The World of Teréth End - People & Races
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"Too often days swiftly pass / Weeping in the evening grass / There just is not enough time / Forthings you dreamt you'd do / The hours still drift by.

"Too many years, too high a cost / Too many lessons earned but lost / And still you complain all the time / Cursing the days before you / Lamentng the days gone by.

"And finally laying in your bed / Staring skyward, nearly dead / It all floods back one last time, / The chances that you left behind / But alas there's little left to do / ... but cry."

Dirimoran song

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People & Races

 

Overview

Ranging from the Sha'al of the tropical Vast Untamed to the sunless submarine spires of the Zultaya, the World of Teréth End is populated plenteously and diversely.  The inevitable question of "How have so many advanced races emerged in one world" is not easily answered.  Without the ability to peel back the ages and examine the past, scholars are left guessing with only legends as their guides.  Presented in this book are essays on each of the twenty-one races that make Teréth End their home.

Although the world is rich with life, little exists in harmony.  Though wide, Teréth End does not provide enough harbors that all the races might exist without interaction with the others.  Of the twenty-one main races only eleven are true, with the others being variations (i.e. Chaosborn, Faer, Halvarel, Halvers, Nelveral, Neveren, Ogren, Ortor, Urdar and Werrid).  Legends of the immortal Eylfae and their "hundred sailed ships" potentially reduces that number to ten.  Furthermore, some sages have posited that the Gru may not be native to Teréth End, but too little is known about the Feeders-of-the-Dark to judge.  The term "races" is not applied to animals, monsters and other bloodling children (i.e. Dragons, Giants, etc.) though one can be assured that many exist.

Information on individuals can be found in the Characters and Rogues Gallery sections.


Teréthori

The continent Terèthor spans the north and south hemispheres.  The geography and climatic diversity of the land harbors hundreds of cultures, kingdoms, and a dozen races.  From the rovers of the frozen Grey Wastes to the steamy rain forests of Sul-Terèthor the continent hosts a variety of people.

The most widespread people of Terèthor are the Dekàlans.  The Dekàlan people encompass all those that live in regions once claimed Nor Terras De'Kalas by the Dragon Throne at Lanàdus.  Many of these live in areas long ago disassociated with the Ten Thrones.  Despite preference of politics, all share a common history and roots that merit inclusion.  Often there is not as much difference as people care to believe.

Teréthori

[Caramis]
Endruli
Juduthu
Kirydizan

Muluka
Naskarans
Nulurans
Olood
Saranthi
Sharan
Wasters

Tasseri

To the east and south of mainland Terèthor is the southern continent of Tasserus.  The people of the land thrive within the vast and extreme landscape.  Perhaps nowhere else on the planet do different races exist so closely with one another as the Sha'al and Uren of the Dreamlands.  The Dreaming Mountains north of these lands are homes of Gnorm and Hörks, while the great trackless Esh remains the unforgiving home of nomadic-Uren.  East and south of the Dreamlands extends the Vast Untamed, homeland of the Ikitikirittik and Sha'al, from where few Uren have ever returned.

Tasseri

Eshi

Nolanders
Talarans

Vulmurani

Referred to by some as the Old World, Vulmura is considered the birthplace of occidental culture among the Uren.  The Mortal Race that inhabits the region can be found everywhere from the windswept steppes of Wyrr to the temperate shores of the Acentran Sea.  Unlike Lyrast (a more true true "homeland" of the Uren), the continent of Vulmura is not dominated by the Uren but rather by the Elve, who rule the immortal Great Anahl alongside the Faeri.   Sharing the western reaches of the continent live the remnants of the Dwürden Kingdoms, left over from the twilight of the Third Age.

A study of Vulmurani history is a study of sweeping wars and moving people.  It is believed that at the end of the Third Age the Uren moved westward from Lyrast into the ancient lands of the Dwürden and Elve.  The migration was prophesized centuries earlier by Elve seers, who convinced their Queen that war would be futile.  News of these portents were delivered to the Great Dwürden Halls in the hopes that they would seek to repel the invaders, and fall doing so.  The mountain people prepared nearly 340 years to do war against the coming Uren.  When the Uren finally came, the Dwürden repelled them again and again but the Uren numbers were too large and the Dwürden casualties too great.  In time they learned that the Elve had set them in the path of destiny's hammer and seeing their folly thereafter welcomed the Uren into the lowlands of coastal Vulmura.  This movement of Uren into the Dwürden lands is accepted as the dawn of the Fourth Age.

