Races
Humans-
Humans
on Mizcathar are currently the dominant race in terms of culture and military
prowess. They possess a flexibility that boggles the minds of other
races. Entire human nations can change orientation or custom at what
seems to be the drop of a hat. This is the reason for both their
current dominance and their fragmentation.
This flexibility is reflected on the individual scale as well. Humans
adapt to new classes and forms of magic quickly and easily.
In the central region, humans control Milandar, Alia, and Salidar.
Their lack of cohesion is obvious where these countries meet. The
northern kingdom, Alorin, is also dominated by humans. Among the
eastern lands only Malar and Suzerin aren't ruled by humans. It is
said there was once a powerful human empire that ruled the entire area
from the orcish lands to past the Dragonfall Mountains. However,
little of this empire can be found. History has proven their advances
fleeting.
Elves-
Surface
elves are a race chasing a lost heritage. They once were undisputed
lords of the central region and, they say, the world. However, their
empire has fallen upon hard times. Upstart races like the humans
and orcs have claimed vast swaths of elven land, and they've even been
driven out of the great forest. Now only a thin strip of the Feywood
is actually held by elves. There a few elves, but their mystic might
often makes up for it. Between their natural skills and the treasures
left by the old empire, the elves can hold their own against any opponent.
Elves,
more than any other race, are inclined to become mages. The training
time seems less daunting with their mindboggling lifespan and they advance
through the early stages quickly compared to humans. This leads to
an amazing section of the population devoted to magecraft. Most mages
have other normal jobs, including many mages in the military.
When
dealing with elves its importent to remember that they are generally slow
to anger but have very long memories. Some elves simply fall into
the cycle of hatred, but these are generally outcasts or loners.
Dwarves-
For
the most part, dwarves just want to be left alone. For generations
they've been harried from all sides by drow and illithids. The vast
majority of dwarves would be perfectly happy to be left to their craft
and disturbed every couple years, if that. Only a few strongholds
under the Dragonfall mountains survive before the War of Shadows.
Dwarves are only rarely seen in human or elven lands. When they do
show up, they are usually given respect on the assumption that they are
either a smith or a powerful fighter.
Of
the humans, only Salidar interacts extensively with the dwarves, with a
powerful network of trade treaties keeping precious metals and gems flowing
into Salidar. Milandar is blocked from the mountains by the Swamp
of Isgor and Alia is blocked by the length of Salidar. However, individuals
often make their way into the dwarven halls to negotiate cut prices.
For
an, as of yet, unknown reason dwarves are entirely unable to practice spell
magic. As such they depend on the Priests of Geon for their magic.
However, some older dwarves have skill in Alchemy and Rune Magic.
It is beleived the dwarves invented these arts, and still hold some of
their deepest truths in vaults below Haothane.
Orckin-
Actually
several races, the Western Clans bring many under their sway. Orcs,
Ogres, and Goblins are represented in large numbers. Goblins are
actually not physically related to Orcs and Ogres, being of a different
origin. Although a few small tribes of Orckin are scattered around
the continent, within the Western Lands they have a reasonably civilized
society (lagging slightly behind humankind's). Orcs (and to a lesser
degree Ogres and Goblins) see order within the clan as penultimate.
Everyone outside the clan is a target to seize power from. Inter-clan
alliances are understood to be for only so long as they are mutually benificial.
Orckin
generally rely on outsiders for their spell magic, relying on spirits and
some priest spells for their internal power. Mages are considered
something like a crown jewel by the chieftans. A powerful magi is
a symbol of respect and wealth. They also come in quite handy for
the wars.
Gnomes-
A
strange, technological race from the Southern Continent the gnomes come
bearing strange gizmos and powerful weapons. Only a few gnomes are
scattered throughout Mizcathar, mostly wandering about and trying to soak
it all in. A few groups immediately became very fond of gnomes when
they first appeared. The Shadowknives and Kli's armsdealers were
both extstatic when confronted with these new goodies. Very little
gnome technology has reached the public yet, and no humans (in fact, no
gnomes on this continent) have figured out how to reproduce it yet.
Many theorize that it is in fact a strange form of magic (even though it
is immune to all known forms of anti-magic).
Dragons-
By
far the most individually powerful, dragons are spread thinly over the
continent. Few of them wish to act together long enough to make a
coherent nation. Only Suzerin has succeeded in this regard, creating
a dragonhunter's nightmare. Dragons and humanoids are on two basically
different scales of power. A potent human can kill a weak dragon,
but even archmages fear running afoul the Great Wyrms.
Dragons
have a system of spell magic not unlike humans and elves, but their's is
more alien and complex. Dragon specific spells are often obscenely
powerful compaired to their human-made counterparts. Unfortunately,
only the draconic mind can comprehend or use them.
Drow-
The
dark elves broke away from the surface elves ages ago in an event referred
to as the Schism. Over their years in the Underdark, they quickly
absorbed the radiation their and became attuned to their new environment.
Now the drow have become a hardened and powerful race. Under the
guardianship of Linith, the first matriarch, they've become a finely tuned
machine. Drow magic and fighting demonstrate this clearly, although
their society is still a spiders-den of treachery. Of all the humanoid
races drow have the most personal power on average.
Drow have a loose network of citystates extending under the central regions,
western lands, northern expanse, and even some distance to the east.
Their control of the Underdark is not complete, but it is substantial.
Only the Illithids rival them. Dwarves and orckin are comparitivly
minor races in this regard. Of course, terrors from deeper within
the earth can seize regions from even the Drow.
Illithids-
The
mind flayers are generally ignored by the surface races. Even when
the Illithids begin a plot against the surface world, most who know ignore
it. People just realise that the Illithids are not to be meddled
with, even as retaliatory action. The mental powers of an individual
Illithid are enough to overwhelm most towns or parties of adventurers.
And when the Illithids link together, their power grows exponentially.
For this reason most surface dwellers pretend they don't exist.
Inside
an individual community of Illithids there is little dissention, but all
commmunities are totally independant. Illithids control about a third
of the civilized Underdark (drow are also about a third, minor races split
the rest). The Illithids powerful mental powers often come into direct
conflict with Drow swords and spells.