Races of Erda
- Dwarves- Living in mountains and hills, trading with the other races and protecting their traditions. Dwarves can be found in nearly any of the human lands, other than the southern Wer-folk (who rarely accept anyone but halfling river travelers among them.) Many Blademasters have been dwarven and those born within Feng Huang are all consider one of the Feng. Dwarven industrialism has aided in the revitilization of Dache more so than any other race, for it is said they originally crafted its walls.
- Elves- Refugees from the Fey Wild, the elves are long lived, and many view themselves as naturally above the lesser races, rarely bordering on racism, it instead manifests in an attitude of logical superiority. Most common in Feng Huang, their races great empire, they alone comprise the Ashborne, Feng Huang’s ruling, noble caste. Elves have always had a heavy presence in Nimue, as the once mortal deity who’s namesake the city bears was an elf herself. Many who wish to study the arcane arts immigrate to Dragonholme, and those who yearn to tame the primal magics join the druids of Lughnasa. Still, the token few can be found among the humans, and surprisingly even within the halls of dwarves.
- Gnomes- Homeless in one sense and at home anywhere in another, the gnomes of Erda are renown for their crafts in any aspect. Fine cakes and pastries from a Feng baker, Fast and durable trade galleons designed by a famed shipwright in the West, impenetrable vaults, siege machines, and fine ballads with haunting melodies to accompany them. All these tradesmen are gnomes, and all would belong to a greater Trade House, and that to a even greater still Guild. Gnomes while culturally diverse, all share a love of their family and friends, being taught to hold community dear.
- Halfling- River folk who travel in floating communities ferried by ox, pony, and ass. Trading, sewing, and mending pots, halflings are a welcome sight to all, finding kin ship in a bit of every culture; the other side however being the pranks of the young and the dalliances of the adults in the visited community. Two contributions to the world at large that no halfling would do harm to, outside of a little joke or maybe a light prank, are the outstanding postal network they have created and are well paid for maintaining, as well as their proficiency at brewing beer of the highest caliber.
- Half-Elves- Extremely common in Feng Huang since its expansion years, and equally common in Dragonholme, which hosts many cultures in an atmosphere where the consideration of arcane knowledge comes well before the consideration of ones origin. They face little stigma in the world at large, but the elven parent can tend be distant, often not wishing a long term relationship with the human parent due to their short life.
- Half-Orcs- Gray orcs, as they are sometimes called, are a source of both shame and curiosity in equal measure. Orcs who travel outside of Atal Ma’atha on their own are shockingly rare, the children of these orcs tend to be the result of a bonding of shamans or druids from the same larger circle. The more common orcs found are those who travel in the great city ships built every century, the current centuries ship met its end raiding the edge of I’odezron lands. The fledgling kingdom offered many the option of conscription in the army and navy, however, angry sailors and disparaged soldiers seldom make good parents. The novelty of this peoples seldom seen traits however can make a half-orc just as easily the center of attention as shunned.
- Humans- The humans of Erda, while populace, are a disorganized race with varied cultures ranging from the industrious western baronies to the tribal Wer Wildes. They comprise the majority of the peasants and merchant within Feng Huang, treated well but still low on the caste system, but within the fledgling kingdom of I’odezro the humans finally seem to show a sense unity and fluidity with ones place in the world.
- Orcs- The islanders of Atal Ma’atha are insular traditionalist. A brutal and unforgiving religion dominates the culture, the worship of Golganin, the primal god known as King Squall to them. Only a few gnomish trade houses reside on the isles, mainly the alchemist branch, spice workers, and silk crafters, who offer the rest of Erda a glimpse into the finery of the orcs. Within their homeland they often wear little more than silken robes, and their towns smell of incense and aromatic spiced foods. However, the most common dealing outside of their home are the great city ships they craft from the shells of dragon turtles, enormous leviathans who wash ashore dead once a century, viewed as a blessing from Golganin. The ships are filled with holy warriors, sent to personify the storms of their god King.