The migrated Uren traded frequently with the Dwürden and exchanged all manner of goods, produce and knowledge.  This exchange of lore prepared the Uren in ways unavailable to them in their previous home of Lyrast.  Here the Mortal Race was taken by the guiding hand of an Elder Race and prepared timeless vengeance against the Elve.  It is guessed, that many of the battles of Uren were instigated by the Dwürden to prepare the young race and give them experience for the wide-ranging wars to come.  Those wars have not yet occurred.  

It is notable that the Elve are not oblivious to the Dwürden agenda, and have sought to crush Uren powers throughout the world when the opportunity presents (i.e. the Dekàlan-Acentran War).  The Eylfae are a patient and calculating people however.  Their aid in the Great War saw many dividends.  First, with their aid Acentran armies they were able to stem the inexorable growth of a powerful Uren empire that in time would have threatened their homelands, limiting their own loses.  Second, their aid in the liberation of Acentyrea earned them the good will of the Coastal Vulmurans and allowed them to marginalize the Dwürden.  Vulmurani history remembers the Elve as those that fought beside them when the Dekàlan Empire was destoryed, it remembers the Dwürden as ancient allies who in time of need, hid within their mountain cities.

The Uren of Vulmura are typically divided into one of four major divisions:  Coastal, Old Vulyran, Flaanish and the Kaldari.

Coastal.  The Uren of southern Vulmura are dubbed the Coastal Vulmurans, though the majority of inhabitants of the continent live along shores and rivers.  The Coastal region stretches along the souther shores from Palda to the edge of the Great Anahl.  Coastal Vulmurans are a tan-skinned people of moderate height with hair color ranging from brown to black.    Though some small variations exists (i.e. Allyrians tend toward fairer skin tones), Uren natives of the region are mostly indistinguishable from their Vulmurani neighbors.  Eye color of most kinds can be found in this region though brown and green-blues pervade.  People:  Acentrans, Allyrians, Dirimorans.

Old Vulyran.  Above the Dwürden ranges which bisect weatern Vulmura, live a fair-skinned race that is both tall and light-haired.  Though most are tanned and burnt from the unyielding northern sun, the features of the Old Vulyran are unmistakeable.  Old Vulyrans are taller than most Vulmurani with blonde to brown hair and brown to green or blue eyes.  There is variation from this due to centuries of dilution due to the marriage and the enslaving of their southern neighbors.  Due to a historic record of raids into the prosperous south, the distinctive Old Vulyran appearance is not welcomed in Coastal Vulmura.  People:  Wurm Nomads.

Flaanish.  Though maps chart the Great Flaan as trackless unihabitable swamp, the region is host to a pocket civilization of Uren that have existed for millennia without extensive contact with Vulmura proper.  When the Flaanish do appear in the streets and trading bazaars of Allyria, most consider them traders from distant Lyrast.  The Flaanish are shorter than most Vulmurani with a muted olive-green hue to their skin.  Their hair and eye colors range little, from dark brown to black.  As a whole, the Flaanish are a stocky people.  Few Flaanish travelers attract attention to themselves.  Among strangers they typically walk with their heads bowed as a sign of deference. People:  Flaanish.

Kaldari.  Separated from most of Vulmura by the Elve Great Anahl, the Kaldari people do not interact much with their western kin for both geographical and political reasons.  Unlike the Coastal Vulmurans, the Kaldari have a venomous relationship with their immortal neighbors, the Elve.  This relationship is best exemplified by the Great Thorn Barrier.  The Kaldari are a medium-sized people with fair skin and dark hair, which is often curly.  Their eye color encompasses a wide spectrum but tends toward gray-blues and gray-greens.  People:  Kaldakulari.

Vulmurani

Acentrans
Allyrians

Dirimorans
Flannish
Kaldakulari
Wurm Nomads

Lyrasti

Lyrast is littered with the remains of many of Teréth End's oldest civilizations.  Here lies the abandoned Dwürden kingdoms of Dori Loth, the ivory spires of Tiki Ikittir, and the oldest cities of the Uren (built by the children of Emer):  among them Jadaktha, Maradoo, Sirindar, and Vazaria.  Here, during the Third Age, the Uren arrived from mysterious Emer (though no records of that place or the people that lived there remain) and settled along the southeastern coasts of the Vulmuran-Lyrasti all-continent.  Their arrival went unheeded by the Elve of Vulmura, but the Dwürden paid careful attention for they saw that the Uren numbers were great, and increased at a frightening and unnatural rate.

