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	<updated>2026-06-12T08:11:26Z</updated>
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	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Keyveil&amp;diff=710</id>
		<title>Keyveil</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Keyveil&amp;diff=710"/>
		<updated>2026-06-08T23:18:43Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Settlement stub linked from Hollow Tongues article (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keyveil&#039;&#039;&#039; is a woodland enclave in southern [[Avaria]], in the [[Avarian Forest]] foothills between the deeper wood and the plains road toward [[Starryglen]]. Founded after &#039;&#039;&#039;The Bonding&#039;&#039;&#039; (~185 [[Timeline|TRA]]) by the [[Hollow Tongues]], it serves as their primary settlement — a place of penitence to [[Aros]], gratitude to [[Eriana]], and the training of warriors and tomb-wardens who once served as healers.&lt;br /&gt;
&lt;br /&gt;
The enclave is deliberately modest: stone and timber construction, open-air shrines to Eriana, and a &#039;&#039;&#039;Threshold Chapel&#039;&#039;&#039; dedicated to Aros where speech in ritual is performed only through familiars or visiting Keepers of the Threshold.&lt;br /&gt;
&lt;br /&gt;
== Industry &amp;amp; trade ==&lt;br /&gt;
&lt;br /&gt;
Keyveil trades with Starryglen herbalists and [[Lumenara]] arms-guilds. Hollow Tongue mercenaries and tomb-wardens are hired along southern Avarian roads.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Hollow Tongues]]&lt;br /&gt;
* [[Starryglen]]&lt;br /&gt;
* [[Avaria]]&lt;br /&gt;
* [[Aros]]&lt;br /&gt;
* [[Eriana]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Avaria]]&lt;br /&gt;
[[Category:Settlements]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Elves&amp;diff=709</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Elves&amp;diff=709"/>
		<updated>2026-06-08T23:18:37Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Add Hollow Tongues kindred and see-also link (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039; are long-lived &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]. They age, love, and die beside [[Humans|humans]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]]—but their &#039;&#039;&#039;centuries&#039;&#039;&#039; of memory and slower mood can feel &#039;&#039;&#039;strange&#039;&#039;&#039; in a world built for shorter lives.&lt;br /&gt;
&lt;br /&gt;
Elves are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]]. The [[Moonworld]] &#039;&#039;&#039;mirrors&#039;&#039;&#039; what mortals have already done; it does not hand out new elven souls from thin air. What sets elves apart, in most theology, is a deep tie to &#039;&#039;&#039;memory, place, and the hours near dawn and dusk&#039;&#039;&#039; where [[Twilight]] feels close—without elves ever being &#039;&#039;&#039;natives&#039;&#039;&#039; of the Moonworld.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
Only the [[Sunworld]] allows &#039;&#039;&#039;real change&#039;&#039;&#039;. Elves live by that rule like anyone else. Yet an elf who lives three hundred years may &#039;&#039;&#039;carry the same self&#039;&#039;&#039; longer than a human dynasty—close, in feeling, to the Moonworld&#039;s habit of &#039;&#039;&#039;keeping old stories bright&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sages therefore warn of a &#039;&#039;&#039;personal&#039;&#039;&#039; risk, not a racial gift: a bard whose songs &#039;&#039;&#039;rewrite how people remember&#039;&#039;&#039;, a lover who &#039;&#039;&#039;cannot let the dead go&#039;&#039;&#039;, a hero whose &#039;&#039;&#039;legend grows larger than their living name&#039;&#039;&#039;. Those tales brush the same &#039;&#039;&#039;remembrance&#039;&#039;&#039; the Moonworld cares about (see [[The Realms of Faeloria#Crossing_into_the_Moonworld|Crossing into the Moonworld]]). Most folk never approach such resonance; &#039;&#039;&#039;those few&#039;&#039;&#039; who become myth while still breathing may.&lt;br /&gt;
&lt;br /&gt;
In daily life, elves are the neighbours who recall &#039;&#039;&#039;how the old grove sounded&#039;&#039;&#039; while humans only recall that the wood was cut last winter.&lt;br /&gt;
&lt;br /&gt;
== What most elves share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Long life&#039;&#039;&#039; — Often a few centuries; grief stacks differently when parents outlive many human friends.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — Many elves take to &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; craft, family rites, and magic tied to &#039;&#039;&#039;a place or archive&#039;&#039;&#039;; land and library reinforce the spell.&lt;br /&gt;
* &#039;&#039;&#039;Dusk and dawn&#039;&#039;&#039; — Even those who never study spellcraft notice shores, forest edges, and market bells at sunset: &#039;&#039;&#039;the air feels thin&#039;&#039;&#039;. Folk blame [[Fae]], [[Ariana|Ariana&#039;s]] grace, or old vows—often all three in one breath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kindreds&#039;&#039;&#039; are &#039;&#039;&#039;cultures and regions&#039;&#039;&#039;, not separate species invented by the gods. Names rise and fall with empires.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Elves&#039;&#039;&#039; — Old courts and schools (often tied to [[Avaria|Avarian]] high life). Love of lineage, polished art, and &#039;&#039;&#039;clean&#039;&#039;&#039; ward-lines over messy improvisation.&lt;br /&gt;
* &#039;&#039;&#039;[[Hollow Tongues]]&#039;&#039;&#039; — Cursed High Elf clerics of [[Avaria]] who lost their voices to [[Aros]] after cheating death; speak through familiars granted by [[Eriana]]. Penitent warriors centred at [[Keyveil]].&lt;br /&gt;
* &#039;&#039;&#039;Wood Elves&#039;&#039;&#039; — Trackers and oath-keepers of deep wood and wild hill (including the [[Avarian Forest]]). Oaths under trees; story overlaps with &#039;&#039;&#039;Wild [[Fae]]&#039;&#039;&#039; motifs without making elves &#039;&#039;&#039;worshippers&#039;&#039;&#039; of the Fae.&lt;br /&gt;
* &#039;&#039;&#039;Moon Elves&#039;&#039;&#039; — Towns near [[Faelight]], [[Silverfall Cascade|Silverfall]], or great [[Ariana]] shrines. Used to Fae envoys and twilight rites; glamours and dreams weigh heavy in tale—and &#039;&#039;&#039;names, guest-right, and promises&#039;&#039;&#039; can kill a reputation faster than a blade.&lt;br /&gt;
* &#039;&#039;&#039;Night Elves / Dark Elves&#039;&#039;&#039; — &#039;&#039;&#039;Not&#039;&#039;&#039; a synonym for evil in [[The Realms of Faeloria]] teaching. Cultures of long night, vault-cities, exile, or underways ([[Dalr]], [[Norin]]-style mazes in story). Shadow-magic and forge-heat sit beside &#039;&#039;&#039;grief and stubborn pride&#039;&#039;&#039; in chronicle—not villainy by default.&lt;br /&gt;
* &#039;&#039;&#039;Sun Elves&#039;&#039;&#039; — Open coasts and trade cities. &#039;&#039;&#039;Loud&#039;&#039;&#039; public magic and festival architecture; sometimes argue with Moon Elves over &#039;&#039;&#039;how much flash&#039;&#039;&#039; is respectful toward the Veil.&lt;br /&gt;
* &#039;&#039;&#039;Ash Elves&#039;&#039;&#039; — Bloodlines tied to old battlefields or [[Chronicles of Faeloria|Faefall]]-era wounds; soot tones and ash tattoos in ballad—a &#039;&#039;&#039;story&#039;&#039;&#039; label more than a paint chart.&lt;br /&gt;
* &#039;&#039;&#039;River Elves&#039;&#039;&#039; — Major rivers and ports such as [[Crystalport]]. Bargains, locks, ferries, many tongues.&lt;br /&gt;
&lt;br /&gt;
== Where elves are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Mixed cities, schools, and guilds where elves work beside humans and &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — &#039;&#039;&#039;Fewer&#039;&#039;&#039; elves than in the west, but envoys, scholars, and ship-mages are &#039;&#039;&#039;known&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Very few&#039;&#039;&#039; elves—usually lone travellers, not whole quarters; northern song treats them as &#039;&#039;&#039;odd&#039;&#039;&#039; or &#039;&#039;&#039;dangerous&#039;&#039;&#039; by habit.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — The neighbours elves see most; impatience and wonder run both ways.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Deep respect for &#039;&#039;&#039;oaths&#039;&#039;&#039; and long work; fights arise when &#039;&#039;&#039;surface&#039;&#039;&#039; politics meets &#039;&#039;&#039;undermountain&#039;&#039;&#039; pride.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Shared roads and city lanes; borrowed songs and borrowed &#039;&#039;&#039;luck charms&#039;&#039;&#039; at the doorstep.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — No cosmic &#039;&#039;&#039;closeness&#039;&#039;&#039; to the Fae reserved for elves; both are Sunworld mortals. Local law and gossip matter more than scripture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Moonworld]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Hollow_Tongues&amp;diff=708</id>
		<title>Hollow Tongues</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Hollow_Tongues&amp;diff=708"/>
		<updated>2026-06-08T23:18:33Z</updated>

		<summary type="html">&lt;p&gt;Baomont: New kindred article — cursed High Elf clerics, The Hollowing, and The Bonding (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Hollow Tongues =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hollow Tongues&#039;&#039;&#039; are a kindred of [[Elves|elves]] cursed by [[Aros]] after their ancestors attempted to &#039;&#039;&#039;cheat death&#039;&#039;&#039; — resurrecting renowned warriors &#039;&#039;&#039;after&#039;&#039;&#039; the soul had already begun its crossing into the [[Underworld]]. The curse stripped their voices from their bodies and sealed them behind a glowing &#039;&#039;&#039;keyhole&#039;&#039;&#039; at the throat, never to be spoken again in their own breath.&lt;br /&gt;
&lt;br /&gt;
Once among the most respected &#039;&#039;&#039;High Elves&#039;&#039;&#039; of [[Avaria]] — masters of clerical healing, last rites, and spoken resurrection liturgy — the Hollow Tongues can no longer perform the sacred spoken spells and rituals that defined their order. After a century of absolute silence, [[Eriana]] brokered &#039;&#039;&#039;The Bonding&#039;&#039;&#039;: a sacred pact through which each elf may bind a &#039;&#039;&#039;familiar&#039;&#039;&#039; that speaks, hears thought, and shares emotion on the host&#039;s behalf. The blessing is imperfect — familiars carry desires of their own — and the curse remains for life.&lt;br /&gt;
&lt;br /&gt;
Today the Hollow Tongues worship [[Aros]] in penitence, honour [[Eriana]] for mercy, train as fighters and adventurers where they once healed, and still seek a way to reverse &#039;&#039;&#039;The Hollowing&#039;&#039;&#039; without breaking the [[The Realms of Faeloria#The Great Cycle|Great Cycle]].&lt;br /&gt;
&lt;br /&gt;
== Names and spelling ==&lt;br /&gt;
&lt;br /&gt;
Scholars and kingdom records favour &#039;&#039;&#039;Hollow Tongues&#039;&#039;&#039; (two words), matching other elven kindred labels such as [[Elves#Kindreds|Wood Elves]] and Ash Elves. Singular: &#039;&#039;&#039;a Hollow Tongue&#039;&#039;&#039; or &#039;&#039;&#039;Hollow Tongue elf&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Usage !! Form !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Common / scholarly&#039;&#039;&#039; || Hollow Tongues || Preferred in chronicle, temple law, and the [[Arcanum Lyceum]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self-name (formal)&#039;&#039;&#039; || &#039;&#039;&#039;The Keybound&#039;&#039;&#039; || Court-elven: &#039;&#039;those whose voice is locked&#039;&#039;; used in oaths and pilgrimage record&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self-name (devotional)&#039;&#039;&#039; || &#039;&#039;&#039;The Penitent Choir&#039;&#039;&#039; || Especially among worshippers of Aros; stresses repentance, not the curse alone&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Event names&#039;&#039;&#039; || &#039;&#039;&#039;The Hollowing&#039;&#039;&#039;, &#039;&#039;&#039;The Bonding&#039;&#039;&#039;, &#039;&#039;&#039;the Silence Century&#039;&#039;&#039; || Capitalised as proper history; the century between Hollowing and Bonding&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Avoid as primary&#039;&#039;&#039; || Hollowtongues, HollowTongues || Rare in Avarian print; appears in some trade manifests and foreign ledgers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Do not confuse with&#039;&#039;&#039; || &#039;&#039;&#039;The Hollow&#039;&#039;&#039; || Clerical name for [[Cryos]]&#039;s citadel in the [[Underworld]] — unrelated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Names given by other peoples ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria|Avarians]]&#039;&#039;&#039; (respectful): &#039;&#039;the Keybound&#039;&#039;, &#039;&#039;Penitent Choir&#039;&#039;; (common): &#039;&#039;locked-voice elves&#039;&#039;; (slur): &#039;&#039;the Tongueless&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Priests of [[Aros]]&#039;&#039;&#039; (throughout Faeloria): &#039;&#039;the Whisper-locked&#039;&#039; — ties the curse to Aros as &#039;&#039;&#039;The Whispering Wind&#039;&#039;&#039; and &#039;&#039;&#039;the Whispering Silence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; and northern traders: &#039;&#039;wind-stolen&#039;&#039;, &#039;&#039;grave-cheats&#039;&#039; — death and silence are Aros-leaning domains in the north&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; envoys: &#039;&#039;soul-recallers&#039;&#039; or &#039;&#039;threshold-breakers&#039;&#039; — emphasis on the original sin rather than the mark&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039;: &#039;&#039;stone-silent&#039;&#039; — dwarven law treats spoken oath as binding; Hollow Tongues are trusted only when a familiar speaks the words&lt;br /&gt;
