People of Aeos

#### Vae'Nolar

Nolarians live in communes preserved by a Tear of Sehanine, or Heart of the Commune. They rarely speak of these gemstones to those outside of their culture. They are lovers of art and beauty, who spend their long lives dedicated to the pursuit of perfection and protecting the natural order of the world. They are often vegetarian and naturally skilled in magics.

#### Vae'Nadas

Nadassian Elves are those who have left their commune or tribe to live amongst other peoples, and assimilate into their cultures. They are often looked down upon by Nolarians and Hilé as lesser Elves. They are the most likely to have half-Elven offspring.

#### Vae'Hilé

Hilé Elves live nomadic lives, usually living off the land as much as possible. If they live in woodlands, they often make high roads within the trees. They form tribes and greet others of all people by offering a small gift. It is expected that anyone travelling into land where a Hilé tribe is often seen will bring a small gift - this can be as little as a stone, leaf or seed found on your travels.

#### Vae'Nocturnus

Nocturnal Elves are characterised by deep purple to slate grey skin and white hair. They are often smaller than their surface dwelling counterparts, and more dexterous. Traditionally, they live in a matriarchal society where necromancy is every day and common place. More recently, a subsect of their society has begun to make a home for itself on the surface, speaking of freedom and finding their own place.

### Dwarves

One of the most interesting systems in all of Aeos is Dwarf Mail. If you hand a Dwarf a letter, they will see it gets to where it needs to go. A Deep Dwarf will do this for free, but you may have to pay a Surface Dwarf. Either way, your post will arrive and if a reply is to be had, it will find its way to you.

#### Deep Dwarves

Deep Dwarves view Dwarvishness as a way of life, rather than something in your blood. Deep dwarves hew closely to the traditions of their forefathers and follow the laws laid down by the Low King of Krag Gr'Druzk. They view tradition and ceremony as sacred, and live their lives through careful rituals and systems. Traditions are so key to Deep Dwarves as, to true conservatives at least, they are what makes a dwarf a dwarf. Any person that performs the correct rites and follows the appropriate laws *is* a dwarf.

Many, though not all, Deep dwarves see the surface world as inherently immoral, and the light of the sun as blinding good dwarves to their duties. Those deep dwarves that need to move above ground wear heavy hoods to keep out the light, and often avoid working during the day when possible.

#### Surface Dwarves

By contrast to their subterranean cousins, surface dwarves tend to be more liberal, viewing the laws as guidelines, and their cultural rites as traditions rather than requirements. Surface dwarves see dwarfishness as something one *is* rather than something one *does*, meaning that they cannot lose their dwarfish heritage simply by allowing their culture to progress.

For this reason, surface dwarves are much more willing to travel, often doing so above ground, and are keen traders. Many communities rely on surface dwarf caravans to supply them with goods they cannot produce themselves, and these caravanners take great pride in the service they provide.

### Gnomes

Gnomes are native to the Weald, living underground in subterranean villages. Clever and quick to adapt, they often find themselves fitting in wherever they end up and have spread far beyond their origins. There aren't as many subsects of Gnomish society as there are for some other races, as they often assimilate into the culture they find themselves living in.

### Halflings

#### Hillhin Tribes of the Glitterglooms

The Hillhin tribes of the Glitterglooms are nomadic herding folk who drive herds of cattle, goats and sheep through the blustering conditions of the peaks. They are calm and reserved, even when in danger and groups of families often travel together for safety. They will ensure there is always a handful of them awake when they stop to guard their herds.

#### Woodhin of the Weald

The first inhabitants of the Weald, the Woodhin are a boisterous folk who are keen to talk and laugh. They embody the joy of their patron god and have a love of messier arts - poetry from the heart that doesn't always rhyme, a child's finger painting and heritage crafts such as barrel making and basket weaving all bring them great happiness. They dress flamboyantly and will talk to anyone. Less prone to wandering than other halflings, they tend to settle down in the same place for generations.

