migrating humanity were tense at best, resulting in the extinction of an entire human tribe. The great change in their dealings with humans was due to the unlikely friendship of the southern Halflings and the tall and respectful Nalthan’ei that settled on their borders. Such strong was this mutual respect that the Brightfoot and Boldheart Halfling clans chose to accompany the Nalthan’ei when then began their migration westward. It is for this reason that Halflings in the west of Alésia are known as the Hîn, which means ‘children’ in the Nalthan’ei tongue. 

Gnomes

Not even in the beginning, when the Gnomes descended from the sky aboard their floating skyships did they make any effort to explain themselves. Simply landing in regions they deemed fair and beginning to settle, they would avoid any explanation of exactly who they were or from whence they came.

Much of the mystery was because they simply did not themselves remember, but some of their laconic behavior was due to a native desire to keep secrets among themselves. Regardless of where their cities are built, the gnomes have always endeavored to hide them away from prying eyes. From craggy mountain tops to canopy-centered platforms connected by swaying walkways, to warren-like underground citied concealed behind gear-driven boulders — secrecy reigns among the Gnomes.

Admirers of Aödh and Pål, the Gnomes carry much of their preferred dieties' love to create and enliven the inanimate. Their contributions to society at large have primarily been in the area of technology of war, but in recent years there have been some new developments that promise to change the very world. Their continual efforts to test and manipulate has earned them the nickname of Tinkerers, and rather than being offended by being named such they are thrilled.

Standing somewhere between Halflings and Dwarves in height, the Gnomes are generally of slimmer and more wiry of build. They are truly a unique looking people, with facial features hinting at an other-worldly origin. They have quite prominent noses, wide pointed ears, and overly large hands and fingers. Men generally grow beards, and it is not uncommon to see them without hair on their upper lips.

 

Half-Blooded Descent

Many of the humanoid peoples of Ædresta bear so many similarities in terms of anatomy and make-up that it is not at all uncommon for there to be groups with shared heritage of different peoples. In some cases, these children of split parentage are hard to spot or are treated with mutual respect by the races from which they have sprung. The great majority of these Half-Blooded peoples, however, enjoy no such calm acceptance and are often treated as social outcasts.

Orcs of Ædresta

Among the first of all races to appear on the face of Ædresta, the Orcs were created by the combined work of Goron and Kolora. Both being gods of ferocity and measured calm, they endowed their creations with a propensity for contradictions — to deeply feel the rhythms of the lands and weather patterns that surrounded them while finding peace and strength in the knowledge that time ensures stability.

Within the bounds of the Sea of Barast, Orcs are generally found in communities on the fringes of the wilderness. Not all Orcs choose lives of remote existence however, and there are many that have found a happy existence in more urban contexts.

Depending on the clans from which they come, their skin tones vary between tones of green, grey, and reddish clay. Hair colors tend to be darker, with black, brown, and red being common. Their ears come to a point, and all Orcs have prominent tusks that arise out of their bottom jaw (though these are far thicker and longer among males). Regardless of clan, all Orcs keep the habit of tattooing their faces, arms and shoulders. The choices of color, pattern, and color density communicate social standing and tribal identity. 

Planetouched

The history of the Ages has been marked by many, many breaches between the Material Plane and the manifold others that surround it. Not always, but often enough, these breaches have resulted in the merging of human peoples and the natives of these other planes. These were sometimes affairs of passion and joy, but all too often they were undesired and unhappy. In all cases, however, these trysts have resulted in the introduction of latent traits in the bloodlines of humanity. Unlike the unions that brought about the Half-Blooded peoples, the recessive genes have clung to the human lines, manifesting themselves in individuals every few generations.

Dragonborn

Bold and proud, representing the top tier of society in the draconic and reptilian realms of Kous Thaczil in the far southwest, Dragonborn bow to none (none but their dragon overlords that is). Among their own people, Dragonborn are divided among three major ethnic castes — directly in reflection to the major categories of Dragons. These three groups are the Metallic, Chromatic, and Gemstone Dragonborn. These three groups are, in the eyes of Kous Thaczilian society, divinely appointed castes that have each been gifted with place and role in society.

About three centuries ago in the years leading up to the end of Third Age, small groups of Dragonborn began to migrate into the lands of Barstîr. Coming from four specific clans of Kous Thaczil, these Dragonborn have established a reputation for their grasp on banking over the centuries. How they conduct their banking differs from clan to clan, but in all cases it is for the aim of enlarging their hordes and treasurie