* &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; of the [[Moonworld]]: &#039;&#039;echo-wearers&#039;&#039; — one mortal life voiced through another being; some Wild Fae find the bond uncomfortably close to reflection without crossing&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; at roadside: &#039;&#039;glass-eyed elves&#039;&#039; — reference to their crystal eyes; often ignorant of the theology&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
Hollow Tongues remain &#039;&#039;&#039;Sunworld mortals&#039;&#039;&#039; of the [[Sunworld]]. They are not undead, not Fae, and not exempt from [[Aros]]&#039;s domain — quite the opposite. Their story is a cautionary chapter in how &#039;&#039;&#039;[[Gifted magic|divine]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; power intersect with the &#039;&#039;&#039;Law of Resonant Passage&#039;&#039;&#039; (see [[The Realms of Faeloria]]).&lt;br /&gt;
&lt;br /&gt;
Orthodox teaching holds that mercy-healing and &#039;&#039;&#039;threshold anchoring&#039;&#039;&#039; — rites that hold a soul in the &#039;&#039;&#039;breath-between&#039;&#039;&#039; before [[Aros]] completes the crossing — may be performed only while the final passage has &#039;&#039;&#039;not&#039;&#039;&#039; begun. In common temple doctrine that window is brief: often said to be &#039;&#039;&#039;about a minute&#039;&#039;&#039;, though disputed High Elf texts argue for slightly longer at sites of strong ward-line. Once the soul has &#039;&#039;&#039;crossed&#039;&#039;&#039; toward the [[Underworld]], only Aros may release it; to drag it back is to cheat the design of the [[The Realms of Faeloria#The Great Cycle|Great Cycle]].&lt;br /&gt;
&lt;br /&gt;
The ancestors of the Hollow Tongues did exactly that — and Aros answered with silence.&lt;br /&gt;
&lt;br /&gt;
== Origins — the Choir of the Silver Threshold ==&lt;br /&gt;
&lt;br /&gt;
Before The Hollowing, the order now remembered only in Keybound archives was the &#039;&#039;&#039;Choir of the Silver Threshold&#039;&#039;&#039; — a High Elf clerical fellowship centred in [[Lumenara]], attached to temples of [[Ariana]] and [[Eriana]]. They were healers, midwives of the dying, and keepers of last rites. Kings and generals sought their counsel; the [[The Luminary Circle|Luminary Circle]] regarded them as exemplary servants of life&#039;s sacred arc.&lt;br /&gt;
&lt;br /&gt;
Their downfall was not cruelty but &#039;&#039;&#039;grief and pride&#039;&#039;&#039; in an age of war. In the early [[Timeline|TRA]] era, as kingdoms such as [[Avaria]] rebuilt after the [[Chronicles of Faeloria#Chronicle of Faefall|Faefall]] and border conflicts multiplied, the Choir&#039;s greatest spellwrights turned from &#039;&#039;&#039;anchoring the breath-between&#039;&#039;&#039; to &#039;&#039;&#039;Threshold Reversal&#039;&#039;&#039; — liturgy meant to recall souls that had &#039;&#039;&#039;already crossed&#039;&#039;&#039;. They raised Avaria&#039;s most renowned war-dead to fight again.&lt;br /&gt;
&lt;br /&gt;
The rites drew on forbidden convergence: spoken divine petition to Eriana&#039;s renewal, structured [[Learned magic|learned]] formulae, and — in the oldest confessions — resonance techniques perilously close to &#039;&#039;&#039;[[The Realms of Faeloria#The Danger of Artificial Crossing|artificial crossing]]&#039;&#039;&#039;, tugging at echo and remembrance to haul identity back from the road to the Deep Quiet. It worked. It also &#039;&#039;&#039;violated Aros&#039;s charge&#039;&#039;&#039; over the final passage.&lt;br /&gt;
&lt;br /&gt;
== The Hollowing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aros&#039;&#039;&#039;, God of Death and &#039;&#039;&#039;The Whispering Silence&#039;&#039;&#039;, answered as his titles imply: not with thunder, but with &#039;&#039;&#039;windless quiet&#039;&#039;&#039;. He ripped the Choir&#039;s voices from their bodies and set them under lock and key at the throat — a &#039;&#039;&#039;glowing keyhole&#039;&#039;&#039; visible over the vocal cords, a mark that would never fade while they lived. Spoken prayer, sung liturgy, and the breath that carried their resurrection craft were gone in an instant.&lt;br /&gt;
&lt;br /&gt;
The punishment fit the crime. Death is Aros&#039;s domain; they had used &#039;&#039;&#039;voice&#039;&#039;&#039; to steal souls back from his threshold. Without speech they could not perform their sacred healing or resurrection magic as the order had known it. Some lesser workings survived through gesture and [[Learned magic|learned]] sign-cant — but the highest rites of their calling required the spoken word, and those were sealed.&lt;br /&gt;
&lt;br /&gt;
The event is called &#039;&#039;&#039;The Hollowing&#039;&#039;&#039; in Keybound chronicle. Temples of Aros in [[Avaria]] still read the account on &#039;&#039;&#039;The Whispering Night&#039;&#039;&#039; as a warning against cheating the Closing.&lt;br /&gt;
&lt;br /&gt;
== The Silence Century ==&lt;br /&gt;
&lt;br /&gt;
For a hundred years the cursed elves lived in absolute voicelessness. Communication was gesture, chalk, and grief. Many died in despair; others were shunned as living proof that the gods could unmake a people&#039;s calling overnight. The Luminary Circle sheltered some in [[Lumenara]]; others wandered as penitents.&lt;br /&gt;
&lt;br /&gt;
Eriana, Goddess of Nature and renewal, took pity on her elven children — but she could not simply undo her cousin&#039;s judgment. She negotiated with Aros.&lt;br /&gt;
&lt;br /&gt;
== The Bonding ==&lt;br /&gt;
&lt;br /&gt;
The bargain Eriana struck — known as &#039;&#039;&#039;The Bonding&#039;&#039;&#039; — offered each Hollow Tongue the &#039;&#039;&#039;option&#039;&#039;&#039; (never the obligation) of a sacred binding with a &#039;&#039;&#039;familiar&#039;&#039;&#039;. Through the bond, the familiar may speak for the elf, hear surface thoughts, and feel shared emotion. The magic is &#039;&#039;&#039;[[Gifted magic|gifted]]&#039;&#039;&#039;: a joint mercy of Eriana&#039;s living world and Aros&#039;s refusal to return what was taken.&lt;br /&gt;
&lt;br /&gt;
The bond is not perfect. Familiars are creatures with &#039;&#039;&#039;desires, moods, and personalities&#039;&#039;&#039; of their own. Miscommunication and misrepresentation of the host&#039;s intent are common enough that elder Keybound teach &#039;&#039;&#039;sign language&#039;&#039;&#039; alongside familiar speech — insurance if a familiar dies, is stolen, or simply refuses a phrasing. When a Hollow Tongue speaks through the bond, the &#039;&#039;&#039;keyhole mark and crystal eyes glow&#039;&#039;&#039; with soft light.&lt;br /&gt;
&lt;br /&gt;
Gratitude for Eriana&#039;s mercy did not end penitence toward Aros. The Hollow Tongues believe both truths at once.&lt;br /&gt;
&lt;br /&gt;
== Keyveil and modern culture ==&lt;br /&gt;
&lt;br /&gt;
After The Bonding, the survivors founded &#039;&#039;&#039;Keyveil&#039;&#039;&#039; — an enclave in the [[Avarian Forest]] foothills between the deeper wood and the plains road toward [[Starryglen]]. Keyveil is deliberately modest: stone and timber, open-air shrines to Eriana, and a &#039;&#039;&#039;Threshold Chapel&#039;&#039;&#039; to Aros where no celebrant speaks aloud unless through a familiar or a visiting priest of the Keepers of the Threshold.&lt;br /&gt;
&lt;br /&gt;
Culture among the Keybound diverged sharply from their High Elf origins:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;From healers to guardians&#039;&#039;&#039; — Unable to sustain large-scale clerical healing, they became fighters, wardens, and adventurers — still serving the realm, but with blade and vigil where once they held the dying.&lt;br /&gt;
* &#039;&#039;&#039;Dual worship&#039;&#039;&#039; — Daily repentance and quiet rites for Aros; festivals of renewal and familiar-blessing for Eriana. The Bloomtide and The Quiet Rest weigh heavily in their calendar.&lt;br /&gt;
* &#039;&#039;&#039;Memory duty&#039;&#039;&#039; — Elders pass oral history through familiar-voice and &#039;&#039;&#039;signed cant&#039;&#039;&#039; so the young know life before The Hollowing and The Bonding.&lt;br /&gt;
* &#039;&#039;&#039;Familiars as kin&#039;&#039;&#039; — Bonds are treated as sacred household members; to harm a familiar is a grave insult. Some familiars are beasts, others fae-touched small spirits — Eriana&#039;s domain welcomes both, within Aros&#039;s limits.&lt;br /&gt;
* &#039;&#039;&#039;Quest for reversal&#039;&#039;&#039; — Scholarships at the [[Arcanum Lyceum]] and pilgrimages to Aros shrines seek a cure that does not &#039;&#039;&#039;break the Great Cycle&#039;&#039;&#039; — a line few dare to cross twice.&lt;br /&gt;
&lt;br /&gt;
Keyveil maintains trade with Starryglen herbalists and Lumenara arms-guilds. Hollow Tongue mercenaries and tomb-wardens are sought along roads where the dead must be honoured correctly — ironically, by those who once failed to honour the crossing.&lt;br /&gt;
&lt;br /&gt;
== Physical characteristics ==&lt;br /&gt;
&lt;br /&gt;
Hollow Tongues are marked by the curse and its aftermath:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;glowing keyhole&#039;&#039;&#039; over the vocal cords at the throat — the lock where voice was sealed&lt;br /&gt;
* &#039;&#039;&#039;Crystal-glass eyes&#039;&#039;&#039; — clear, faceted, faintly luminous in low light&lt;br /&gt;
* &#039;&#039;&#039;Porcelain-fractured skin&#039;&#039;&#039; — pale complexion with fine craquelure lines, as though baked clay had hairline cracks; more visible in strong emotion&lt;br /&gt;
* When speaking through a familiar, &#039;&#039;&#039;eyes and keyhole glow&#039;&#039;&#039; in tandem&lt;br /&gt;
&lt;br /&gt;
They otherwise resemble the High Elf bloodlines they descend from: tall bearing, long life, and the dusk-sense common to elven kindreds.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lost&#039;&#039;&#039; — Spoken divine resurrection and the Choir&#039;s threshold-reversal liturgy; any rite requiring the host&#039;s own voice at the throat&lt;br /&gt;
* &#039;&#039;&#039;Impaired&#039;&#039;&#039; — Most clerical healing that depends on spoken prayer; some progress through signed cant or familiar-proxy speech, but never at the old order&#039;s scale&lt;br /&gt;
* &#039;&#039;&#039;Retained&#039;&#039;&#039; — Non-vocal [[Learned magic|learned]] magic where gesture and sign-cant suffice; martial training; [[Gifted magic|gifted]] power through the familiar bond (communication, some nature-aligned workings aligned with Eriana&#039;s mercy)&lt;br /&gt;
* &#039;&#039;&#039;Taboo&#039;&#039;&#039; — Any research into post-crossing resurrection; enforced by internal law and watched by Aros clergy&lt;br /&gt;
&lt;br /&gt;
== Where Hollow Tongues are found ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Keyveil]]&#039;&#039;&#039; (primary enclave) — Avarian Forest foothills; spiritual and cultural heart&lt;br /&gt;
* &#039;&#039;&#039;[[Lumenara]]&#039;&#039;&#039; — Penitent houses, Aros shrines, a few Lyceum scholars&lt;br /&gt;
* &#039;&#039;&#039;[[Starryglen]]&#039;&#039;&#039; and southern Avarian roads — herbal trade, tomb-warden work&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — Rare; viewed with suspicion; only the hardiest travel the mountain passes as guides or sellswords&lt;br /&gt;
* &#039;&#039;&#039;Adventuring companies&#039;&#039;&#039; — Dispersed individuals across Faeloria seeking redemption, reversal, or simply a life that still serves&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Other kindreds respect their penitence but keep polite distance; Wood Elves share sign-cant along forest roads&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Mixed pity and unease; Avarian crowns have employed them as elite guards since the early TRA wars&lt;br /&gt;
