¶ Human
- Alderlander - Alderland is inaccessible, hidden behind the Iron Lock to the south. That’s the origin of the Alderlanders, even though most of them have been born in the Forbidden Lands and have never seen Alderland. Newcomers from Alderland sometimes appear north of the wall: criminals, banished and, in a few cases, missionaries and other people who have left of their own free will. These newcomers are received with open arms since they often carry news from the homeland, and perhaps can sing some of the old sad songs. There is a melancholy among Alderlanders as they reminisce about what has been lost, or a defiance and will to forget what has been, so that they may build something new. Many worship the church of Rust as their ancestral religion, though they tend not to venture north of the Blauwater Lake or the rivers that feed it.
- Ailander - The Ailanders were the first group of humans who found their way north to Ravenland from Alderland. They fled religious persecution seven hundred years ago. The Ailanders worship the Protector under the name Raven and were led during their exodus by the priesthood of the Raven Sisters. Many Alderlanders believe Ailanders in general and Raven Sisters in particular are heretics and traitors
- Frailers - Half-elves of Alderland heritage are called Frailers. They are the descendants of the elven hostages among the humans in Alderland after the Shift.
- Aslenes - The Aslenes have a more colorful physical appearance than the Alderlanders. They have various skin tones, always with a healthy luster. Their hair is always vibrant, regardless of color. Usually Aslenes braid their hair, with both men and women having artful hair styles. Their clothes are equally colorful, consisting of earth tones decorated with fields and patterns of various colors. They prefer gold and bronze jewelry to silver. The Aslenes are shorter but stouter than Alderlanders, who believe that the riders lack both beauty and culture.
- Quards - The Quards are a rider clan from Aslene. They made contact with the Ailanders of Ravenland through Shadowgate. Like all Aslene, the Quards strongly believe in honor and loyalty among friends. They are no longer a nomadic people, but their former lifestyle has given them an air of mystery and long years of living in the wild is part of their upbringing since the Blood Mist lifted. Skill in the saddle and with a blade are held as the highest expressions of their cultural heritage. The Aslene worship the fire god, Horn, whose physical manifestation is a volcano in their homeland.
- Galdanes - These newcomers find it hard to assimilate to their new surroundings. They are nomadic and despise farmers for using fences and walls to divide the land the Galdanes believe should belong to everyone. The Galdanes were the enemies of the Quards while the clans were still in Aslene, and their enmity lives on in songs and stories even if they are forced to put their conflicts aside now. The Galdanes also do not trust Alderlanders, who are their traditional blood enemies after many wars. Above all, they hate anything that looks demonic, including wolfkin.
¶ Elves
- Elvenspring - Taught to revere nature while exploring their connection to magic.
- Still Elves - These are elves that have chosen to remain in place and remain unmoving in deep contemptlation.
- The Unruly - This is a name given to the elves that seek adventure and exploration.
¶ Dwarves
- Belderranians - The Clan of the Sons - Belderand is the first homeland of the dwarves, ruled by the Belder royal family. Only dwarves can gain access to the underground kingdom, though a few delegations from the elves have been allowed to enter the upper halls. King Turik of Belder is very careful and has managed to keep his realm at arm’s length from the wars, but many think his lack of drive allowed humans and orcs to take control of the Forbidden Lands, and many dwarves look forward to a more active successor. The king is growing old and has four children with different dispositions and dreams: Rigalda Beak of Belder, the stone singer Berwyld, Gandeman Stone of Belder and the dreamer prince Trondeval.
- Meromannians - The Mining Clan - Wailer’s Hold, the mining city of the Meromannians, fell three hundred years ago to demons and Alderlanders. Some hardy dwarves still live in the mountains north and south of the city, but most have left to live with their kind in Belderand and Stonegarden, where they have been well received as they are very wise in the ways of the mountains.
- Canides - Iron Dog Clan - The Iron Hounds live on the surface of the world, and have taken responsibility for the dwarves’ duties above ground. They are proud and believe themselves hardier and more adaptable than other dwarves, both physically and morally. Their skin and hair are generally darker because they have adapted to life in the sunlight
- Crombes - The Guardian Clan - It is said that Scarne, the mother of dragons, ruled in Ravenland when the dwarves arrived in ancient times, and that her armor was impenetrable obsidian. According to dwarven legends, their commander Oramund prayed to the god Huge, who sent him a hammer that could break anything. Oramund used the hammer to slay the dragon. The peak where the battle took place was named Dragon’s Tooth. The ribs of the mother dragon were clad with stone that the dwarves pulled from the rock, and these were used to raise the fortress Scarnehall. This ancient fortress is still said to be the home of the king of the Crombes, Tademir Stonefriend. Oramund named his godsent hammer Scarnesbane , and it is said it was hung above his throne where it could crush all lies and deceit that were uttered before the king.