The Ikitikirittik welcomed the newcomers as farmers welcome a plentiful harvest and many battles were waged.  The Dwürden watched with great interest as the Ikitikirittik-Uren battles pushed ever inland toward the insectile homeland, and come III 223 (ER) an Uren army first spotted the Spires of Tiki Ikittir.  The generations of conflict against the Ikitikirittik had fashioned a culture of war among the Uren, and when the carapaced enemies were defeated, they turned their bronze swords and spears against one another.  Following two centuries of campaigns against the Ikitikirittik, the Uren would never again be united.

The Dwürden have an ancient history in Lyrast, having emerged (according to their records) from the mountains at the end the First Age.  Their legends claim that the world was free of the inimical Elve and most others at that distant time.  The only race (according to Dwürden history) to predate them in Lyrast and elsewhere were the elemental Hörks and Jyar whose claim to life in the conventional sense is debatable.  The first Dwürden settled in the prehistoric caves and tunnels that connected most lands throughout Teréth End.  These subterranean avenues provided them with access to all continents save Emer, for the Hörks refused to travel to that place.  In this manner, the Dwürden traveled from Lyrast to the corners of the world and established kings in distant lands.  As clans moved outward from Lyrast, their cities grew sparse and their populations dwindled.  By the dawn of the Second Age, the Dwürden were spread too far to contend with the arrival of the Elve.

Lyrasti
Ardegas
Azijil
Cidirilar
Da Char
Dirinjik
Dori Loth
Evirinor
Jadaktha
[Kenyu]
Kir Julun
[Kitalsk]
Nular
[Orval]
[Sarask]
[Solorn]
[Tarsk]
Tayal
Tiki Ikittir
Tolomir
[Varsta]
Wistir
Zaloo
Za'Rinar
Zirak

Emereni

The mysterious continent of Emer is a place of legend among many races and as such is not represented on maps produced outside its shores.   The name Emer (eh-MEER) appears in ancient scripts as the ancestral home of the Uren, who have given it many names over the ages.  What is known is that at the end of the Third Age, Uren arrived in great numbers from the direction of Emer into the lands of Lyrast. The people that arrived spoke a common language (Emereni) and shared a common culture and religion from which all variations of Uren civilization have evolved.  It is believed that most of these trappings were lost in the early part of the Fourth Age as Uren were influenced by the elder races they encountered in the world around them.

None of this should be taken as suggestion that no one remains on Emer.  The Emereni (eh-MEER-eh-NEE) remain, but have no further contact with the outside world.  Whether this is by choice, or some other effect, is not known.

Emereni

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Mortal Dreaming

Within the lands of Dream there exists races not found in the Waking World.  It is unclear where most of these races came from but most are believed to have migrated there from either the Waking the Ethereal or the Nether realms.  Among those within the lands of Dream are the Ejara, Duinu (do IH noo) and the Nuth.

Mortal Dreaming

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Role Playing

The most important determining aspect of whether one should play a member of a non-Uren race should be whether the player is willing or able to bring that race's unique perspectives and idiosyncrasies to life through role-playing.  Anyone not accepting of this challenge is strongly discouraged for their "performance" will subtract from other players' experience with that race or people.

Despite GURPS mechanics and theories to the contrary, all races are not created equal.  Creation of Uren characters is different than creating characters for Elve or Hörks.  The natures of diverse people and races should not be misrepresented to appear equal.  This "inequality" should be weighed carefully before introducing non-Uren characters into a campaign.  A disparate number of Character Points are available to characters (PC and NPC) based upon their race and origin.  Appropriate CPs are listed in italics before each GURPS Character Package.

Notes / References
  1. To Do:  Add maps to continent sections, include migration routes, etc.

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
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Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

Organizations

Acentran Knights (Ace)
Clt. Black Dagger (Tas)
Def. of Deephold (Oth)
Derecauln (Oth)
Esara'shal Kdar (Jad)
Or. Bloody Fist (Dek)
Hand of Kazdar Azk (Jad)
Illuminated (Jad)
Merchants Guild (Oth)
Minions of Danok (Oth)
Or. Night Lotus (Jad)
Or. Red Knights (Dek)
Poisoners Guild (Oth)
Zin Virael (Tas)

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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