* &#039;&#039;&#039;[[The Luminary Circle]]&#039;&#039;&#039; — Complicated legacy: the Circle mourns what the Choir became, but aids Keyveil&#039;s Eriana rites&lt;br /&gt;
* &#039;&#039;&#039;Keepers of the Threshold&#039;&#039;&#039; (Aros clergy) — Close theological ties; some Keybound join as lay penitents&lt;br /&gt;
* &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; — Respect for Eriana&#039;s bargain; unease at familiars that sound too much like the mortal they serve&lt;br /&gt;
&lt;br /&gt;
== Key figures and chronology (broad) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approx. date !! Event&lt;br /&gt;
|-&lt;br /&gt;
| Early TRA || Choir of the Silver Threshold at height in Lumenara&lt;br /&gt;
|-&lt;br /&gt;
| ~85 TRA || &#039;&#039;&#039;The Hollowing&#039;&#039;&#039; — Aros strips the order&#039;s voices after Threshold Reversal&lt;br /&gt;
|-&lt;br /&gt;
| 85–185 TRA || &#039;&#039;&#039;The Silence Century&#039;&#039;&#039; — voiceless exile and penitence&lt;br /&gt;
|-&lt;br /&gt;
| ~185 TRA || &#039;&#039;&#039;The Bonding&#039;&#039;&#039; — Eriana&#039;s familiar pact with Aros&#039;s assent&lt;br /&gt;
|-&lt;br /&gt;
| ~190 TRA onward || Founding of Keyveil; shift from healers to warriors and wardens&lt;br /&gt;
|-&lt;br /&gt;
| Circa 530 TRA || Present era — quest for lawful reversal continues; population scattered but Keyveil endures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Aros]]&lt;br /&gt;
* [[Eriana]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Underworld]]&lt;br /&gt;
* [[Gifted magic]]&lt;br /&gt;
* [[Learned magic]]&lt;br /&gt;
* [[Avaria]]&lt;br /&gt;
* [[The Luminary Circle]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Avaria]]&lt;br /&gt;
[[Category:Elves]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Melody.png&amp;diff=707</id>
		<title>File:Melody.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Melody.png&amp;diff=707"/>
		<updated>2026-05-09T06:33:16Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Melody.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Kith&amp;diff=706</id>
		<title>Kith</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Kith&amp;diff=706"/>
		<updated>2026-04-22T17:57:13Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Tone: in-world encyclopedia; remove tabletop/meta phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kith =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kith&#039;&#039;&#039; (also called &#039;&#039;&#039;beast-kin&#039;&#039;&#039;, or in poetry &#039;&#039;&#039;Twilight-marked&#039;&#039;&#039; / &#039;&#039;&#039;Veil-marked&#039;&#039;&#039;) are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] whose bodies show &#039;&#039;&#039;animal or dragon-like touches&#039;&#039;&#039;—ears, tails, eyes, scales, horns, and the like, from subtle to impossible to miss. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]], not born in the [[Moonworld]], and not a separate &#039;&#039;&#039;branch of creation&#039;&#039;&#039; in the usual reading of [[The Realms of Faeloria]]: the Moonworld &#039;&#039;&#039;reflects&#039;&#039;&#039; what mortals have already lived; it does not mint new bodies on its own.&lt;br /&gt;
&lt;br /&gt;
In practice, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; is where Kith are &#039;&#039;&#039;easiest to spot&#039;&#039;&#039; in daily life (see &#039;&#039;&#039;[[#Kokoro and Kith|below]]&#039;&#039;&#039;). &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; are &#039;&#039;&#039;mixed&#039;&#039;&#039; realms where many ancestries share the street. &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; is &#039;&#039;&#039;mostly human&#039;&#039;&#039;, with many &#039;&#039;&#039;[[Dwarves|dwarves]]&#039;&#039;&#039; in the mines, &#039;&#039;&#039;very few&#039;&#039;&#039; elves, &#039;&#039;&#039;rare&#039;&#039;&#039; Kith, and &#039;&#039;&#039;almost no open Fae&#039;&#039;&#039;—when a Fae &#039;&#039;&#039;is&#039;&#039;&#039; taken there, foreign chronicles and Avarian pulpits alike cry &#039;&#039;&#039;slavery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== What Kith are ==&lt;br /&gt;
&lt;br /&gt;
Kith grow old, raise children, and die as mortals. Their marks come from &#039;&#039;&#039;bloodline, birthplace, oaths, hard luck, or old magic in the air&#039;&#039;&#039;—and are often mistaken for &#039;&#039;&#039;half-fey blood&#039;&#039;&#039; by folk who like a simple tale.&lt;br /&gt;
&lt;br /&gt;
== Kokoro and Kith ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, Kith show up &#039;&#039;&#039;often&#039;&#039;&#039; in craft halls, port lists, and festival lines as &#039;&#039;&#039;everyday&#039;&#039;&#039; neighbours—not as rare fairground acts. &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; still head most households in honest census ledgers, but eastern ballads only &#039;&#039;&#039;slightly&#039;&#039;&#039; stretch truth when they sing of &#039;&#039;&#039;ears and tails at every second stall&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sages argue over &#039;&#039;&#039;trade&#039;&#039;&#039;, &#039;&#039;&#039;marriage custom&#039;&#039;&#039;, &#039;&#039;&#039;dawn and dusk at sea&#039;&#039;&#039;, or plain &#039;&#039;&#039;old habit&#039;&#039;&#039;; no one story wins. Abroad, folk agree on one practical test: a felid artisan in &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; may &#039;&#039;&#039;keep quiet&#039;&#039;&#039;; the same artisan in [[Kokoro]]&#039;s ports is often &#039;&#039;&#039;nothing worth pointing at&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Common lineages ==&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;&#039;folk labels&#039;&#039;&#039; appear in law and tavern tale; they are &#039;&#039;&#039;not&#039;&#039;&#039; sealed bloodlines, and two siblings may &#039;&#039;&#039;wear different marks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lineage !! Typical marks !! In plain words&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vulpine&#039;&#039;&#039; || Fox ears and tail; sharp senses; some families said to live very long || Marks can be &#039;&#039;&#039;tiny tips&#039;&#039;&#039; or full tails. &#039;&#039;&#039;Hearing and smell&#039;&#039;&#039; often beat human averages in guild musters and healer notes. &#039;&#039;&#039;Long life&#039;&#039;&#039; runs in &#039;&#039;&#039;some&#039;&#039;&#039; houses—not a promise for every vulpine line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lupine&#039;&#039;&#039; || Wolf ears, tail; oath-heavy culture in places || &#039;&#039;&#039;Stamina and cold grit&#039;&#039;&#039; show up often, but not for everyone. Many grow up in &#039;&#039;&#039;big family webs&#039;&#039;&#039; with strong vows; &#039;&#039;&#039;many others&#039;&#039;&#039; do not care for pack talk at all.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Felid&#039;&#039;&#039; || Cat ears, tail; grace in low light || &#039;&#039;&#039;Night-friendly eyes&#039;&#039;&#039; are common yet &#039;&#039;&#039;not&#039;&#039;&#039; universal. Tails mostly help &#039;&#039;&#039;balance&#039;&#039;&#039;. Coat, ear size, and &#039;&#039;&#039;claw gossip&#039;&#039;&#039; change &#039;&#039;&#039;wildly&#039;&#039;&#039; by city—fashion and bloodline blur.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cervine&#039;&#039;&#039; || Deer ears or antlers; long stride || &#039;&#039;&#039;Antlers&#039;&#039;&#039; usually grow in &#039;&#039;&#039;seasons&#039;&#039;&#039; where they appear at all. &#039;&#039;&#039;Height and stride&#039;&#039;&#039; often beat human norms. Some lines show &#039;&#039;&#039;ears only&#039;&#039;&#039; with no rack; &#039;&#039;&#039;sex and lineage&#039;&#039;&#039; both matter to shape.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lapine&#039;&#039;&#039; || Long ears; strong legs || &#039;&#039;&#039;Jumping&#039;&#039;&#039; and &#039;&#039;&#039;sprinting&#039;&#039;&#039; win praise in legion musters; big ears aid &#039;&#039;&#039;hearing&#039;&#039;&#039; and &#039;&#039;&#039;cooling&#039;&#039;&#039; in plain healer talk. &#039;&#039;&#039;Short stature&#039;&#039;&#039; is common, not &#039;&#039;&#039;universal&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ursine&#039;&#039;&#039; || Round ears; heavy build; thick fur || &#039;&#039;&#039;Weight and warmth&#039;&#039;&#039; dominate; &#039;&#039;&#039;slow winter sleep&#039;&#039;&#039; mixes &#039;&#039;&#039;habit and body&#039;&#039;&#039; in northern towns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serpentine&#039;&#039;&#039; || Lithe spine; heat sense || &#039;&#039;&#039;Heat pits&#039;&#039;&#039; or glossy scales appear &#039;&#039;&#039;on and off&#039;&#039;&#039; in records; &#039;&#039;&#039;flexibility&#039;&#039;&#039; is the most &#039;&#039;&#039;steady&#039;&#039;&#039; tale across regions. &#039;&#039;&#039;Skin shed&#039;&#039;&#039; is &#039;&#039;&#039;rare&#039;&#039;&#039; but noted in healer logs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Avian&#039;&#039;&#039; || Feather crest; light frame || Bones stay &#039;&#039;&#039;near human&#039;&#039;&#039; in most temple examinations—&#039;&#039;&#039;flight&#039;&#039;&#039; is still &#039;&#039;&#039;impossible&#039;&#039;&#039;. Crests may &#039;&#039;&#039;moult&#039;&#039;&#039; with season or stay &#039;&#039;&#039;fixed&#039;&#039;&#039;. &#039;&#039;&#039;Balance in wind&#039;&#039;&#039; is the usual boast.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Draconic&#039;&#039;&#039; || Scales, slit eyes; horns or tail may appear or be absent by lineage || &#039;&#039;&#039;Patch scale&#039;&#039;&#039; usually covers only part of the body; &#039;&#039;&#039;no colossal draconic form&#039;&#039;&#039; appears in record. &#039;&#039;&#039;[[Innate magic|Innate]]&#039;&#039;&#039; fire or storm knack appears &#039;&#039;&#039;slightly&#039;&#039;&#039; more often in old guild and temple ledgers—&#039;&#039;&#039;never&#039;&#039;&#039; a certainty for one child.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Where people think Kith come from ==&lt;br /&gt;
&lt;br /&gt;
Priests, teachers, and dock &#039;&#039;&#039;loudmouths&#039;&#039;&#039; disagree; all of these &#039;&#039;&#039;coexist&#039;&#039;&#039; in [[Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thin-veil birth / Fae-touched places&#039;&#039;&#039; — Child born at a strange hour or near a heavy [[Fae]] pact site; &#039;&#039;&#039;not&#039;&#039;&#039; half-Fae biology, but &#039;&#039;&#039;Sunworld&#039;&#039;&#039; outcome when story runs hot (see [[The Realms of Faeloria#Failed_Crossings|failed crossings]]).&lt;br /&gt;
* &#039;&#039;&#039;Wild Fae country&#039;&#039;&#039; — Villages beside the [[Avarian Forest]] or [[Silverfall Cascade]] tell of marks &#039;&#039;&#039;creeping&#039;&#039;&#039; through families after generations of &#039;&#039;&#039;near&#039;&#039;&#039; Wild [[Fae]].&lt;br /&gt;
* &#039;&#039;&#039;Great shocks&#039;&#039;&#039; — Some chronicles tie &#039;&#039;&#039;spikes&#039;&#039;&#039; in Kith births to &#039;&#039;&#039;[[Chronicles of Faeloria|Faefall]]&#039;&#039;&#039;-era wounds; sages fight over &#039;&#039;&#039;truth&#039;&#039;&#039;, &#039;&#039;&#039;bad counting&#039;&#039;&#039;, or &#039;&#039;&#039;real thin magic&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[The Penumbra]] echo&#039;&#039;&#039; — A &#039;&#039;&#039;dark&#039;&#039;&#039; sermon: marks as &#039;&#039;&#039;[[The Realms of Faeloria#The_Umbral_Veil|Veil]]&#039;&#039;&#039; shadow trying to wear flesh. It &#039;&#039;&#039;serves pulpits that trade on fear&#039;&#039;&#039; and is a &#039;&#039;&#039;poor&#039;&#039;&#039; excuse for cruelty once &#039;&#039;&#039;law, trial, or chronicle&#039;&#039;&#039; exposes it as false.&lt;br /&gt;
* &#039;&#039;&#039;No drama&#039;&#039;&#039; — &#039;&#039;&#039;They have always been here&#039;&#039;&#039; say the ports; cosmopolitan law treats Kith crews as &#039;&#039;&#039;normal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Kingdom snapshot ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Realm !! Kith in daily life&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; || &#039;&#039;&#039;Common sight&#039;&#039;&#039; — crafts, docks, public rites feel &#039;&#039;&#039;normal&#039;&#039;&#039; with beast-kin beside humans&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; || &#039;&#039;&#039;Strong mix&#039;&#039;&#039; — cities expect many ancestries on one street&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; || &#039;&#039;&#039;Rare&#039;&#039;&#039; — lone travellers more than districts; &#039;&#039;&#039;local fear&#039;&#039;&#039; varies, &#039;&#039;&#039;royal law&#039;&#039;&#039; uneven&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and law ==&lt;br /&gt;
