In Novendragos humans share the world with several other races. Each race evolved in response to the unique nature of the planet -- its coterminous nature with the elemental planes. As a result there is no race that is definitely better than any other. In different areas of the campaign some races may be viewed more favorably than others. For example, in Nasivar all nonhuman races are viewed with distrust.
Despite the alien nature of Novendragos humans did evolve naturally on this world. They are a varied people that are defined by their drives as much as they are for their passions and differences. Some humans have their prejudices while other humans strive towards unity.
The human kingdoms are many but culturally speaking there are enough similarities in certain regions that the human race can be broken down into four sub-categories.
Daremian
Among the wealthy, compassionate men claim the richest wealth.
When humanity arose long after the chiryu and the jenmaha'dim they appeared in four distinctly different geographic areas. The daremians appeared in the lands south of the Bladewind Desert. In appearance they have rich brown skin, thick long black hair, and amber colored eyes. They are medium height and build with almond shaped eyes and wide flat noses.
When the Daremian peoples segregated into their own countries the first three to form were Daremia, Shal Manzir, and Lurang. In time they formed Dabraka, Talakut, and Kaisan. While later still some settled in Pradohj and in the Bladewind Desert itself.
The daremians are known for their merchant bazaars and caravans, their wizardly cabals, and their swashbuckling rogues and bards. They are dazzling with their charm, cunning with their words and fingers, and subtle even under duress.
Play a daremian if you want to be an enchanting and cunning human.
Hamurkian
It is not with the first stroke that the tree falls.
The hamurkian tribes of man appeared in the lands north of the Bladewind Desert. In appearance they have pale golden to white skin, fine silky hair ranging from rich auburn to sandy blonde, and eyes colored blue or green. They are of tall height and heavy muscular build with squinted eyes and long sharp noses.
The first tribes formed Hamurk and Pranak. Afterwards some tribes moved west and east. In the east they settled Ragidanch and Auraheim. In the west they settled Erindo, Sardam, and Wohrin.
The hamurkians are known for their tribal druidic cultures, respect for nature, and their fierce warlords, wardens, and barbarians. They value courage and might above all else but place weight in strength of character, foresight, and caution.
Play a hamurkian if you want to be a strong and courageous human.
Mandurian
Do not praise the dawn before the dusk.
The mandurian empire was the oldest and longest lasting of the human empires. While the daremian elementalists vied for power the Mandurians had strong leadership and followers willing to be led. It was only after the death of Lord Mandraghul that the empire fell apart and leadership was split among his many sons.
In appearance they have gold to dark creme colored skin, short coarse hair ranging from dark brown to dirty blonde, and eyes that are hazel or brown. They are medium to tall height with lantern-like jaws and rectangular faces.
After the mandurian empire broke the two eldest sons formed Kendron and Gadorak. Vronai and Urumas were formed next. Nasivar and Ras Shamra broke away only in the last thousand years.
The mandurians are known for their civilization, religion, and their commanding presence both on the battlefield and in the courts. While mandurians are a many and varied people they all seem to carry a certain alluring appeal about them that radiates outward.
Play a mandurian if you want to be a charismatic human who sways others.
Nakashiman
A good sword is the one left in its scabbard.
The nakashiman people appeared on the archipelago southwest of the main continent and had remained fairly isolated from the rest of humanity. Though they did have trade with the chiryu with whom they were geographically closest. In appearance they have yellow skin, short wiry black hair, and slanted brown eyes. They are short to medium height with round flat faces and short broad noses.
The nakashiman are known for their high sense of honor and their shamanic reverence of the ancestor spirits. They learned much from chiryu missionaries and abandoned barbarian ways in favor of balance and enlightenment and honor.
Play a nakashiman if you want to be a civilized human who understands the chiryu.
Azhlorn
True Power comes to those willing to reach for it.
Since the dawn of time the azhra have bled into the world at those places where Novendragos intersected with the elemental planes. When they arrived they found the world worthy of corruption and destruction. However they found the chiryu, jenmaha'dim, and dragons to be resistant to their corruption. When humans arrived they found a hunger that could not be denied. The azhlorn were once human but after making dark pacts with the azhra they changed and became darker and more sinister.