#### Dellhin of the Grasslands

The Dellhin are, like many of their kin, nomadic by nature. They travel the vast planes of the Grasslands, and return to Dunroamin when they have need to. The settlement of Dunroamin is where Dellhin settle down when they have reached their golden years, and their wisdom is considered of more value to the whole Halfling population. It also serves as a central hub and market post.

### Humans

Humans get everywhere and come in more varieties than can be counted in a single post. From the north of the Phoebian League to the far Nekhmet, you'll find humans in almost every town.

### Orcs

Orcs are almost as diverse as humans. They often live in tribes, which are nomadic in places and static in others, and each tribe is unique as any settlement could be. Orcs are community driven, and many have a love of art that they are glad to share with whoever they meet.

### Hobgoblins

Hobgoblins thrive on hierarchy and are usually referred to with their rank as a title. Many hobgoblin societies identify the rank of one another by the area that their subordinates occupy. They often form warbands or garrisons, and will guard people travelling instinctively if they encounter them on the road.

### Goblins

Goblins are as diverse as any other people. Many of them have a love of brewing, and food. They are found throughout Aeos, but often keep the shadows and try not to be noticed due to how vilified they have been in children's stories throughout the years, especially within the Phoebian League.

### Dragonkin

#### True Dragonkin

True Dragonkin are mortals who walk on two legs and closely resemble their Draconic cousins. They are considered one of Vizictus' greatest achievements and are usually intelligent with great magical talent.

#### Lizardfolk

Lizardfolk often live in tribes in the wilderness and are peaceful. They are known for raising capybara. One notable exception was when the human city of Cloudglow Vale was razed to the ground by a warband led by Grixxoszosk, the Sentinel of Nature in a marsh to the south of the Glittergloom Mountains.

#### Kobolds

Kobolds have traditionally lived in disparate communities and family dens, often characterised by in-fighting. Recently however they have started to form larger civilisations with structure, and trade with outside groups.

### The Planetouched

#### Fey'ri

Fey'ri are Elven people who contain the power of a Heart of the Commune. They are forever changed by this - growing horns, colourful skin and often tails. They usually gain some powers associated with the Heart they contain.

#### Forgeborn

The Forgeborn are constructs who bear a soul, often brought into creation when a Dwarf is inspired by Bronnir Ironhammer in a time of great danger. They are duty bound to protect their homes and people.

#### Avians

Avians, also called Birdfolk come in two distinct varieties - those who can fly and those who cannot. Those who cannot fly often also find it difficult to speak. These are few and far between these days, as they are children of the Goddess of Giants and few of them survived her death.

#### Fir Bolg

An almost mythical group of large people who have aspects of nature about them, they are spoken of as strong half-giants who were touched by the Faerie as Aeos spent time with her sister Sehanine. Archaeological drawings have depicted them as having features of cows, deer and elk, or with ash grey skin.

#### Felidfolk

Felidfolk come in two varieties as well. Many of them are strong, resembling lions with majestic manes and commanding voices and others are slight, built for speed and find themselves better at moving unseen.

#### Nephilim

Nephilim can be members of any other people, but are touched by the aspects of Light and Order that Aramon has come to embody. Often they are seen as a sign of his favour, and are expected to advance his ideals.

#### Echo

Echoes appear when Ulfbargr determines change is needed in a place. They often appear to be of whatever people they were born to, but sometime in their formative years they will discover the ability to change their form and mimic people's voices. They are the ultimate shapeshifter and chameleon, but often suffer some crisis of personality as they struggle to find who they are themselves.

#### Wyrdling

When a natural disaster strikes, Tentronn may or may not decide to help. Either way, it is not uncommon for a Wyrdling to be born shortly after, part of the energy of the disaster compressed into a mortal's body. Each Wyrdling is different, capturing an essence of what the disaster they were born of was. Perhaps they have the rage of a storm, or move with the conviction of a landslide, but each of them contains the fury of the natural world.