&lt;br /&gt;
Charter differs by city: &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; tends &#039;&#039;&#039;pragmatic&#039;&#039;&#039;; back valleys may call Kith &#039;&#039;&#039;omen&#039;&#039;&#039;. &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; has &#039;&#039;&#039;no&#039;&#039;&#039; Kith-only school; &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; fire or charm tied to &#039;&#039;&#039;echo&#039;&#039;&#039; is &#039;&#039;&#039;story&#039;&#039;&#039;, not statute.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Most neighbours; welcome swings with politics.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — &#039;&#039;&#039;No&#039;&#039;&#039; holy rank above Kith; &#039;&#039;&#039;local&#039;&#039;&#039; habit picks friendship or slur.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[The Penumbra]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Gifted magic]]&lt;br /&gt;
* [[Innate magic]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
* [[Kokoro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=705</id>
		<title>Halflings</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=705"/>
		<updated>2026-04-22T17:57:12Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Tone: in-world encyclopedia; remove tabletop/meta phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Halflings =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halflings&#039;&#039;&#039; are small-stature &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]—keepers of hearths, fields, river boats, and city &#039;&#039;&#039;back rooms&#039;&#039;&#039; where comfort, gossip, and luck meet. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]] and not from the [[Moonworld]]; they eat, age, and die like [[Humans|humans]] and [[Kith]]. Yet their habits—&#039;&#039;&#039;salt on the step&#039;&#039;&#039;, &#039;&#039;&#039;bread for a guest&#039;&#039;&#039;, &#039;&#039;&#039;whisper at the crossroads&#039;&#039;&#039;—often mirror the &#039;&#039;&#039;doorway lore&#039;&#039;&#039; scholars tie to [[Twilight]] and to &#039;&#039;&#039;household [[Fae]]&#039;&#039;&#039; in [[Ariana|Ariana&#039;s]] tales, without halflings ever being &#039;&#039;&#039;fey&#039;&#039;&#039; themselves.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
The [[Sunworld]] is the realm of &#039;&#039;&#039;choice&#039;&#039;&#039;. Halflings show that in &#039;&#039;&#039;small&#039;&#039;&#039; things: who gets fed first, which door gets a charm, how a stranger is greeted. Near [[Faelight]], romantic priests say a halfling burrow at a &#039;&#039;&#039;crossroads&#039;&#039;&#039; can feel &#039;&#039;&#039;Twilight-touched&#039;&#039;&#039;—not because halflings are magic by birth, but because &#039;&#039;&#039;care repeated daily&#039;&#039;&#039; starts to &#039;&#039;&#039;feel&#039;&#039;&#039; like a gentle spell.&lt;br /&gt;
&lt;br /&gt;
The [[Moonworld]] does not &#039;&#039;&#039;make&#039;&#039;&#039; halflings; it may &#039;&#039;&#039;remember&#039;&#039;&#039; a family that kept the same doorstep rites for twelve generations.&lt;br /&gt;
&lt;br /&gt;
== What most halflings share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hearth and harvest&#039;&#039;&#039; — Food offered as peace; pantries that &#039;&#039;&#039;know every rumour&#039;&#039;&#039; in the lane.&lt;br /&gt;
* &#039;&#039;&#039;Courage&#039;&#039;&#039; — Surprising nerve when &#039;&#039;&#039;home, children, or guests&#039;&#039;&#039; are threatened; &#039;&#039;&#039;small folk, hard roots&#039;&#039;&#039; in proverb.&lt;br /&gt;
* &#039;&#039;&#039;Homely charms&#039;&#039;&#039; — Salt, bread omens, &#039;&#039;&#039;second helpings&#039;&#039;&#039; superstitions—some lines match &#039;&#039;&#039;[[Learned magic|hedge-rites]]&#039;&#039;&#039; taught in cities; most folk never bother with the name.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Halflings&#039;&#039;&#039; — Barges, locks, fishers; river tolls and river gossip ([[Crystalport]] story).&lt;br /&gt;
* &#039;&#039;&#039;Stout Halflings&#039;&#039;&#039; — Burrows, grain, beasts; &#039;&#039;&#039;secular&#039;&#039;&#039; harvest feasts more often than not.&lt;br /&gt;
* &#039;&#039;&#039;Nomad Halflings&#039;&#039;&#039; — Caravans between realms (including [[Luxor]]–[[Kokoro]] routes); &#039;&#039;&#039;neutral&#039;&#039;&#039; ears for news and mail.&lt;br /&gt;
* &#039;&#039;&#039;Urban Halflings&#039;&#039;&#039; — Old-town inns, stalls, &#039;&#039;&#039;wardens of reputation&#039;&#039;&#039; who remember every oath spoken over ale.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Halflings use the same broad paths as others ([[Magic in Faeloria]]): &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; kitchen wards, &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; luck in family tale, &#039;&#039;&#039;[[Gifted magic|gifted]]&#039;&#039;&#039; shrine oaths, and &#039;&#039;&#039;bound&#039;&#039;&#039; trinkets. None of that is &#039;&#039;&#039;unique&#039;&#039;&#039; to halflings—only &#039;&#039;&#039;thick&#039;&#039;&#039; in their daily habit.&lt;br /&gt;
&lt;br /&gt;
== Where halflings are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — River folk and &#039;&#039;&#039;ward-brokers&#039;&#039;&#039; in &#039;&#039;&#039;mixed&#039;&#039;&#039; trade towns beside &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; crews.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Caravan lines on eastern routes; &#039;&#039;&#039;steady&#039;&#039;&#039; in port inns though &#039;&#039;&#039;less visible&#039;&#039;&#039; than local &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — Fewer caravans brave the long north; &#039;&#039;&#039;rare&#039;&#039;&#039; hearth-holds on milder coasts.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Shared markets, festivals, and wards; halfling quarters in human cities are &#039;&#039;&#039;usual&#039;&#039;&#039;, not odd.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Songs swapped for profit on the long road.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Witnesses at signing; river cargo &#039;&#039;&#039;timed&#039;&#039;&#039; to dwarf tide-guilds.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Often room together in &#039;&#039;&#039;mixed&#039;&#039;&#039; wards; local rhyme about &#039;&#039;&#039;ears at the door&#039;&#039;&#039; runs from fond tease to &#039;&#039;&#039;slur&#039;&#039;&#039; by town law.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=704</id>
		<title>Dwarves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=704"/>
		<updated>2026-04-22T17:57:12Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Tone: in-world encyclopedia; remove tabletop/meta phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Dwarves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: stocky, stubborn, and famed for &#039;&#039;&#039;stone, forge, and ledger&#039;&#039;&#039;—the trades that help a kingdom &#039;&#039;&#039;outlast one lifetime&#039;&#039;&#039;. They are not one culture. Mountain holds, green valleys, and &#039;&#039;&#039;guild rows&#039;&#039;&#039; in human cities ([[Crystalport]], [[Norin]], the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039; in tale) all hold large dwarven communities beside [[Humans|humans]], [[Elves|elves]], and others.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
Dwarves share the same [[The Realms of Faeloria|Great Cycle]] as every mortal people. What &#039;&#039;&#039;story&#039;&#039;&#039; loves about them is a knack for &#039;&#039;&#039;things that must not bend&#039;&#039;&#039;—vault arches, bridge footings, clan law-books, &#039;&#039;&#039;[[Runic Power Stones|runes]]&#039;&#039;&#039; that bear weight, and oaths sworn so hard they &#039;&#039;&#039;outlive the hand that signed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Preachers sometimes compare dwarven &#039;&#039;&#039;patience&#039;&#039;&#039; to [[Chronos|Chronos&#039;s]] steady time; dwarves reply with a hammer-stroke: &#039;&#039;&#039;craft&#039;&#039;&#039;, not sermon, built the hold.&lt;br /&gt;
&lt;br /&gt;
== What most dwarves share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Craft and repetition&#039;&#039;&#039; — Deep mines, long sieges, rune-lines checked year after year.&lt;br /&gt;
* &#039;&#039;&#039;Clan memory&#039;&#039;&#039; — Rings of debt, stone tablets, charter language that binds guild to crown.&lt;br /&gt;
* &#039;&#039;&#039;Stone-truth magic&#039;&#039;&#039; — A common &#039;&#039;&#039;folk name&#039;&#039;&#039; for traditions that treat a spell like a &#039;&#039;&#039;bridge&#039;&#039;&#039;: a ward built on a lie is worse than &#039;&#039;&#039;no&#039;&#039;&#039; ward at all.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds follow &#039;&#039;&#039;land and trade&#039;&#039;&#039;, not separate creation myths.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mountain Dwarves&#039;&#039;&#039; — High peaks, sky-iron, grudges older than human kings.&lt;br /&gt;
* &#039;&#039;&#039;Hill and Vale Dwarves&#039;&#039;&#039; — Terraces, beer, bridges between human towns; &#039;&#039;&#039;guest law&#039;&#039;&#039; as binding as contract.&lt;br /&gt;
* &#039;&#039;&#039;Deep Dwarves&#039;&#039;&#039; — Old vaults and pre-[[Chronicles of Faeloria|Faefall]] seals; &#039;&#039;&#039;binding&#039;&#039;&#039; and &#039;&#039;&#039;warding&#039;&#039;&#039; first. Tale warns that &#039;&#039;&#039;[[The Realms of Faeloria#The_Danger_of_Artificial_Crossing|forced crossings]]&#039;&#039;&#039; crack stone as surely as soul—a lesson dwarves carve in rune and sermon.&lt;br /&gt;
* &#039;&#039;&#039;City Dwarves&#039;&#039;&#039; — Banks, docks, cranes, public works; &#039;&#039;&#039;charter&#039;&#039;&#039; matters more than mountain dress; outsiders &#039;&#039;&#039;wrongly&#039;&#039;&#039; expect every clerk to wear a beard.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Dwarves draw on [[Magic in Faeloria]] like anyone else:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Rune-guild training and forge-scale workings.&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Bloodlines tied to heat, stone, or grit in regional tale.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Oaths to powers below the mountain or to [[Cryos]]-leaning cults in some holds—&#039;&#039;&#039;local faith varies a lot&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — Runes, locks, and public works the whole city uses.&lt;br /&gt;
&lt;br /&gt;
== Where dwarves are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Many&#039;&#039;&#039; dwarves in the [[Iron Range]] mines and forges beside a &#039;&#039;&#039;mostly human&#039;&#039;&#039; north.&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Guild halls, banks, and harbours in &#039;&#039;&#039;mixed&#039;&#039;&#039; cities.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Smiths and masters appear in trade logs as &#039;&#039;&#039;honoured guests&#039;&#039;&#039; more often than as a &#039;&#039;&#039;majority&#039;&#039;&#039; enclave.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Crowns haggle over charters; dwarven banks fund wars humans later &#039;&#039;&#039;forget&#039;&#039;&#039; to pay for.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Respect and eye-rolling; long jobs align, &#039;&#039;&#039;surface&#039;&#039;&#039; politics grates.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — River barges and inn-tables; dwarves like halfling &#039;&#039;&#039;honesty over bread&#039;&#039;&#039; when sealing a deal.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Same Sunworld rights as any mortal; &#039;&#039;&#039;law&#039;&#039;&#039; decides welcome, not holy books.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Cryos]]&lt;br /&gt;
* [[Runic Power Stones]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Elves&amp;diff=703</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Elves&amp;diff=703"/>
		<updated>2026-04-22T17:57:11Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Tone: in-world encyclopedia; remove tabletop/meta phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039; are long-lived &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]. They age, love, and die beside [[Humans|humans]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]]—but their &#039;&#039;&#039;centuries&#039;&#039;&#039; of memory and slower mood can feel &#039;&#039;&#039;strange&#039;&#039;&#039; in a world built for shorter lives.&lt;br /&gt;
&lt;br /&gt;