¶ Wolfkin
Wolfkin are a mix of human and wolf. They despise civilization intensely and believe they have found their way back to nature and the original form of their ancestors, away from the weakening and destructive ways that caused the human kin to lose their fur and distort the land. Others suspect that the wolfkin are escaped experiments from Zygofer’s older demonic laboratories that have been able to grow into a new kin hidden in the Blood Mist. Such allegations make the wolfkin furious, and they say the furless might as well be experiments with their disgustingly naked bodies.
Wolfkin distrust the other kin, but since both they and the Rust Brothers were untouched by the Blood Mist and would prefer that it came back, there is a connection between the two groups. The wolfkin worship the goddess Heme, whom they call the Huntress – a symbol of the unadulterated life as it was meant to be. Their ecstatic blood rituals are tied to the seasons, breeding and hunting, where they often drug themselves with narcotic mushrooms, howl, hunt, and tear living prey apart – including humans. Wolfkin have an unexpected taste for complex music and can howl in multiple harmonies while hammering out complicated rhythms at their gatherings.
Despite a shared interest in nature both elves and druids hate wolfkin, believing them to be half-demons. The same goes for warriors from Aslene, who often wear wolf pelts when they hunt. Some wolfkin individuals are cast out from the tribe or grow weary of the monotonous life in the forests. They are appreciated as trackers and mercenaries in the Forbidden Lands. Many outlaw wolfkin live in smaller packs. Since they steal from the villages and prefer to oust strangers from the forests, they generally have a bad reputation.
¶ Halflings & Goblins
- Halflings
- Halflings often live in small villages where they work as farmers and gatherers. Often, they have a deep need of sweeping any problems under the rug and present an image of an idyllic life, a need grown from their shame of the dark side of their half-kin. Behind this veneer are hidden burrows where they keep the old, disfigured and misfits. Drug use is rampant but well hidden, including tobacco, alcohol and narcotic plants, which are considered a quaint and innocent part of their culture.
- Halflings trade with humans, dwarves, half-elves and elves, but never open up to anyone and distrust all other kin behind their jovial facade. There are plenty of taverns in their villages, since they prefer to meet on neutral ground rather than at home where any flaws may be revealed.
- Some halflings feel smothered by the idyllic life in the villages, grow restless, and leave to live lives as adventurers, thieves and, in some cases, even assassins. They are said to be born “under the dark moon” or “when Eor slept.” It is often implied that they were born to a goblin mother, even if their actual lineage is taboo as a topic of discussion.
- Goblins
- Goblins live in nomadic groups that hunt and gather in the forests. They often breed wolves to ride, making them very mobile and efficient hunters. Goblins are known for their cunning and adaptability and are often hired by orcs or humans to track, act as couriers, or hunt. They have a very liberal view of ownership, and take what they want and need, which has given them a well-deserved reputation as thieves. Since goblins act however they want in the forests without respect to nature, they are disliked by elves and druids and the fact that they view any intelligent creatures except halflings as prey has done nothing to improve that. Since goblins have no social facade to defend, they are less apprehensive than halflings when it comes to discussing their blood relations and feel a degree of responsibility, however reluctantly, for their sillier brethren. It is not uncommon for goblins to watch over halflings and come to their aid if they are in danger, while the opposite is very uncommon.
- Goblins can see in the dark, but strong daylight hurts their eyes. Therefore, they prefer the night, especially when the moon, their ally in the sky, has risen.
¶ Orcs
- Several Clans with distinct habits, but not common knowledge among the adventurers
¶ "Whiners"
- The so-called “whiners” are small, skittish humanoids who are hunted by both orcs and humans, since they are said to have “sweet meat”. It is said their living flesh has a healing and fattening ability, so infected or deep wounds covered by parts of a whiner heal quickly. Orcs appreciate the taste of their meat which is considered to be positive for both health and potency. Whiner flesh is also believed to promote growth. Gold objects or other valuables inserted under the skin of a whiner will grow heavier in a day. For all these reasons, whiners are caught in traps and held in cramped cages thus allowing them to be “harvested.”