In appearance the azhlorn have pale flaked shale-like skin, wiry hair that is either white or black, and eyes that have become like black beads. They vary in height and facial features.
Their society is run by warlocks and they dwell in the land of Ras Shamra. Though the original azhlorn had made pacts with the azhra not all azhlorn are inherently evil. Today's azhlorn are often the cursed descendants of the first of their kind. Those who do not give in to their dark nature struggle to carve themselves a place in a world that thinks them agents of the enemy.
The azhlorn are known for their zealous worship of the azhra and their superior hold over the arcane arts. They are astute and shrewd and yet have a deep comprehension of things most mortals do not understand.
Play an azhlorn if you want to struggle against or embrace a dark ancestry.
Strength in defeat. Strength in victory. Only the Strong understand the difference.
It was once thought that the balpura were a hybrid race created by the shunyadim. This theory led to a rationalization for the slave-like bondage the balpura constantly seem to be victims of. The balpura themselves have been aware of their origins but only recently have scholars uncovered the truth -- that the balpura were among the first races and appeared sometime during the Aeon of Days.
The balpura are hulking humanoids standing almost 8 feet tall with muscular mesomorphic bodies. Instead of hair the balpura are covered with hair that is thick upon their heads and thins out around the shoulders. The hair thickens again from below the waist to their cloven hooves. The horns upon their heads protrude out to the side and then upwards and are based just above their bovine ears. Their snouts protrude outward from their faces and their large black nostrils appear permanently flared.
Balpura society is a largely agricultural society divided into nomadic tribes. Originally they dwelled in southern Kendron, but when the azhlorn appeared southern Kendron was annexed and became Ras Shamra where the balpura now live as slaves to their dark masters.
Balpura are often characterized as vegetarians who are strong and fertile and will selflessly give of themselves. Their are those among the balpura who have been corrupted by seeing their race constantly subjugated by younger races. These have abandoned the ways of nature and agriculture and embraced the worship of Adibhaph -- The Beast Azhra of Wrath.
The balpura are known for being both hardy and tenacious while some do give in to their more lustful nature. They also have an innate sense of nature that is likely part of what drives the unnatural azhlorn toward hating them.
Play a balpura if you want to be strong and a protector of nature.
Tethered to the scales of balance are body, mind, and spirit. If you do not do justice to them all then the scales shall surely break.
The history of the chiryu dates back nearly to the beginning of time. Chiryu, the eldest of races second only to dragons, have vast lifespans and even longer memories. They have s een the elements embodied and they have born witness to the rise of mankind. In recent times the chiryu have made trade arrangements with the human populace and have aided in the fight against the azhra. While the life of one chiryu can reach a thousand years and many events can occur during that single lifetime.
The chiryu have pale blue skin that is subtly scaled and thick muscular bodies. Their hair is a heavy thick black. Their eyes are slanted upwards on the outside in an almond shape and are colored jade with reptilian pupils. They are tall standing between six and a half to seven feet tall.
The western side of Novendragos has always been the domain of the chiryu and for many years they kept themselves hidden from humans. However the growing threat of the azhra changed all that. Rather than forming countries the chiryu form city-states but the city-states belong to an empire. The chiryu are clever, cunning, and ready for whatever may happen. Architecture is important to them and they place great emphasis on balance and intuition. They have access to greater technology than the other races and are responsible for the airships seen flying high above Novendragos.
Play a chiryu if you want to have ancient knowledge and access to great technology.
The jenmaha'dim evolved on Novendragos as the result of the world's innate connection to the elements which surge through it. Though each element is represented in the jenmaha'dim they each remain unique as a result of their expression of the elements..
Let the flames of passion consume us!
The furaladim have dwelled in the volcanic regions of Novendragos since the volcanoes first became active. They are noted by their coppery colored skin, thick flame colored hair, and dark burning eyes. They are medium to tall in height and have sharp angular features.
Though they primarily dwell loosely around volcanic regions they have formed a country known as Rustrim. Despite the country being coastal there is an active volcano there known as The Colossus. It is said that no force on Novendragos can stand against the furaladim when The Colossus erupts.
The furaladim are known for their ardor and passion, keen intellects, and hot tempers. They speak their mind and play to their passions more often than not. They are also extremely clever and cunning and use their keen perceptions to their advantage when trading with other cultures.