Elves are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]]. The [[Moonworld]] &#039;&#039;&#039;mirrors&#039;&#039;&#039; what mortals have already done; it does not hand out new elven souls from thin air. What sets elves apart, in most theology, is a deep tie to &#039;&#039;&#039;memory, place, and the hours near dawn and dusk&#039;&#039;&#039; where [[Twilight]] feels close—without elves ever being &#039;&#039;&#039;natives&#039;&#039;&#039; of the Moonworld.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
Only the [[Sunworld]] allows &#039;&#039;&#039;real change&#039;&#039;&#039;. Elves live by that rule like anyone else. Yet an elf who lives three hundred years may &#039;&#039;&#039;carry the same self&#039;&#039;&#039; longer than a human dynasty—close, in feeling, to the Moonworld&#039;s habit of &#039;&#039;&#039;keeping old stories bright&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sages therefore warn of a &#039;&#039;&#039;personal&#039;&#039;&#039; risk, not a racial gift: a bard whose songs &#039;&#039;&#039;rewrite how people remember&#039;&#039;&#039;, a lover who &#039;&#039;&#039;cannot let the dead go&#039;&#039;&#039;, a hero whose &#039;&#039;&#039;legend grows larger than their living name&#039;&#039;&#039;. Those tales brush the same &#039;&#039;&#039;remembrance&#039;&#039;&#039; the Moonworld cares about (see [[The Realms of Faeloria#Crossing_into_the_Moonworld|Crossing into the Moonworld]]). Most folk never approach such resonance; &#039;&#039;&#039;those few&#039;&#039;&#039; who become myth while still breathing may.&lt;br /&gt;
&lt;br /&gt;
In daily life, elves are the neighbours who recall &#039;&#039;&#039;how the old grove sounded&#039;&#039;&#039; while humans only recall that the wood was cut last winter.&lt;br /&gt;
&lt;br /&gt;
== What most elves share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Long life&#039;&#039;&#039; — Often a few centuries; grief stacks differently when parents outlive many human friends.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — Many elves take to &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; craft, family rites, and magic tied to &#039;&#039;&#039;a place or archive&#039;&#039;&#039;; land and library reinforce the spell.&lt;br /&gt;
* &#039;&#039;&#039;Dusk and dawn&#039;&#039;&#039; — Even those who never study spellcraft notice shores, forest edges, and market bells at sunset: &#039;&#039;&#039;the air feels thin&#039;&#039;&#039;. Folk blame [[Fae]], [[Ariana|Ariana&#039;s]] grace, or old vows—often all three in one breath.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kindreds&#039;&#039;&#039; are &#039;&#039;&#039;cultures and regions&#039;&#039;&#039;, not separate species invented by the gods. Names rise and fall with empires.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Elves&#039;&#039;&#039; — Old courts and schools (often tied to [[Avaria|Avarian]] high life). Love of lineage, polished art, and &#039;&#039;&#039;clean&#039;&#039;&#039; ward-lines over messy improvisation.&lt;br /&gt;
* &#039;&#039;&#039;Wood Elves&#039;&#039;&#039; — Trackers and oath-keepers of deep wood and wild hill (including the [[Avarian Forest]]). Oaths under trees; story overlaps with &#039;&#039;&#039;Wild [[Fae]]&#039;&#039;&#039; motifs without making elves &#039;&#039;&#039;worshippers&#039;&#039;&#039; of the Fae.&lt;br /&gt;
* &#039;&#039;&#039;Moon Elves&#039;&#039;&#039; — Towns near [[Faelight]], [[Silverfall Cascade|Silverfall]], or great [[Ariana]] shrines. Used to Fae envoys and twilight rites; glamours and dreams weigh heavy in tale—and &#039;&#039;&#039;names, guest-right, and promises&#039;&#039;&#039; can kill a reputation faster than a blade.&lt;br /&gt;
* &#039;&#039;&#039;Night Elves / Dark Elves&#039;&#039;&#039; — &#039;&#039;&#039;Not&#039;&#039;&#039; a synonym for evil in [[The Realms of Faeloria]] teaching. Cultures of long night, vault-cities, exile, or underways ([[Dalr]], [[Norin]]-style mazes in story). Shadow-magic and forge-heat sit beside &#039;&#039;&#039;grief and stubborn pride&#039;&#039;&#039; in chronicle—not villainy by default.&lt;br /&gt;
* &#039;&#039;&#039;Sun Elves&#039;&#039;&#039; — Open coasts and trade cities. &#039;&#039;&#039;Loud&#039;&#039;&#039; public magic and festival architecture; sometimes argue with Moon Elves over &#039;&#039;&#039;how much flash&#039;&#039;&#039; is respectful toward the Veil.&lt;br /&gt;
* &#039;&#039;&#039;Ash Elves&#039;&#039;&#039; — Bloodlines tied to old battlefields or [[Chronicles of Faeloria|Faefall]]-era wounds; soot tones and ash tattoos in ballad—a &#039;&#039;&#039;story&#039;&#039;&#039; label more than a paint chart.&lt;br /&gt;
* &#039;&#039;&#039;River Elves&#039;&#039;&#039; — Major rivers and ports such as [[Crystalport]]. Bargains, locks, ferries, many tongues.&lt;br /&gt;
&lt;br /&gt;
== Where elves are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Mixed cities, schools, and guilds where elves work beside humans and &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — &#039;&#039;&#039;Fewer&#039;&#039;&#039; elves than in the west, but envoys, scholars, and ship-mages are &#039;&#039;&#039;known&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Very few&#039;&#039;&#039; elves—usually lone travellers, not whole quarters; northern song treats them as &#039;&#039;&#039;odd&#039;&#039;&#039; or &#039;&#039;&#039;dangerous&#039;&#039;&#039; by habit.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — The neighbours elves see most; impatience and wonder run both ways.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Deep respect for &#039;&#039;&#039;oaths&#039;&#039;&#039; and long work; fights arise when &#039;&#039;&#039;surface&#039;&#039;&#039; politics meets &#039;&#039;&#039;undermountain&#039;&#039;&#039; pride.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Shared roads and city lanes; borrowed songs and borrowed &#039;&#039;&#039;luck charms&#039;&#039;&#039; at the doorstep.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — No cosmic &#039;&#039;&#039;closeness&#039;&#039;&#039; to the Fae reserved for elves; both are Sunworld mortals. Local law and gossip matter more than scripture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Moonworld]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Humans&amp;diff=702</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Humans&amp;diff=702"/>
		<updated>2026-04-22T17:57:10Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Tone: in-world encyclopedia; remove tabletop/meta phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Humans =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039; are the most common &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: short-lived compared to elves, varied in look and custom, and spread across every major kingdom. They are not one culture. &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; (with cities such as &#039;&#039;&#039;[[Norin]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039;), and countless ports and roads all hold large human populations alongside [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]].&lt;br /&gt;
&lt;br /&gt;
In temples that study [[The Realms of Faeloria]], teachers sometimes call mortals the &#039;&#039;&#039;Sunbound chorus&#039;&#039;&#039;: many short lives, each adding new choices and new stories that the wider world then picks up and remembers.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
In scholarship, the [[Sunworld]] is the realm of &#039;&#039;&#039;change&#039;&#039;&#039;—where fate can actually turn, where kingdoms rise and fall, and where tales begin before they echo elsewhere.&lt;br /&gt;
&lt;br /&gt;
The [[Moonworld]] is different: it &#039;&#039;&#039;remembers&#039;&#039;&#039; what already happened; it does not spin new lives out of nothing. The [[Fae]] draw strength from mortal feeling and story. A line often heard in [[Ariana|Ariana&#039;s]] worship runs: &#039;&#039;&#039;“the Moon shines only because the Sun endures.”&#039;&#039;&#039; Humans are not a &#039;&#039;&#039;default&#039;&#039;&#039; people in that teaching; they are one of the great crowds whose joys and griefs keep the living world bright.&lt;br /&gt;
&lt;br /&gt;
Even humans who never cast a spell still shape [[Magic in Faeloria]] in small ways—feasts, vows, mourning, and victory all leave a mark priests and mages like to discuss.&lt;br /&gt;
&lt;br /&gt;
== Across Faeloria ==&lt;br /&gt;
&lt;br /&gt;
There is no single human &#039;&#039;&#039;look&#039;&#039;&#039; or tongue. What humans &#039;&#039;&#039;share&#039;&#039;&#039; is &#039;&#039;&#039;mortal life in the Sunworld&#039;&#039;&#039;—and the plain fact that, in many realms, human-led crowns and guilds still set much of the pace for war, trade, and law.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; — Knights, courts, [[Fae]] diplomacy, [[Faelight]], and wide worship of [[Ariana]]; [[Crystalport]] is a great human port where magic and rumour meet daily. &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; stand openly in market and guild beside other folk—a &#039;&#039;&#039;mixed&#039;&#039;&#039; society by custom and pride.&lt;br /&gt;
* &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Cities tied to the &#039;&#039;&#039;[[Chronicles of Faeloria|Chronicles of Faefall]]&#039;&#039;&#039; and pilgrim roads to &#039;&#039;&#039;[[Natsuko]]&#039;&#039;&#039; shrines in &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039;. Humans are usually the &#039;&#039;&#039;largest single group&#039;&#039;&#039; on civic rolls, yet [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]] share river trade, archives, and temple steps as &#039;&#039;&#039;ordinary&#039;&#039;&#039; neighbours.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Eastern kingdom of craft and ritual. &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; are &#039;&#039;&#039;easy to spot&#039;&#039;&#039; here—in ports, workshops, and public rites—while humans still head most households in honest census. Travellers notice the contrast with the sparse north.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Mostly human&#039;&#039;&#039; jarldoms of the cold north, with many &#039;&#039;&#039;[[Dwarves|dwarves]]&#039;&#039;&#039; in mine and forge; [[Elves|elves]] are &#039;&#039;&#039;few&#039;&#039;&#039;; [[Kith]] are &#039;&#039;&#039;rare&#039;&#039;&#039;. &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; are &#039;&#039;&#039;seldom seen&#039;&#039;&#039;—and &#039;&#039;&#039;chronicles tell of captivity&#039;&#039;&#039; when one is taken. Harsh law, long winters, and sea-raid story cling to Dalr in foreign tale.&lt;br /&gt;
&lt;br /&gt;
Many farmers and soldiers know nothing of the Great Cycle; chronicles and clergy still treat it as settled doctrine whether common folk spare it a thought or not.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Humans use every broad kind of [[Magic in Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Born in the blood or awakened by strange omens at birth; in Avaria, folk sometimes say such gifts feel &#039;&#039;&#039;closer to the [[Moonworld]]&#039;&#039;&#039;—a story, not the fate of every child.&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Schools, guild books, and hedge-rites tuned to local land and law.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Gods, [[Fae]], fiends, and other powers grant power by oath; humans &#039;&#039;&#039;swear a great share&#039;&#039;&#039; of these oaths simply because there are so many human souls.&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — [[Runic Power Stones]], scrolls, message-stones, and tools that let &#039;&#039;&#039;those without spell-training&#039;&#039;&#039; still touch magic in daily life.&lt;br /&gt;
&lt;br /&gt;
Human &#039;&#039;&#039;knack for institutions&#039;&#039;&#039; matters as much as blood: kingdoms copy, license, and &#039;&#039;&#039;blend&#039;&#039;&#039; foreign rites quickly—sometimes with wisdom, sometimes with disaster when cults try to &#039;&#039;&#039;force&#039;&#039;&#039; passage between realms (see [[The Realms of Faeloria#The_Law_of_Crossing|Law of Resonant Passage]]).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Human-written &#039;&#039;&#039;history&#039;&#039;&#039; fills most libraries—not because other peoples cannot write, but because human generations &#039;&#039;&#039;turn over&#039;&#039;&#039; fast enough that war, reform, and scandal always pile up fresh records.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Chronicles of Faeloria]]&#039;&#039;&#039;—including the &#039;&#039;&#039;Chronicle of Faefall&#039;&#039;&#039;—name human heroes and crowds beside [[Elves|elves]], [[Dwarves|dwarves]], and stranger powers. In the &#039;&#039;&#039;[[Shadow Conflict]]&#039;&#039;&#039;, mortals did not merely watch; the [[Twilight Mandate]] brought [[Fae]] aid to a Sunworld battlefield humans helped hold.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Trade and friction; cities borrow elven style; elves mutter about human &#039;&#039;&#039;noise&#039;&#039;&#039;, humans joke about elves &#039;&#039;&#039;stuck in their own songs&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Banking, siege craft, and &#039;&#039;&#039;runesmith&#039;&#039;&#039; work tie crowns to mountain holds along rivers and passes.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Caravans, river life, shared markets and &#039;&#039;&#039;threshold&#039;&#039;&#039; habits without shared blood.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Law differs by port and valley; [[Crystalport]] tends &#039;&#039;&#039;practical&#039;&#039;&#039;, backcountry more &#039;&#039;&#039;suspicious&#039;&#039;&#039;. Humans hold &#039;&#039;&#039;no special cosmic rank&#039;&#039;&#039; over Kith—both are &#039;&#039;&#039;Sunworld&#039;&#039;&#039; mortals.&lt;br /&gt;
