The most common and widespread race, human cities and towns exist from the Frozen wastes in the north to the deep south at the southern tip of the continent. Their skin complexion is normally a pinkish hue, though depending on the area, they become darker in hue. To the north they are the lightest and the farther south you go, the native humans are darker skinned. Despite this, Humans are known travelers, so their skin color may not be accurate to where they currently live. The Human Empire is a monarchy. Ruled by a King and with several duchies and provinces.
In terms of Appearance, Humans vary greatly in all respects. Height wise they range anywhere from around 5 to 6 and a half feet tall. Those who are taller than that are rare indeed and are actually another race entirely: The Kolath.
Human Eye and hair colors vary as greatly as their height and skin color. To the far north, their eye colors are similar to those of the Kolath, being a Light sky colored blue or gray. To the south, the typical eye color is brown, and sometimes, a rich black. Hair colors are more varied, with no region having truly specific colors.
Throughout the Continent, there are various schools in the arts of war. Most soldiers of the king are acquired through a type of conscription. Once drafted, they are sent to one of the monarchy’s schools to train in the basic areas of weapon combat and archery.
Humans who are seen with having the gift of magic are sent to the Tower of the Arcane in the nation’s capital and put through a rigorous training program to become mages for the Kings army.
One of the races most commonly mistaken for regular humans, the Kolath are the people that make up the majority of the northern peoples of Galliterra, specifically the Barbarians in the Frozen Wastes. Being naturally stockier and taller than humans, the average height of a Kolath male is between 6 and a half and 7 feet. The women are more varied in height like normal humans, and never reach a height of higher than 6 foot, but are never shorter than 5 and a half. Along with the difference in height, Kolath are distinguished by having naturally larger builds than humans. Kolath Males are naturally stockier then humans and are known most for their broad shoulders and much thicker arms and legs.
The Kolath population is greatest in the form of Barbarian tribes, though many have moved south of the wastes and mixed into the human population of settlements in the area. Though any Kolath will deny ties to the human race, it is rather obvious that they are not actually a separate race, just a variation of humans.
Kolath skin is rather universal in color, being a typical pale to a very light tan. (Think Caucasian in Modern Times) There eyes range in color from a light sky blue to a darker slate gray color. Their Hair is typically either a bright blonde, or an almost pure white in color, though the white is rare among the tribes.
Kolath Culture is most dominant in the Frozen Wastes. Across the entire area, there are multiple tribes, consisting of a chieftain, a warrior council and then normal warriors. Women are rarely seen in power positions and are more often looked at as property of their husbands, though there are a few tribes who value their woman as equals, and because of this, there are quite a few female warriors in their ranks, some of them even attaining a position on the council of the tribe.
More info on the different Kolathian Tribes will be given later.
The Salnaad are one of the most ancient races inhabiting the world. They are humanoid in appearance, but seem fairer in body shape. Their features are more distinguished and elegant than humans, and their ears are more defined, rounded to a point In the back. Their hair color varies as widely as humans, though as they grow older, their hair begins to turn a silver color and gains an almost metallic shine depending on the light. Their eye colors are also widely varied, though the most common color is a deep gold iris. Skin Complexion for all Salnaad is a pale tan, though some may be darker or lighter depending on the area they live in.
The Salnaad are divided in their culture into two separate types. The Noble Salnaad and the Wild or Free Salnaad. The Noble branch of the race is the most civilized, Building great cities in the forest that they call home. An example such a grand city is Koiya, which is located in South Haven. The Noble Salnaad have also left their natural Forest homes to actually establish a more “human” style city. This city is called Tol Dalgoran and is actually located in North Haven, which is not a forest, but an entire section of land. Tol Dalgoron was established centuries ago, when the Salnaad and the Humans were in an alliance, and has surprisingly not changed since the alliance was broken, the Salnaad living there taking tolerance to the humans who were nearby and actually welcoming them into the city. Noble Salnaad culture is similar to human, though it is ruled by a council of Elders, and not solo king. Noble Salnaad live in a series of cities that are spread throughout the world, though they are located most commonly in North Haven or South Haven Respectively
The Wild Salnaad are more akin to the forest that all Salnaad are known to be akin with. Unlike their noble counterparts however, they are extremely accepting of humans and other races, and are widely known as traders. They live in a culture similar to the Kolath. A number of tribes ruled by a an Elder Chieftain, a warrior council, and then normal warriors. As similar as this is however, the Wild Salnaad are polar opposites to the Kolath, being ruled by a female chieftain and normally with a council comprised of female warriors. Aside from this, Male and Female Wild Salnaad are considered equals in all respects, though males are more typically magic combat users compared to the women. The major physical difference between Noble and Wild Salnaad is the change in color of eyes, Wild Salnaad having a deep, emerald green iris instead of the gold.
