Race Guide

 ~Races~

 Armarria is a land of many races, but they don't intermingle as freely as they once did.  While there is no open prejudice, each race tends to centralize itself around a main city.  The one time the races mingle indiscriminately is during the yearly New Dawn Festival.
 
Dwarves
The dwarves of Armarria spend a generous portion of their lives underground.  They control the caves and mines or Armarria and thus provide most of the gems and precious metals used as currency.  They also are the sole providers of Adamantine and Mithril.  Dwarves produce almost all of the mundane armor and weapons for Armarria as well as a large portion of the jewelry that is fashionable around the country.  They guard the secrets of their mines jealously and are very cautious of letting others into their mines.  Nalgen Falzak is an open-air market type city where they sell some of their newest jewelry as well as the largest variety of armor and weapons available anywhere.  For those that are willing to abide by a very strict contract, the dwarves also sell a small number of cave leases each year.  These leases allow the owner to explore and mine a cave exclusively for a set time period, after which the contract is renegotiated based on any findings.
  • Main Residence: Nalgen Falzak

Elves
A large portion of the north of Armarria is woodlands.  The are trails and a few roads but for the most part, the elves have taken to preserving it as a free wilderness.  There are three mains woods in the north.  The Aure Woods to the west are the most open of the three, with a minimum of a three horse-wide space between, and a clearing of several hundred acres in the center where the wild horses the elves call and train come to mate.  The Aure Woods is where the elves keep their herds, although they are rarely bunched together, rather being allowed to spread out into their own animal communities and watched over by elven keepers scattered throughout the entire area.  To the east are the Moritaur Woods, a very dense and sparsely populated place, but the source of the elves special trees and herbs.  The Moritaur Woods produce the rare Darkwood, Greenwood, Darkleaf Cloth, rare herbs, and exotic fruits.  These things come in limited supplies to the rest of the land, the elves being careful to never take too much at any one time.  Between these is the Nanaen Woods, the main home of the Elves.  Their central community is located at the heart of the woods, and though the elves are fond of saying that, "All trails lead to the heart of the elves," only someone that has been taught the way can find the central elven community.  Throughout the woods are many smaller elven communities that can be found by travelers, but only a privileged few non-elves ever see the seat of their community.
  • Main Residence: Nanaen Woods

Gnomes
The Gnomes are the Magical makers and tinkerers of Armarria.  They reside mainly to the east of Mt. Aldeyn and have the most centralized and urban city of all the races containing building of up to six stories and smooth paved roads.  Mechanical creations, unique to the gnomes and never sold can be seen assisting in many of the gnome's everyday tasks.  The main city of Elraria is the central hub of a wheel of eight smaller cities.  Elraria contains the Academies that teach their art as well as providing a shielded setting for the true invention and innovation of their race.  It also contains the market where the bulk of the magical items are sold.  Beginning in the north and circling around the cardinal points clockwise are the cities; Earwyn (Magic Arms & Armor), Ilmire (Potions/Scrolls), Arvara (Rings), Darwira (Rods/Staves), and Broldri (Wonderous Items).  Each city produces a specific type of magic item, that is then shipped to the central city.
  • Main Residence: Elraria

Halflings
Halflings are the only race that freely move among all the others and actually has at least one business establishment in each of the five major cities.  This is because the Halflings are the Masters of Coin and Trade for Armarria.  Armarria has a centralized banking system that allows trade goods to be sold at set prices for credit and the withdrawal of credit at any location in the land.  These transactions occur at Armarian Transaction Markets or ATMs, which also serve as trade contract points across the whole land.  the central city of Pephinhanstram is located to the Southeast of Mt. Aldeyn
  • Main Residence: Pephinhanstram

Humans
The humans, true to their nature, dabble in a little bit of everything, but they have become widely known for their sea-faring.  Their main city of Acellevin Duranth, is a port city to the Southwest of Mt. Aldeyn and where the best ships, for travel, trade, and fishing, are found.  It was the humans that mapped the entire coastline and discovered that all of Armarria is ringed by the Everstorm.  Besides aquiculture endeavors, humans also contain the largest majority of  farmers of Armarria.  Much like the elves provide a generous portion of the meat animals for Armarria, Humans provide the lion's share of the produce for Armarria.
  • Main Residence: Acellevin Duranth

Other - Variable

There are other races throughout Armarria but their numbers are few and they are scattered widely.  There are no "half races" such as half-elf or half-orc.  The offspring of any mixed union begins life as a "changeling," essentially a half-breed until it's 10th year of life, at which point it must choose which parental heritage to embrace or be torn apart by the inner conflict of it's dual-heritage.  Any other race must receive special permission to be a playable race.

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