Peoples of Mystfall

The world of Mystfall is populated by a variety of peoples. These include several cultural groups of Humans, The Fey (Elves, Dwarves, Halflings, Kaern, Orcs, Fauns, and Arluru), The Elemental Kin, and a newfound variety of all kinds of humanoids. These groups have many differences in what they believe and how they conduct their day-to-day business. While individual members of theses groups may get along, it is these differences which, generally, separate the peoples. This section contains common conventions about each of these species/cultural groups. These conventions have been developed by players who have experience in portraying members from these groups, however, these conventions are presented to spark character ideas and not to limit them. The world of Mystfall is large and varied. There is plenty of room for local variations and quaint customs.

Elemental Kin
An Elemental kin is a being made from one of the four prime elements: Earth, Fire, Air, and Water. Each species is as different as their elements to one-another and each have traveled to the Prime Material plane, in which Carreg Wynn resides, for their own reasons. Elemental Kin greatly revere their respective Elemental Lords as their creator and gods. There is no natural animosity between each element, as they are taught by their Lords that all elements are needed together to continue the circle of life. Few are commonly seen on the Prime Material plane. Each elemental has a natural affinity for magic of their element, their magic power being as much a part of their essence as it is a learned ability. Because of this they have extream difficulty teach magic to others, as it would be like teaching a fish to swim, or bird to chirp.

Air Kin
The Air Kin are a free and chaotic people, changing moods or desires rapidly and unpredictably. They do not tend to remain in one place for very long. The Air kin value freedom above all else, and this makes the life of an adventurer perfect for them. Not much is known about why the Air Kin came to the Prime Material plane, it could have just been a whim one day.

Earth Kin
The Earth Kin are stoic and patient people, rigid and slow to change. A people of formality, hard work, and dedication, They are deeply connected with nature and consider themselves guardians of the natural world. The earth Kin travel to the material plane to tend to nature and learn all there is to know.

Fire Kin
The Fire Kin are passionate people, shining beacons of culture and skill. Their passionate hearts lead many to the artistic ways. Poetry, painting, music and dance, all forms of expression have helped cultivate a unique culture for the Fire Kin. Many Fire Kin ventured to the Prime Material to enrich their lives, and follow their hearts.

Water Kin
The Water Kin The Water kin are an ingenious group of people. They're minds are like the ocean, vast and deep. The water Kin keep their minds sharp by playing games and challenging themselves. Success and failure are celebrated, stagnation is abhorred. The Water Kin have been coming to the prime material plane occasionally for adventure since the creation of the first Water Circle.

Fey
"Fey" is the encompassing term for all the species that originally come from The Mysts. There are seven primary Fey species, however, the True Fey can take on many other forms. Elves, Dwarves, Halflings, Kaern, Fauns, Orcs, and Arluru are the main species seen, but there are outliers and newfound forms that spring up from The Mysts every now and then. While relatively new to the Prime Material plane, the Fey have been around for three or so human generations, and are starting to become more common within Human civilizations. On the Frontier and especially with the Conthestani, the Fey people are an oft seen sight. Mystborn Fey are required to form an allegiance to one of the four Fey Courts.

Arluru
The Arluru are a wolf-like species that collects in groups called packs. The Arluru are an emotional species, and are often swayed by their instincts and feelings in the heat of a moment. They are the explorers of the Fey, sent out to scout the furthest planes in the name of Faerie. Many of the Arluru were trapped in the Black Oblivion until a few years ago, and as such, some Arluru harbour some animosity towards Faerie for leaving much of their species there. As such, Arluru are one of the few Fey who have branched out towards other deities. Due to their connection with nature, some Material Plane Arluru worship the Conthestani spirits instead.

Arluru are recognized in game by their wolf or dog-like makeup. Fangs, tails, ears, and claws are optional.

Dwarves
Dwarves are the most traditional of the Fey, set in their ways with ancient customs and traditions. They come from the underground areas of The Mysts, and are known as miners and craftspeople. They are tenacious people, putting their all into work as well as play. Straightforward and insuler, the Dwarves tend to trust other dwarves first, but will give people the benefit of a doubt until they are proven wrong. When wronged, dwarves can hold grudges for generations.

Dwarves are recognized in game by their fantastical facial hair, including beards, sideburns, and eyebrows. These must be repped with a prosthetic, real facial hair does not count (as you're indistinguishable from a human with a beard). Facial hair is required for all genders.