* &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; — From bedtime warnings to the &#039;&#039;&#039;[[Silver Accord]]&#039;&#039;&#039; and the &#039;&#039;&#039;Fae Emissary&#039;&#039;&#039; at Ariana&#039;s court, humans &#039;&#039;&#039;bargain, break, and romanticise&#039;&#039;&#039; deals across [[Twilight]] more often than any other single people—for good or ill.&lt;br /&gt;
&lt;br /&gt;
== Faith and law ==&lt;br /&gt;
&lt;br /&gt;
Human shrines to [[Chronos]], [[Ariana]], [[Cryos]], [[Lucien]], [[Eriana]], and the wider [[Pantheon|pantheon]] look different in each kingdom. In Avaria, [[Ariana|Ariana&#039;s]] &#039;&#039;&#039;Mothers of Light&#039;&#039;&#039; bless births and teach young mages balance. Elsewhere, &#039;&#039;&#039;[[Cryos]]&#039;&#039;&#039; weighs on executions; &#039;&#039;&#039;[[Lucien]]&#039;&#039;&#039; on dice and crossroads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;&#039;&#039; is where most folk meet the deep world: edicts on [[Gifted magic|pact magic]], lists of registered innate casters, and trials for cults that try to &#039;&#039;&#039;cheat&#039;&#039;&#039; the rules of crossing between realms.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]] — Mortal realm; change and choice&lt;br /&gt;
* [[The Realms of Faeloria]] — How the realms fit together&lt;br /&gt;
* [[Moonworld]] — Reflection and the Fae&lt;br /&gt;
* [[Fae]] — Mortals and the Moonworld&lt;br /&gt;
* [[Ariana]] — Mother goddess; Avaria&#039;s faith&lt;br /&gt;
* [[Magic in Faeloria]] — How magic is used in society&lt;br /&gt;
* [[Innate magic]] · [[Learned magic]] · [[Gifted magic]]&lt;br /&gt;
* [[Faeloria]] — The world&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Kith&amp;diff=701</id>
		<title>Kith</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Kith&amp;diff=701"/>
		<updated>2026-04-22T17:44:24Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Readable pass: plainer wording, shorter sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kith =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kith&#039;&#039;&#039; (also called &#039;&#039;&#039;beast-kin&#039;&#039;&#039;, or in poetry &#039;&#039;&#039;Twilight-marked&#039;&#039;&#039; / &#039;&#039;&#039;Veil-marked&#039;&#039;&#039;) are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] whose bodies show &#039;&#039;&#039;animal or dragon-like touches&#039;&#039;&#039;—ears, tails, eyes, scales, horns, and the like, from subtle to impossible to miss. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]], not born in the [[Moonworld]], and not a separate &#039;&#039;&#039;branch of creation&#039;&#039;&#039; in the usual reading of [[The Realms of Faeloria]]: the Moonworld &#039;&#039;&#039;reflects&#039;&#039;&#039; what mortals have already lived; it does not mint new bodies on its own.&lt;br /&gt;
&lt;br /&gt;
In practice, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; is where Kith are &#039;&#039;&#039;easiest to spot&#039;&#039;&#039; in daily life (see &#039;&#039;&#039;[[#Kokoro and Kith|below]]&#039;&#039;&#039;). &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; are &#039;&#039;&#039;mixed&#039;&#039;&#039; realms where many ancestries share the street. &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; is &#039;&#039;&#039;mostly human&#039;&#039;&#039;, with many &#039;&#039;&#039;[[Dwarves|dwarves]]&#039;&#039;&#039; in the mines, &#039;&#039;&#039;very few&#039;&#039;&#039; elves, &#039;&#039;&#039;rare&#039;&#039;&#039; Kith, and &#039;&#039;&#039;almost no open Fae&#039;&#039;&#039;—when a Fae &#039;&#039;&#039;is&#039;&#039;&#039; taken there, foreign chronicles and Avarian pulpits alike cry &#039;&#039;&#039;slavery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== What Kith are ==&lt;br /&gt;
&lt;br /&gt;
Kith grow old, raise children, and die as mortals. Their marks come from &#039;&#039;&#039;bloodline, birthplace, oaths, hard luck, or old magic in the air&#039;&#039;&#039;—and are often mistaken for &#039;&#039;&#039;half-fey blood&#039;&#039;&#039; by folk who like a simple tale.&lt;br /&gt;
&lt;br /&gt;
== Kokoro and Kith ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, Kith show up &#039;&#039;&#039;often&#039;&#039;&#039; in craft halls, port lists, and festival lines as &#039;&#039;&#039;everyday&#039;&#039;&#039; neighbours—not as rare fairground acts. &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; still head most households in honest rolls, but eastern ballads only &#039;&#039;&#039;slightly&#039;&#039;&#039; stretch truth when they sing of &#039;&#039;&#039;ears and tails at every second stall&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sages argue over &#039;&#039;&#039;trade&#039;&#039;&#039;, &#039;&#039;&#039;marriage custom&#039;&#039;&#039;, &#039;&#039;&#039;dawn and dusk at sea&#039;&#039;&#039;, or plain &#039;&#039;&#039;old habit&#039;&#039;&#039;; no one story wins. Abroad, folk agree on one practical test: a felid artisan in &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; may &#039;&#039;&#039;keep quiet&#039;&#039;&#039;; the same artisan in [[Kokoro]]&#039;s ports is often &#039;&#039;&#039;nothing worth pointing at&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Common lineages ==&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;&#039;folk labels&#039;&#039;&#039; appear in law and tavern tale; they are &#039;&#039;&#039;not&#039;&#039;&#039; sealed bloodlines, and two siblings may &#039;&#039;&#039;wear different marks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lineage !! Typical marks !! In plain words&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vulpine&#039;&#039;&#039; || Fox ears and tail; sharp senses; some families said to live very long || Marks can be &#039;&#039;&#039;tiny tips&#039;&#039;&#039; or full tails. &#039;&#039;&#039;Hearing and smell&#039;&#039;&#039; often beat human averages in guild trials. &#039;&#039;&#039;Long life&#039;&#039;&#039; runs in &#039;&#039;&#039;some&#039;&#039;&#039; houses—not a promise for every vulpine line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lupine&#039;&#039;&#039; || Wolf ears, tail; oath-heavy culture in places || &#039;&#039;&#039;Stamina and cold grit&#039;&#039;&#039; show up often, but not for everyone. Many grow up in &#039;&#039;&#039;big family webs&#039;&#039;&#039; with strong vows; &#039;&#039;&#039;many others&#039;&#039;&#039; do not care for pack talk at all.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Felid&#039;&#039;&#039; || Cat ears, tail; grace in low light || &#039;&#039;&#039;Night-friendly eyes&#039;&#039;&#039; are common yet &#039;&#039;&#039;not&#039;&#039;&#039; universal. Tails mostly help &#039;&#039;&#039;balance&#039;&#039;&#039;. Coat, ear size, and &#039;&#039;&#039;claw gossip&#039;&#039;&#039; change &#039;&#039;&#039;wildly&#039;&#039;&#039; by city—fashion and bloodline blur.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cervine&#039;&#039;&#039; || Deer ears or antlers; long stride || &#039;&#039;&#039;Antlers&#039;&#039;&#039; usually grow in &#039;&#039;&#039;seasons&#039;&#039;&#039; where they appear at all. &#039;&#039;&#039;Height and stride&#039;&#039;&#039; often beat human norms. Some lines show &#039;&#039;&#039;ears only&#039;&#039;&#039; with no rack; &#039;&#039;&#039;sex and lineage&#039;&#039;&#039; both matter to shape.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lapine&#039;&#039;&#039; || Long ears; strong legs || &#039;&#039;&#039;Jumping&#039;&#039;&#039; and &#039;&#039;&#039;sprinting&#039;&#039;&#039; win praise in army trials; big ears aid &#039;&#039;&#039;hearing&#039;&#039;&#039; and &#039;&#039;&#039;cooling&#039;&#039;&#039; in plain healer talk. &#039;&#039;&#039;Short stature&#039;&#039;&#039; is common, not &#039;&#039;&#039;required&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ursine&#039;&#039;&#039; || Round ears; heavy build; thick fur || &#039;&#039;&#039;Weight and warmth&#039;&#039;&#039; dominate; &#039;&#039;&#039;slow winter sleep&#039;&#039;&#039; mixes &#039;&#039;&#039;habit and body&#039;&#039;&#039; in northern towns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serpentine&#039;&#039;&#039; || Lithe spine; heat sense || &#039;&#039;&#039;Heat pits&#039;&#039;&#039; or glossy scales appear &#039;&#039;&#039;on and off&#039;&#039;&#039; in records; &#039;&#039;&#039;flexibility&#039;&#039;&#039; is the most &#039;&#039;&#039;steady&#039;&#039;&#039; tale across regions. &#039;&#039;&#039;Skin shed&#039;&#039;&#039; is &#039;&#039;&#039;rare&#039;&#039;&#039; but noted in healer logs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Avian&#039;&#039;&#039; || Feather crest; light frame || Bones stay &#039;&#039;&#039;near human&#039;&#039;&#039; in most temple examinations—&#039;&#039;&#039;flight&#039;&#039;&#039; is still &#039;&#039;&#039;impossible&#039;&#039;&#039;. Crests may &#039;&#039;&#039;moult&#039;&#039;&#039; with season or stay &#039;&#039;&#039;fixed&#039;&#039;&#039;. &#039;&#039;&#039;Balance in wind&#039;&#039;&#039; is the usual boast.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Draconic&#039;&#039;&#039; || Scales, slit eyes; optional horns or tail || &#039;&#039;&#039;Patch scale&#039;&#039;&#039; usually covers only part of the body; &#039;&#039;&#039;no dragon-size shift&#039;&#039;&#039;. &#039;&#039;&#039;[[Innate magic|Innate]]&#039;&#039;&#039; fire or storm knack shows up &#039;&#039;&#039;a little&#039;&#039;&#039; more often in old rolls—&#039;&#039;&#039;never&#039;&#039;&#039; a sure bet for one child.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Where people think Kith come from ==&lt;br /&gt;
&lt;br /&gt;
Priests, teachers, and dock &#039;&#039;&#039;loudmouths&#039;&#039;&#039; disagree; all of these &#039;&#039;&#039;coexist&#039;&#039;&#039; in [[Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thin-veil birth / Fae-touched places&#039;&#039;&#039; — Child born at a strange hour or near a heavy [[Fae]] pact site; &#039;&#039;&#039;not&#039;&#039;&#039; half-Fae biology, but &#039;&#039;&#039;Sunworld&#039;&#039;&#039; outcome when story runs hot (see [[The Realms of Faeloria#Failed_Crossings|failed crossings]]).&lt;br /&gt;
* &#039;&#039;&#039;Wild Fae country&#039;&#039;&#039; — Villages beside the [[Avarian Forest]] or [[Silverfall Cascade]] tell of marks &#039;&#039;&#039;creeping&#039;&#039;&#039; through families after generations of &#039;&#039;&#039;near&#039;&#039;&#039; Wild [[Fae]].&lt;br /&gt;
* &#039;&#039;&#039;Great shocks&#039;&#039;&#039; — Some chronicles tie &#039;&#039;&#039;spikes&#039;&#039;&#039; in Kith births to &#039;&#039;&#039;[[Chronicles of Faeloria|Faefall]]&#039;&#039;&#039;-era wounds; sages fight over &#039;&#039;&#039;truth&#039;&#039;&#039;, &#039;&#039;&#039;bad counting&#039;&#039;&#039;, or &#039;&#039;&#039;real thin magic&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[The Penumbra]] echo&#039;&#039;&#039; — A &#039;&#039;&#039;dark&#039;&#039;&#039; sermon: marks as &#039;&#039;&#039;[[The Realms of Faeloria#The_Umbral_Veil|Veil]]&#039;&#039;&#039; shadow trying to wear flesh—&#039;&#039;&#039;good for horror&#039;&#039;&#039;, &#039;&#039;&#039;poor&#039;&#039;&#039; excuse for cruelty unless your table &#039;&#039;&#039;names&#039;&#039;&#039; the lie.&lt;br /&gt;