Play a furaladim if you want to be quick witted and fiery.
Earth is the foundation of all.
The duladim have dwelled in the mountains and stony areas of Novendragos since the dawn of time. They are noted by their grayish brown skin, no hair, and jet black emotionless eyes. They are short in height and have rough and round stony features with a mesomorphic build.
Though they can be found all through the mountainous regions of Novendragos they formed a particularly strong homeland in Kadasham. However after the kalagari occupied Kadasham many moved to Novendragos and formed the city of Forgehold.
The duladim acknowledge their emotion, steady it, and then use it to their advantage. They are always honest and they value hard work above all else. The duladim feel that the greatest security comes through structure and adherence to the spirit of a well-defined law. They consider nearly every race beyond their own to be "soft" but some choose to think of them as malleable.
Play a duladim if you want to be strong and a defender of law.
Water provides.
The sagradim have dwelled among the rivers and the reefs since the beginning. They are noted by their sea green skin, thin hairless bodies, and pure sky-blue eyes. They are tall with long webbed fluid like limbs and an ectomorphic build.
Though they can be found wherever water may be found the most often encountered Sagradim live along and in the Zangaji river and claim it as their country despite the fact that several countries mark the Zangaji as part of their borders.
The sagradim are the most distant of the jenmaha'dim and avoid emotional reactions to every event. This often gives them the appearance of being cold-hearted -- an idea propagated by their unwillingness to speak above a whisper when out of the water. They also rarely maintain close proximity with anyone -- even their own people. It is also said that some sagradim have prophetic visions and can see into the future. Typically this is not an ability that can be called upon. On rare occasions they either dream it or see it in the waves.
Play a sagradim if you want to be aloof and have visions of the future.
I follow the wind and yet the wind is always at my back!
The havadim have dwelled in all parts of the land. They are noted by their silver skin, long whispy strands of blue or white hair, and pure violet eyes. They are medium to tall in height and have ectomorphic builds as do most of their cousins.
Though they can be found anywhere enough have settled in Myyrandor to call it their official homeland. There is a larger occurrence of floating islands in Myyrandor than in other parts of Novendragos.
The havadim are the most visible of the jenmaha'dim but their moods and emotions seem to vary on an unseen cycle that seems alien to humans. They are often aloof and carefree and allow serious moments to hit them only when the time is right for them. Strong friendships can be formed but because of their somewhat migratory and wanderlust nature they rarely reveal all of themselves to any individual.
Havadim have incredible capacity for reason based on their ability to see currents where others do not. This pattern sensory often gives them foresight into certain events that is simultaneously more reliable and less accurate than the sagradim's ability. They also have a tendency to move with a certain grace and finesse and as such value performance arts.
Play a havadim if you want to shift with the winds and be a performer.
Shunyadim
Emptiness is not Empty.
The shunyadim dwelled in the heart of the Bladewind Desert where tendrils of the void stripped the other elements from the land. They are noted for their jet black skin, pure ebony colored hair, and matte black eyes. They are medium in height and have thin but athletic builds.
The shunyadim were long thought extinct until their reappearance from the Void over 1,000 years ago. They are decadent and power-driven and their entire culture is based on using their mastery of magic for even the most mundane tasks.
Their emotions, or rather emotional reactions, seem to vary tremendously. However underlying the entire race is a deep-seated lust and power and so all emotions spring from there. Unfortunately this creates a self-defeating selfish nature in the race and so though they wield tremendous power they can rarely unite to be a conquering force.
Play a shunyadim if you want to be passionate and search for power.
Shiira
Step lightly and keep your claws sharpened.
The shiira are bipedal feline creatures that dwell in the tropical savannah of Prahdoj. They are noted for their feline features, light brown hair that covers the entirety of their body, and yellow feline eyes. Shiira are taller than humans though not as tall as chiryu.
The shiira have a tight tribal-based culture that wanders the savannah of Prahdoj. Their vigiland wardens and holy druids help determine when it is time to move. Very little occurs in Prahdoj that the shiira are not aware of.
The shiira are best known for their craftiness and ready to spring into action at a moment's notice. They value courage, poise, and experience above all else.
Play a shiira if you want to be wise in the ways of nature and quick on your feet.