Elves
Elves are the oldest of the Fey, and known as Faerie's favourites. They are bound by a code known as the Elven Code, which prioritizes other elves, makes them unable to lie to each other, and requires them to be a role model for other Fey. Humans believe that this Code is a substitute for a sense of morals, and are distrustful of them as Elves led the armies of the First Contact Wars. Elves live a very long time, and are inherently magical, able to see it from birth. They usually have two names - a very formal one, given in introductions, with lots of meaning, and a shorter, informal that those close to them refer to them by.

Elves are recognized in game by their elongated ears. These must be repped with a prosthetic, not jewellery.

Fauns
Fauns are playful, flighty forest dwellers who are passionate and creative. They don't take life too seriously, and tend to burn out at a young age due to accidents of their own creation. Freedom loving wanderers, fauns prefer jobs that allow them freedom to travel without monotony. Fauns are known for their pranks, which can be anywhere between putting glue on the handle of a door to dangerous, limb-severing traps. Fauns tend to be hardier folk, with the species having tendencies towards alchemy and trapping.

Fauns are recognized in game by their two horns and deer-like noses. Sometimes they will have furry legs, hooves and short tails.

Halflings
The most good natured of the Fey, a Halfling is never one to turn away company. They are a gregarious, cheerful, and curious people, who enjoy travel and celebration. They're more likely to charm their way out of a bad situation rather than fight their way out, but that doesn't mean they can't - halflings are skilled at using ranged weapons. Halflings are never far from civilization, being social and community oriented.

Halflings are recognized in game by hair on the back of their hands.

Kaern
The Kaern are a species of cat-like Fey, known as the hunters of the Fey. Kaern collect in Prydes, and they put great focus on birth hierarchy. A Pryde is usually run by a female Kaern. Kaern are drawn to psychic energy, and have the uncanny ability to avoid unseen dangers. Like their names, Kaern are prideful, and hold rigid ideas of what one is born to do. They also tend not to act unless something is worth their time. Kaern have long names with special meaning in their language, and not using a high-ranking Kaern's full name is an insult met by claws. Kaern are also very territorial, claiming land as their own and protecting it fiercely. Lone Kaern who find themselves in the territory of a Pryde are usually absorbed into it, and if two Prydes are nearby, they may fight over the new member.

Kaern are recognized in game by their cat-like features, ears, and tails.

Orcs
Orcs are the warriors of the Fey. Fiercely loyal and team-oriented, Orcs are sometimes misunderstood by humans or Fey who do not interact much with their clans. Though Orcs can pull out ferocious fury, they uphold their own code of honour, especially in battle. Orcs who take prisoners in battles will accept them into their clan as an equal, and they will do their best not to leave another one of their clan behind. They believe in the importance of growth through trial, letting their children learn through experience rather than formalized teaching.

Orcs are recognized in game by their green or grey-tinged skin, and their tusks.

The Tawdonian Empire
The Empire, or Imperials, are humans who believe in progress, commerce, and success. A completely money-oriented culture, there is great divide between those with and those without. Many Tawdonian humans spend a few years in indentured servitude to save up money for citizenship. It is ruled by an emperor, a title which is passed down through the family. Tawdonians boast a strong military power, and Imperials attempted to colonize most of the world, but were unable to take the Eastern Woods from the Conthestani, a long war which ended in stalemate. Imperials worship only one god, known as NOS. The Tawdonian Empire takes influence from the Holy Roman Empire of our world.

The Conthestani
The Conthestani people of the Eastern Woods are a collection of three human communities with shared histories. Unlike the Imperials, the Conthestani are believers of tradition and preservation, and fought with the Empire to keep their forests. The Conthestani worship Spirits, which they believe to be in everything. Nature and the natural order is very important to the Conthestani, who believe that the world itself is a great spirit. They tend to be distrustful of outsiders, though Fey have a better time getting along with them, as the Conthestani see the spirits of the world in the faces of these fantastical creatures.

The Crescent Islanders
To the north, in the Northam Sea, live the Crescent Islanders. Mostly human, these people are a collection of the original ice hunting inhabitants, some particularly adventurous Conthestani, and the small amount of Fey that have found themselves in the frozen north. These people separate themselves into many different clans, and live across the Crescent Islands, each having their own customs and culture, though they all share their affinity with animals and hunting. Many Deities are worshipped in the Crescent Islands, including the Conthestani Spirits, the Old Gods, and Faerie among the Fey.