* &#039;&#039;&#039;No drama&#039;&#039;&#039; — &#039;&#039;&#039;They have always been here&#039;&#039;&#039; say the ports; cosmopolitan law treats Kith crews as &#039;&#039;&#039;normal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Kingdom snapshot ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Realm !! Kith in daily life&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; || &#039;&#039;&#039;Common sight&#039;&#039;&#039; — crafts, docks, public rites feel &#039;&#039;&#039;normal&#039;&#039;&#039; with beast-kin beside humans&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; || &#039;&#039;&#039;Strong mix&#039;&#039;&#039; — cities expect many ancestries on one street&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; || &#039;&#039;&#039;Rare&#039;&#039;&#039; — lone travellers more than districts; &#039;&#039;&#039;local fear&#039;&#039;&#039; varies, &#039;&#039;&#039;royal law&#039;&#039;&#039; uneven&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and law ==&lt;br /&gt;
&lt;br /&gt;
Charter differs by city: &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; tends &#039;&#039;&#039;pragmatic&#039;&#039;&#039;; back valleys may call Kith &#039;&#039;&#039;omen&#039;&#039;&#039;. &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; has &#039;&#039;&#039;no&#039;&#039;&#039; Kith-only school; &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; fire or charm tied to &#039;&#039;&#039;echo&#039;&#039;&#039; is &#039;&#039;&#039;story&#039;&#039;&#039;, not statute.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Most neighbours; welcome swings with politics.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — &#039;&#039;&#039;No&#039;&#039;&#039; holy rank above Kith; &#039;&#039;&#039;local&#039;&#039;&#039; habit picks friendship or slur.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[The Penumbra]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Gifted magic]]&lt;br /&gt;
* [[Innate magic]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
* [[Kokoro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=700</id>
		<title>Halflings</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=700"/>
		<updated>2026-04-22T17:44:23Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Readable pass: plainer wording, shorter sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Halflings =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halflings&#039;&#039;&#039; are small-stature &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]—keepers of hearths, fields, river boats, and city &#039;&#039;&#039;back rooms&#039;&#039;&#039; where comfort, gossip, and luck meet. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]] and not from the [[Moonworld]]; they eat, age, and die like [[Humans|humans]] and [[Kith]]. Yet their habits—&#039;&#039;&#039;salt on the step&#039;&#039;&#039;, &#039;&#039;&#039;bread for a guest&#039;&#039;&#039;, &#039;&#039;&#039;whisper at the crossroads&#039;&#039;&#039;—often mirror the &#039;&#039;&#039;doorway lore&#039;&#039;&#039; scholars tie to [[Twilight]] and to &#039;&#039;&#039;household [[Fae]]&#039;&#039;&#039; in [[Ariana|Ariana&#039;s]] tales, without halflings ever being &#039;&#039;&#039;fey&#039;&#039;&#039; themselves.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
The [[Sunworld]] is the realm of &#039;&#039;&#039;choice&#039;&#039;&#039;. Halflings show that in &#039;&#039;&#039;small&#039;&#039;&#039; things: who gets fed first, which door gets a charm, how a stranger is greeted. Near [[Faelight]], romantic priests say a halfling burrow at a &#039;&#039;&#039;crossroads&#039;&#039;&#039; can feel &#039;&#039;&#039;Twilight-touched&#039;&#039;&#039;—not because halflings are magic by birth, but because &#039;&#039;&#039;care repeated daily&#039;&#039;&#039; starts to &#039;&#039;&#039;feel&#039;&#039;&#039; like a gentle spell.&lt;br /&gt;
&lt;br /&gt;
The [[Moonworld]] does not &#039;&#039;&#039;make&#039;&#039;&#039; halflings; it may &#039;&#039;&#039;remember&#039;&#039;&#039; a family that kept the same doorstep rites for twelve generations.&lt;br /&gt;
&lt;br /&gt;
== What most halflings share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hearth and harvest&#039;&#039;&#039; — Food offered as peace; pantries that &#039;&#039;&#039;know every rumour&#039;&#039;&#039; in the lane.&lt;br /&gt;
* &#039;&#039;&#039;Courage&#039;&#039;&#039; — Surprising nerve when &#039;&#039;&#039;home, children, or guests&#039;&#039;&#039; are threatened; &#039;&#039;&#039;small folk, hard roots&#039;&#039;&#039; in proverb.&lt;br /&gt;
* &#039;&#039;&#039;Homely charms&#039;&#039;&#039; — Salt, bread omens, &#039;&#039;&#039;second helpings&#039;&#039;&#039; superstitions—some lines match &#039;&#039;&#039;[[Learned magic|hedge-rites]]&#039;&#039;&#039; taught in cities; most folk never bother with the name.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Halflings&#039;&#039;&#039; — Barges, locks, fishers; river tolls and river gossip ([[Crystalport]] story).&lt;br /&gt;
* &#039;&#039;&#039;Stout Halflings&#039;&#039;&#039; — Burrows, grain, beasts; &#039;&#039;&#039;secular&#039;&#039;&#039; harvest feasts more often than not.&lt;br /&gt;
* &#039;&#039;&#039;Nomad Halflings&#039;&#039;&#039; — Caravans between realms (including [[Luxor]]–[[Kokoro]] routes); &#039;&#039;&#039;neutral&#039;&#039;&#039; ears for news and mail.&lt;br /&gt;
* &#039;&#039;&#039;Urban Halflings&#039;&#039;&#039; — Old-town inns, stalls, &#039;&#039;&#039;fixers&#039;&#039;&#039; who remember every oath spoken over ale.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Halflings use the same broad paths as others ([[Magic in Faeloria]]): &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; kitchen wards, &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; luck in family tale, &#039;&#039;&#039;[[Gifted magic|gifted]]&#039;&#039;&#039; shrine oaths, and &#039;&#039;&#039;bound&#039;&#039;&#039; trinkets. None of that is &#039;&#039;&#039;unique&#039;&#039;&#039; to halflings—only &#039;&#039;&#039;thick&#039;&#039;&#039; in their daily habit.&lt;br /&gt;
&lt;br /&gt;
== Where halflings are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — River folk and &#039;&#039;&#039;fixers&#039;&#039;&#039; in &#039;&#039;&#039;mixed&#039;&#039;&#039; trade towns beside &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; crews.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Caravan lines on eastern routes; &#039;&#039;&#039;steady&#039;&#039;&#039; in port inns though &#039;&#039;&#039;less visible&#039;&#039;&#039; than local &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — Fewer caravans brave the long north; &#039;&#039;&#039;rare&#039;&#039;&#039; hearth-holds on milder coasts.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Shared markets, festivals, and wards; halfling quarters in human cities are &#039;&#039;&#039;usual&#039;&#039;&#039;, not odd.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Songs swapped for profit on the long road.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Witnesses at signing; river cargo &#039;&#039;&#039;timed&#039;&#039;&#039; to dwarf tide-guilds.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Often room together in &#039;&#039;&#039;mixed&#039;&#039;&#039; wards; local rhyme about &#039;&#039;&#039;ears at the door&#039;&#039;&#039; runs from fond tease to &#039;&#039;&#039;slur&#039;&#039;&#039; by town law.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=699</id>
		<title>Dwarves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=699"/>
		<updated>2026-04-22T17:44:23Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Readable pass: plainer wording, shorter sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Dwarves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: stocky, stubborn, and famed for &#039;&#039;&#039;stone, forge, and ledger&#039;&#039;&#039;—the trades that help a kingdom &#039;&#039;&#039;outlast one lifetime&#039;&#039;&#039;. They are not one culture. Mountain holds, green valleys, and &#039;&#039;&#039;guild rows&#039;&#039;&#039; in human cities ([[Crystalport]], [[Norin]], the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039; in tale) all hold large dwarven communities beside [[Humans|humans]], [[Elves|elves]], and others.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
Dwarves share the same [[The Realms of Faeloria|Great Cycle]] as every mortal people. What &#039;&#039;&#039;story&#039;&#039;&#039; loves about them is a knack for &#039;&#039;&#039;things that must not bend&#039;&#039;&#039;—vault arches, bridge footings, clan law-books, &#039;&#039;&#039;[[Runic Power Stones|runes]]&#039;&#039;&#039; that bear weight, and oaths sworn so hard they &#039;&#039;&#039;outlive the hand that signed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Preachers sometimes compare dwarven &#039;&#039;&#039;patience&#039;&#039;&#039; to [[Chronos|Chronos&#039;s]] steady time; dwarves reply with a hammer-stroke: &#039;&#039;&#039;craft&#039;&#039;&#039;, not sermon, built the hold.&lt;br /&gt;
&lt;br /&gt;
== What most dwarves share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Craft and repetition&#039;&#039;&#039; — Deep mines, long sieges, rune-lines checked year after year.&lt;br /&gt;
* &#039;&#039;&#039;Clan memory&#039;&#039;&#039; — Rings of debt, stone tablets, charter language that binds guild to crown.&lt;br /&gt;
* &#039;&#039;&#039;Stone-truth magic&#039;&#039;&#039; — A common &#039;&#039;&#039;folk name&#039;&#039;&#039; for traditions that treat a spell like a &#039;&#039;&#039;bridge&#039;&#039;&#039;: a ward built on a lie is worse than &#039;&#039;&#039;no&#039;&#039;&#039; ward at all.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds follow &#039;&#039;&#039;land and trade&#039;&#039;&#039;, not separate creation myths.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mountain Dwarves&#039;&#039;&#039; — High peaks, sky-iron, grudges older than human kings.&lt;br /&gt;
* &#039;&#039;&#039;Hill and Vale Dwarves&#039;&#039;&#039; — Terraces, beer, bridges between human towns; &#039;&#039;&#039;guest law&#039;&#039;&#039; as binding as contract.&lt;br /&gt;
* &#039;&#039;&#039;Deep Dwarves&#039;&#039;&#039; — Old vaults and pre-[[Chronicles of Faeloria|Faefall]] seals; &#039;&#039;&#039;binding&#039;&#039;&#039; and &#039;&#039;&#039;warding&#039;&#039;&#039; first. Tale warns that &#039;&#039;&#039;[[The Realms of Faeloria#The_Danger_of_Artificial_Crossing|forced crossings]]&#039;&#039;&#039; crack stone as surely as soul—a lesson dwarves carve in rune and sermon.&lt;br /&gt;
* &#039;&#039;&#039;City Dwarves&#039;&#039;&#039; — Banks, docks, cranes, public works; beard optional, &#039;&#039;&#039;charter&#039;&#039;&#039; required.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Dwarves draw on [[Magic in Faeloria]] like anyone else:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Rune-guild training and forge-scale workings.&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Bloodlines tied to heat, stone, or grit in regional tale.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Oaths to powers below the mountain or to [[Cryos]]-leaning cults in some holds—&#039;&#039;&#039;local faith varies a lot&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — Runes, locks, and public works the whole city uses.&lt;br /&gt;
&lt;br /&gt;
== Where dwarves are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Many&#039;&#039;&#039; dwarves in the [[Iron Range]] mines and forges beside a &#039;&#039;&#039;mostly human&#039;&#039;&#039; north.&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Guild halls, banks, and harbours in &#039;&#039;&#039;mixed&#039;&#039;&#039; cities.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Smiths and masters appear in trade logs as &#039;&#039;&#039;honoured guests&#039;&#039;&#039; more often than as a &#039;&#039;&#039;majority&#039;&#039;&#039; enclave.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Crowns haggle over charters; dwarven banks fund wars humans later &#039;&#039;&#039;forget&#039;&#039;&#039; to pay for.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Respect and eye-rolling; long jobs align, &#039;&#039;&#039;surface&#039;&#039;&#039; politics grates.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — River barges and inn-tables; dwarves like halfling &#039;&#039;&#039;honesty over bread&#039;&#039;&#039; when sealing a deal.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Same Sunworld rights as any mortal; &#039;&#039;&#039;law&#039;&#039;&#039; decides welcome, not holy books.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Cryos]]&lt;br /&gt;
* [[Runic Power Stones]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Elves&amp;diff=698</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Elves&amp;diff=698"/>
		<updated>2026-04-22T17:44:22Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Readable pass: plainer wording, shorter sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039; are long-lived &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]. They age, love, and die beside [[Humans|humans]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]]—but their &#039;&#039;&#039;centuries&#039;&#039;&#039; of memory and slower mood can feel &#039;&#039;&#039;strange&#039;&#039;&#039; in a world built for shorter lives.&lt;br /&gt;