All Salnaad, both Noble and Wild, are reknowned for their skills in Archery and combat. Wild Salnaad are more skilled in the areas of Martial combat where as the Noble are considered the most skilled of the magic using races.
Dissidian literally translates to “Deciever” in the language of the Salnaad and the species named Dissidian are what the Salnaad call their “Lost cousins.” Dissidian are direct relatives to Salnaad, both Wild and Noble, and share traits in appearance to their Surface cousins. The difference is that the DIssidian people were long ago banished to live underground. Once there, they did not abandon the culture they had practiced when they lived on the surface. Dissidian Cities are ruled by a Council of Elders, Equally mixed Male and Female, though the government normally leans towards being Matriarchal. Male rulers of the clans in a city are typically the most skilled warrior and as such are deemed the Weapons Master of their clan.
As stated, the Dissidian share appearance similiarities with their surface dwelling cousins, with slight differences. Their hair is always black, but still turns to silver as they age, though it is a much darker shade of the color. Their eyes are much duller in color, supposedly because lack of the sun has caused them to lose the “shine” it would provide and are typically a dark gray or blue. Their skin is not pale, but has taken on a much more tan color, to the point it is almost completely black ebony color.
The Dissidian people share a hate for their surface cousins that is matched by the hate for them that the Salnaad have. The Dissidian do not believe that they were banished to the dark underground for any fallible reason, and because of this lack of justice, they strive for vengeance.
Dissidian are renowned for their skills as assassins, and those who are on the surface, a not so uncommon thing, are typically part of Guilds of thieves, often being the puppeteer in the grander scheme of city politics and such, though that could only be a rumor. The feelings towards Dissidian vary depending on the region and city one is in, though their presence seems more widely accepted the farther one ventures to the north, or in general, away from the Salnaad population.
It is said that there have been alliances between the Dissidian and many of the other races, which surprisingly includes a few of the Wild Salnaad clans. Dissidian are widely respected for their skills as swordsman, and more commonly, Sorcerers.
To the Southeast exist an area called the Crooked Islands. Little is known about these islands, as very few ships of the Human or Saldaan ever venture near them. What is known, is that the inhabitants of these islands are known as the Aslaak. The Aslaak are humanoid, but far from human. They are bi-pedal creatures that resemble lizards. Their heads and faces are those of lizards, with larger,elongated jaws and fangs. There tounges are naturally long and forked in two at the tip, much like a snake. At the top of their head, spines begin, angling straight back, and continue down their necks and back, ending at the tip of their tails. Because of these spines, Aslaak citizens wear little clothing, Males wearing loincloths and women wearing a kind of robe. The females are the magic users of their society and wear what could be considered Cleric or priest robes. Aslaak warriors are most known for their mastery of spear wielding combat, and supplement their spears with the use of small re-curve bows. Their arrows are often coated with an anesthetic poison that paralyzes their victims limbs slowly, numbing them until they collaps to the ground, completely paralyzed.
Aslaak are covered in scales that vary in color from a light blue to purple to green, depending on which island they are from. Their eyes are as varied as their scale color, and typically match their scales. On rare occasions, Aslaak have been born with Silver, and even pure white eyes. These Aslaak are considered gifts of the peoples Deity, and are honored among the city that they are born in, as well as throughout Aslaak culture.
Aslaak culture is extremely civilized and though they typically live in swamps and marshes, their cities rival those of humans. Most cities are ruled by a matriarch, who is often the lead priestess.
Not all Aslaak have stayed in their native home in the Isles, some have migrated to the main continent, and made a home there. They can be found normally near the Wild Saldaan, who see them as cousins of the earth, and in other areas on the outskirts of the human empires borders, as they are more often mistaken for monsters than civilized beings by the ignorant humans.
More about Aslaak culture will be added later.
One of the most ancient ruling races, and also the most mysterious the Meknathor are the shortest and stockiest of all the races in Galliterra. They are the race that is most akin to the earth and stone, and their name literally means, “One with Metal” in the ancient language. Meknathor are naturally short, ranging between 4 and 5 feet, on rare occasions being as tall as 5 foot 4. There eyes range in dark colors, from blue, to gray to black. They are known for the beards that they keep well groomed and kept cut to just above chest level.
They live in cities underground throughout the ‘Spine of Gaia’ and are renowned as the best craftsmen in the world. Meknathor abilities in crafting metal is rivaled by no other race, and a Meknathor crafted weapon are the rarest kind. They rarely have contact with the other races since the Coalition was broken apart centuries ago, but do run caravans between their own cities and Tol Dolgoron, as well as the human cities.
What makes the Meknathor unique is not only there short stature and stocky build, but their culture. Meknathor live by the creed ‘Flesh is a weakness, Metal is the ultimate armor’ and because of this, many have limbs that are purely metal. They also are the only race that aside from martial weapons and magic, use their bodies as a type of living weapon. Meknathor warriors Fix their metal limbs with attached blades, most commonly along the forearm, shoulders, and through holes they drill into their knuckles. The most common replacement of flesh limbs for metal are arms, and in some cases, hands, though such a transformation requires a blessing from their deity, so that the metal hand works the same way as flesh would.
