Races

Within the Codex Illuminum, details about the races of the world are shared.

Humanity, hailing from the vast plains of Edena, is the dominant race of Ethera - militarily, politically, and by population. As such, it is characterized by the sheer diversity of its cities, people, and culture. Throughout history, humans had a knack for organizing, expanding, and exerting influence when necessary. Their societies now range from savage tribes to the world’s most advanced, cosmopolitan cities.

*Humans II*

From the perspective of the longer lived races, humankind’s grand ambitions, coupled with their relatively short lifespans, means that their societies appear to be in a state of constant flux. From humanity’s perspective, they are merely adapting and evolving with the times. While mankind has often been one of the most innovative and adventurous races of Ethera, they have also instigated some of the bloodiest conflicts in history.

#### **Dwarves**

*Dwarves I*

The hardy dwarves hail from the frigid, northern realm of Dokkheim. Historically, they’ve had litter interaction with the outside world or other races. Paradoxically, they are the most technologically advanced race in Ethera - a fact that is begrudgingly accepted by all races. This, coupled with supreme confidence in their own culture, has cultivated widespread xenophobia and general intolerance of outsiders.

*Dwarves II*

The dwarves are natural born tinkerers and engineers blessed with an abundance of natural resources to conduct their experiments. Dokkheim, rich in valuable minerals and ores, has granted the dwarves unmitigated access to rare materials that do not exist abroad. Their aptitude for building new things makes them peerless craftsmen.

#### **Drow**

*Drow I*

The Drow are natives of the arid deserts of Zumurrud and historical rivals of the Sylvani elves that neighbor them to the north. They have learned to not only survive, but thrive in Zumurrud’s harsh environment. This fact is a source of fascination for many visitors who often find the conditions difficult and, at worst, unbearable. The Drow’s cultural aesthetics, laws, and even fashion, often reflect the central importance of water.

*Drow II*

The Drow have delved into studies of the occult to learn the taboo art of blood magick. This arcane art can be used to manipulate both living and dead creatures. The use of blood magick is almost universally frowned upon outside of Zumurrud, especially in Sylvia. These sentiments often put the elves and drow in direct opposition against one another.

#### **Elves**

*Elves I*

Ekves hail from the forest continent of Sylvia. The race is largely homogeneous with very little diversity, unlike their human contemporaries. As the centuries passed and their civilizations expanded, they intuitively integrated with their natural surroundings. Visitors of Sylvani realms often remark that elven societies seem “invisible” until they are revealed. This is because the elves have developed painstaking methods to live in harmony with the nature around them.

*Elves II*

Elves are the longest lived race and as such have developed cultural institutions and traditions which span centuries. From an outsider’s perspective, their culture and society may seem to be in a stasis but this is a grave misjudgment. The elves are remarkably resilient and often deal with their problems using counter-intuitive methods. They are uniquely gifted in the art of hedge magick which can be used to manipulate the magical properties of plants for powerful healing effects.

#### **Foxier**

*Foxier I*

The foxier hail from the island nation Asadal. As it is surrounded by large bodies of water, they were historically an isolated race. They began to systematically explore surrounding bodies of water and nearby coasts. With the advent of turtle ships, these expeditions became much safer and economically lucrative. A new age of exploration began, as they pioneered trade routes to Mitoji (the Beautiful lands), which is their collective term for the lands outside Asadal.

*Foxier II*

The foxier are natural born adventurers with an inherent sense of wanderlust. Their enterprising spirit, combined with the pragmatic knowledge they’ve gained from traveling the world and interacting with other races, affords them a distinct advantage over contemporary races. The foxier now possess the world’s largest trading fleet, navy, and have cultivated a reputation for their roguish charm. A famous saying in Asadal states, “Thrift is not an affair of one’s purse, but of the heart.”

#### **Wraiths**

After cursing Icenaire, every inhabitant who died within the sphere of the Shade King’s corruptive influence manifested in spectral form. Some returned, having lost their ability to reason. They were consumed by an insatiable desire to attack and kill any living creature on sight. Other awoke in their new forms, fully lucid, and had to come to terms with their new existence; these are the sober Wraiths. Wraiths can be harmed by powerful magick or silver-lined weapons.

#### **Shades**

Some Wraiths are chosen by the Shade Kind and corrupted by his dark magick. This process imbues them with immense powers. These unique wraiths are called Shades. Their presence gradually draws nearby Wraiths to their locations and even influences the state of their minds; Shades will drive the sober Wraiths in their vicinity to insanity. As such, they often become influential fixtures in their local areas and are used by the Shade King to exert control over Icenaire.

#### **Archons**

The Archons are an ancient race of celestial beings of unknown origin. Edeni legend says they are the All-Mother’s first children and hail from Lunera, the world’s moon. Mortals call them the Old Ones due to their age and profound wisdom; the Archons were often skilled in various sciences and arcana, the rudimentary knowledge of which they bestowed upon the mortal races. They are known to have the ability to shapeshift and great powers of persuasion.

*Sources provided by VanTheMan in their recent playthrough on the Dvora Studio Discord*