Races of the World

Most of the intelligent races of the world are little different than those others found in different parts of the cosmos, but some have adapted to the strange ways of life on a world like Paradigm. One significant difference is that all of the intelligent beings of the world worship deities from The Pantheon of Oliis’arah.

Elves: The elven races are both quite similar, and quite different, to those found elsewhere, on other worlds. Five main sub-races exist on the world: Wood, Wild, Moon, Sun and Dark Elves, also known as Drow.

-Woods Elves have essentially disappeared from Paradigm, and either merged into other elven cultures or migrated to the world of Bastion. Those few who do exist are very isolationist, though not as xenophobic as the Wild Elves.

-Wilds Elves, however, have managed to survive mostly near the terminator, making their homes among vegetation covered mountains or hills on the Day Side, isolating themselves from most other races. The harsh nature of life on Paradigm has left Wild Elven society with a strong xenophobic streak, and they usually keep to themselves. Other elves are, if not welcome, at least treated decently, with the exception of the Drow, who are not trusted. Unlike most other surface dwelling elves, they are far less good natured. They tend not to build large cities, relying on small villages or hamlets instead. There are also not a few nomadic Wild Elven clans as well, found in the more hostile parts of the Day Side or Terminator.

-Moon elves have fared quite well, despite the difficulties of life on Paradigm. Moon elves mostly reside in forests close to the terminator, though many also make their homes in the cities in the terminator regions. They adhere to their cultural love of astronomy, despite the unique problems that Paradigm presents. All will make pilgrimages at different points in their lives to the Night Side, that they might study the stars as was once done before the First Turning. Thanks to their stronger connection to the Night Side of the planet, they are much more welcoming and tolerant of the Drow than Sun Elves.

-Sun Elves, meanwhile, are more comfortable living in the bright forests on the Day Side, building impressive cities among the trees. Some will make pilgrimages to see the stars, but far fewer will do so, and less often. More than the other surface dwelling Elves, Sun Elves are more likely to build great cities and empires, works that are designed to last through a Turning. Often, many Sun Elf cities will have powerful enchantments cast upon them whenever a Turning occurs, so that they may withstand both the ravages of cold and time, and numerous attempts to loot them. Continuity between nations is highly prevalent, and this has left Sun Elves, despite their overall lower number in terms of population, among the most powerful of races on Paradigm. Another interesting aspect of Sun Elves is that because of the cultural changes imposed on them by the nature of life on Paradigm, the unique elven cultural tradition is somewhat weaker than it is among Moon Elves. Thus, Sun Elves are more likely to adopt non-elven traditions; they are also more likely to marry and have children with non-elves than other elven peoples.

-The Drow on Paradigm are not like Drow found elsewhere on different worlds. They are not all, or even mostly, evil, and there is no dark Goddess or God who directs most of their affairs. Rather, the Drow are survivors of several ancient elven cities that were trapped on the Night Side during the First Turning. Thanks to the instability in the Astral Plane because of the First Godswar, many elves could not easily escape the from the Night Side of Paradigm. To survive the freezing cold of the surface, as well as other dangers, many elven communities fled underground, establishing cities in the Underdark. There they dwelt for over a millennium, until eventually, sometime after the 2nd Turning, they discovered that they were on the Day side of the planet again.

Harsh life in the Underdark had left its mark, however, and had changed the elven survivors greatly. The resulting physical and cultural alterations to the “Dark Elves” left them as a separate sub-race entirely. When they emerged it was to find they were in many ways estranged from their other elven brethren. The chaotic inclination of most elves was abandoned in their struggle towards survival, far more organization of society was required in order to survive. Along with this, most Drow communities lost the altruistic ways of their surface dwelling kin. The result is that the Drow tend towards neutrality than most other elves, and are much alike humans in their tendencies to follow different alignments.

Dwarves: There are three main sub-races of Dwarves on Paradigm. They are the Sea Dwarves, the Hill Dwarves, and the Deep Dwarves, also known as Duergar.

The Sea Dwarves are live near the coast, and make their living off the sea or other waterways. They are traders and craftsmen, and are much less isolationist than the other dwarven peoples. As a society, Sea Dwarf culture is more relaxed and less orthodox than other dwarven peoples, though Sea Dwarves still generally are inclined more towards good. Thanks to their connection to the sea, they are excellent woodworkers and carpenters, though they still work heavily with stone when it comes to buildings. Sea Dwarves tend to not form large Kingdoms; rather a single clan with form several small communities near the coast, ruled by a central Chief with several Thanes ruling the individual communities.

Hill Dwarves are the most prolific Dwarven people on Paradigm, and similar to those found elsewhere. Much like the Sun Elves, many Hill Dwarven communities have continued though Turnings, though through different methods than the Elves. Rather than try and move their people or even cities, they instead hunker down and try to outlast the Shift from Day to Night.

Deep Dwarves, or Duergar, like the Drow, were those Dwarves who were cut off from the surface for millenia following the First Turning. Being forced to live underground for so long changed them dramatically. The general gruff but good nature of the dwarves was lost. The xenophobia and distrust of outsiders was only heightened. After they finally were exposed to Day once again, many choose to continue to live Below, their culture defined by those years in which they adapted to the Cold Dark.

Halflings- Halflings are a nomadic people on Paradigm. While individual clans may have territory, or hold property, most individuals move around a great deal during their lives. As such, many halflings become explorers, merchants or other occupations that involve traveling a great deal, including those occupations of a less than legal nature.

Races of the World

Day and Night/ Night and Day DonalGraeme