Meknathor cities are run by a series of clans, who through a council elect a leader, and the clans merge under one banner. Outside of this city to city government, the Meknathor elect a king from the most ancient of their clans, and that king lives in the Meknathor capital, a location known only to the Meknathor people.
Again, More will be revealed later.
The acalanthi resemble large birds, standing roughly 4 and a half to in rare cases 6 feet tall in height, with an average wingspan of six to seven feet. Having been rumored to have evolved from birds, they hold the resemblance of their animal ancestors in many ways. Their bodies are human shaped, but covered with feathers. Their heads resemble those of a bird, typically an Eagle or a Hawk, though many variations exist. Acalanthi hands are almost human, though their fingers are tipped in talon like fingernails, typically ranging between 3 and 6 inches in length. Their hands are also birdlike, being 3 toed with long talons in the front and having one back “talon.” Acalanthi are said to be able to use their feet in combat as well as their hands.
Capable of pronouncing the languages of other races well enough to make themselves understood, they tend to learn languages by rote, having difficulty with slang, sarcasm, euphemisms, and anything other than textbook language. This is because their own language is so precise that they do not understand the concept.
Within their own cities, typically located on isolated mountain cliffs, each Acalanthi citizen is delegated to its own specific caste and role within society. Acalanthi have no industry of their own other than they usually offer their services as mapmakers and guides in exchange for what they need from other races. The most common Acalanthi are the Eagle and Hawk variations, which aside from being most common, are also the largest of the many types. Eagle Acalanthi are seen as the elders of the race, and hold the highest respect as Council, as well as the most feared of Acalanthi warriors.
When it comes to magic, Acalanthi are most known for their abilities in manipulating weather, typically in the areas of wind magic. Acalanthi cities sit high in the near peaks of the mountains around the continent, and it is said that these cities have a series of wind-streams as a defense, blowing any who dare try to reach them to their deaths on the many rocky peaks and crags. They are also known to be great oracles and seers.
Aside from their own cities, Acalanthi are incredibly rare, very few being known to live among the other races. The location best known for cooperation between the Acalanthi and the other races is Falcon watch, which is a human made stronghold built on the side of a cliff. There, the Acalanthi are consulted as scouts and mapmakers, two professions they are best at.
The cause for the increasingly rare Acalanthi is a grim one, because of the fear that they have instilled in humans and the disdain that the Noble Salnaad look down upon them with. Acalanthi are known to sometimes lose their civility, becoming feral and going back to their more “natural” ancestry. When this occurs, the Acalanthi affected leaves the city he or she lives in, and returns to living in naturally made homes. When they lose themselves to the Feral desire of being a bird of prey, they are known to swoop down on travelers and trading caravans, often taking children or smaller stature beings. Because of this turn to ferocity, the Noble Salnaad have been known to form hunting parties to hunt the things, valuing their feathers for arrow fletching to trade to the Human and Wild Salnaad populations. The human empire has often copied this idea, though for no reason other than to hunt what they call beasts.
The orks are considered by every other race except themselves to be vile,dirty and undeserving creatures. They are humanoidm but are stockier and more wide shoulders than humans. They range anywhere from 4 1/2 to 6 feet tall. Their features are more rigid and blocky, giving them a more monstrous appearance. Their jaws are larger and squared, and they have enlarged fangs that protrude from there bottom lip. Their skin ranges in color from light green to a dark reddish brown. They are most common to be found in foothills and caves in the mountains, or along with goblins, and in some areas, as slaves to humans. Though many of the ork people ar considered feral monsters, There are a few well known settlements in the middle and northern parts of the continent, some even being in the Frozen wastes. The orks of these settlements are much more civilized than their cave dwelling brethren, and are actually (somewhat) respected by the other races.
Whether they are 'feral' or one of the settlements that are known, Orks are very shamanistic in culture. They worship one god, and are ruled by the shamans of their clans. In the settlements, their has been word of councils of shamans being the rulers, possibly causing a more diplomatic attitude towards the other races. While those in the settlements have worked to gain peaceful relations with the otgher races they socialize and interact with, the Feral tribes, who are ruled by a singular king, considered to be the avatar of the god; raid wildly and pillage and plunder as they see fit. It is the feral orks that are both most commonly seen cooperating with goblins and being the victims of Salnaad and Meknothor hunting raids.
Despite having settlements that are at peace with the humans and other races, all orks hold a hearty distrust for the other races, humans in particular. The human empire for centuries has enslaved the ork people and even in present times, their are still cities where orks are seen as nothing but slaves, be they free or not.