&lt;br /&gt;
Elves are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]]. The [[Moonworld]] &#039;&#039;&#039;mirrors&#039;&#039;&#039; what mortals have already done; it does not hand out new elven souls from thin air. What sets elves apart, in most theology, is a deep tie to &#039;&#039;&#039;memory, place, and the hours near dawn and dusk&#039;&#039;&#039; where [[Twilight]] feels close—without elves ever being &#039;&#039;&#039;natives&#039;&#039;&#039; of the Moonworld.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
Only the [[Sunworld]] allows &#039;&#039;&#039;real change&#039;&#039;&#039;. Elves live by that rule like anyone else. Yet an elf who lives three hundred years may &#039;&#039;&#039;carry the same self&#039;&#039;&#039; longer than a human dynasty—close, in feeling, to the Moonworld&#039;s habit of &#039;&#039;&#039;keeping old stories bright&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sages therefore warn of a &#039;&#039;&#039;personal&#039;&#039;&#039; risk, not a racial gift: a bard whose songs &#039;&#039;&#039;rewrite how people remember&#039;&#039;&#039;, a lover who &#039;&#039;&#039;cannot let the dead go&#039;&#039;&#039;, a hero whose &#039;&#039;&#039;legend grows larger than their living name&#039;&#039;&#039;. Those tales brush the same &#039;&#039;&#039;remembrance&#039;&#039;&#039; the Moonworld cares about (see [[The Realms of Faeloria#Crossing_into_the_Moonworld|Crossing into the Moonworld]]). Ordinary woodcutters need not fear it; &#039;&#039;&#039;individuals&#039;&#039;&#039; who become myth while still breathing might.&lt;br /&gt;
&lt;br /&gt;
In daily life, elves are the neighbours who recall &#039;&#039;&#039;how the old grove sounded&#039;&#039;&#039; while humans only recall that the wood was cut last winter.&lt;br /&gt;
&lt;br /&gt;
== What most elves share ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Long life&#039;&#039;&#039; — Often a few centuries; grief stacks differently when parents outlive many human friends.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — Many elves take to &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; craft, family rites, and magic tied to &#039;&#039;&#039;a place or archive&#039;&#039;&#039;; land and library reinforce the spell.&lt;br /&gt;
* &#039;&#039;&#039;Dusk and dawn&#039;&#039;&#039; — Even non-mages notice shores, forest edges, and market bells at sunset: &#039;&#039;&#039;the air feels thin&#039;&#039;&#039;. Folk blame [[Fae]], [[Ariana|Ariana&#039;s]] grace, or old vows—often all three in one breath.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kindreds&#039;&#039;&#039; are &#039;&#039;&#039;cultures and regions&#039;&#039;&#039;, not separate species invented by the gods. Names rise and fall with empires.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Elves&#039;&#039;&#039; — Old courts and schools (often tied to [[Avaria|Avarian]] high life). Love of lineage, polished art, and &#039;&#039;&#039;clean&#039;&#039;&#039; ward-lines over messy improvisation.&lt;br /&gt;
* &#039;&#039;&#039;Wood Elves&#039;&#039;&#039; — Trackers and oath-keepers of deep wood and wild hill (including the [[Avarian Forest]]). Oaths under trees; story overlaps with &#039;&#039;&#039;Wild [[Fae]]&#039;&#039;&#039; motifs without making elves &#039;&#039;&#039;worshippers&#039;&#039;&#039; of the Fae.&lt;br /&gt;
* &#039;&#039;&#039;Moon Elves&#039;&#039;&#039; — Towns near [[Faelight]], [[Silverfall Cascade|Silverfall]], or great [[Ariana]] shrines. Used to Fae envoys and twilight rites; glamours and dreams weigh heavy in tale—and &#039;&#039;&#039;names, guest-right, and promises&#039;&#039;&#039; can kill a reputation faster than a blade.&lt;br /&gt;
* &#039;&#039;&#039;Night Elves / Dark Elves&#039;&#039;&#039; — &#039;&#039;&#039;Not&#039;&#039;&#039; a synonym for evil in [[The Realms of Faeloria]] teaching. Cultures of long night, vault-cities, exile, or underways ([[Dalr]], [[Norin]]-style mazes in story). Shadow-magic and forge-heat sit beside &#039;&#039;&#039;grief and stubborn pride&#039;&#039;&#039; in chronicle—not villainy by default.&lt;br /&gt;
* &#039;&#039;&#039;Sun Elves&#039;&#039;&#039; — Open coasts and trade cities. &#039;&#039;&#039;Loud&#039;&#039;&#039; public magic and festival architecture; sometimes argue with Moon Elves over &#039;&#039;&#039;how much flash&#039;&#039;&#039; is respectful toward the Veil.&lt;br /&gt;
* &#039;&#039;&#039;Ash Elves&#039;&#039;&#039; — Bloodlines tied to old battlefields or [[Chronicles of Faeloria|Faefall]]-era wounds; soot tones and ash tattoos in ballad—a &#039;&#039;&#039;story&#039;&#039;&#039; label more than a paint chart.&lt;br /&gt;
* &#039;&#039;&#039;River Elves&#039;&#039;&#039; — Major rivers and ports such as [[Crystalport]]. Bargains, locks, ferries, many tongues.&lt;br /&gt;
&lt;br /&gt;
== Where elves are common ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Mixed cities, schools, and guilds where elves work beside humans and &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — &#039;&#039;&#039;Fewer&#039;&#039;&#039; elves than in the west, but envoys, scholars, and ship-mages are &#039;&#039;&#039;known&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Very few&#039;&#039;&#039; elves—usually lone travellers, not whole quarters; northern song treats them as &#039;&#039;&#039;odd&#039;&#039;&#039; or &#039;&#039;&#039;dangerous&#039;&#039;&#039; by habit.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — The neighbours elves see most; impatience and wonder run both ways.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Deep respect for &#039;&#039;&#039;oaths&#039;&#039;&#039; and long work; fights arise when &#039;&#039;&#039;surface&#039;&#039;&#039; politics meets &#039;&#039;&#039;undermountain&#039;&#039;&#039; pride.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Shared roads and city lanes; borrowed songs and borrowed &#039;&#039;&#039;luck charms&#039;&#039;&#039; at the doorstep.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — No cosmic &#039;&#039;&#039;closeness&#039;&#039;&#039; to the Fae reserved for elves; both are Sunworld mortals. Local law and gossip matter more than scripture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Moonworld]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Humans&amp;diff=697</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Humans&amp;diff=697"/>
		<updated>2026-04-22T17:44:22Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Readable pass: plainer wording, shorter sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Humans =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039; are the most common &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: short-lived compared to elves, varied in look and custom, and spread across every major kingdom. They are not one culture. &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; (with cities such as &#039;&#039;&#039;[[Norin]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039;), and countless ports and roads all hold large human populations alongside [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]].&lt;br /&gt;
&lt;br /&gt;
In temples that study [[The Realms of Faeloria]], teachers sometimes call mortals the &#039;&#039;&#039;Sunbound chorus&#039;&#039;&#039;: many short lives, each adding new choices and new stories that the wider world then picks up and remembers.&lt;br /&gt;
&lt;br /&gt;
== Place in the wider world ==&lt;br /&gt;
&lt;br /&gt;
In scholarship, the [[Sunworld]] is the realm of &#039;&#039;&#039;change&#039;&#039;&#039;—where fate can actually turn, where kingdoms rise and fall, and where tales begin before they echo elsewhere.&lt;br /&gt;
&lt;br /&gt;
The [[Moonworld]] is different: it &#039;&#039;&#039;remembers&#039;&#039;&#039; what already happened; it does not spin new lives out of nothing. The [[Fae]] draw strength from mortal feeling and story. A line often heard in [[Ariana|Ariana&#039;s]] worship runs: &#039;&#039;&#039;“the Moon shines only because the Sun endures.”&#039;&#039;&#039; Humans are not a &#039;&#039;&#039;default&#039;&#039;&#039; people in that teaching; they are one of the great crowds whose joys and griefs keep the living world bright.&lt;br /&gt;
&lt;br /&gt;
Even humans who never cast a spell still shape [[Magic in Faeloria]] in small ways—feasts, vows, mourning, and victory all leave a mark priests and mages like to discuss.&lt;br /&gt;
&lt;br /&gt;
== Across Faeloria ==&lt;br /&gt;
&lt;br /&gt;
There is no single human &#039;&#039;&#039;look&#039;&#039;&#039; or tongue. What humans &#039;&#039;&#039;share&#039;&#039;&#039; is &#039;&#039;&#039;mortal life in the Sunworld&#039;&#039;&#039;—and the plain fact that, in many realms, human-led crowns and guilds still set much of the pace for war, trade, and law.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; — Knights, courts, [[Fae]] diplomacy, [[Faelight]], and wide worship of [[Ariana]]; [[Crystalport]] is a great human port where magic and rumour meet daily. &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; stand openly in market and guild beside other folk—a &#039;&#039;&#039;mixed&#039;&#039;&#039; society by custom and pride.&lt;br /&gt;
* &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Cities tied to the &#039;&#039;&#039;[[Chronicles of Faeloria|Chronicles of Faefall]]&#039;&#039;&#039; and pilgrim roads to &#039;&#039;&#039;[[Natsuko]]&#039;&#039;&#039; shrines in &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039;. Humans are usually the &#039;&#039;&#039;largest single group&#039;&#039;&#039; on civic rolls, yet [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]] share river trade, archives, and temple steps as &#039;&#039;&#039;ordinary&#039;&#039;&#039; neighbours.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Eastern kingdom of craft and ritual. &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; are &#039;&#039;&#039;easy to spot&#039;&#039;&#039; here—in ports, workshops, and public rites—while humans still head most households in honest census. Travellers notice the contrast with the sparse north.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Mostly human&#039;&#039;&#039; jarldoms of the cold north, with many &#039;&#039;&#039;[[Dwarves|dwarves]]&#039;&#039;&#039; in mine and forge; [[Elves|elves]] are &#039;&#039;&#039;few&#039;&#039;&#039;; [[Kith]] are &#039;&#039;&#039;rare&#039;&#039;&#039;. &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; are &#039;&#039;&#039;seldom seen&#039;&#039;&#039;—and &#039;&#039;&#039;chronicles tell of captivity&#039;&#039;&#039; when one is taken. Harsh law, long winters, and sea-raid story cling to Dalr in foreign tale.&lt;br /&gt;
&lt;br /&gt;
Many farmers and soldiers know nothing of the Great Cycle; the lore stays &#039;&#039;&#039;true for the setting&#039;&#039;&#039; whether common folk &#039;&#039;&#039;believe&#039;&#039;&#039; it or not.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Humans use every broad kind of [[Magic in Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Born in the blood or awakened by strange omens at birth; in Avaria, folk sometimes say such gifts feel &#039;&#039;&#039;closer to the [[Moonworld]]&#039;&#039;&#039;—a story, not a rule for every child.&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Schools, guild books, and hedge-rites tuned to local land and law.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Gods, [[Fae]], fiends, and other powers grant power by oath; humans &#039;&#039;&#039;swear a great share&#039;&#039;&#039; of these oaths simply because there are so many human souls.&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — [[Runic Power Stones]], scrolls, message-stones, and tools that let &#039;&#039;&#039;non-mages&#039;&#039;&#039; still touch magic in daily life.&lt;br /&gt;
&lt;br /&gt;
Human &#039;&#039;&#039;knack for institutions&#039;&#039;&#039; matters as much as blood: kingdoms copy, license, and &#039;&#039;&#039;blend&#039;&#039;&#039; foreign rites quickly—sometimes with wisdom, sometimes with disaster when cults try to &#039;&#039;&#039;force&#039;&#039;&#039; passage between realms (see [[The Realms of Faeloria#The_Law_of_Crossing|Law of Resonant Passage]]).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Human-written &#039;&#039;&#039;history&#039;&#039;&#039; fills most libraries—not because other peoples cannot write, but because human generations &#039;&#039;&#039;turn over&#039;&#039;&#039; fast enough that war, reform, and scandal always pile up fresh records.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Chronicles of Faeloria]]&#039;&#039;&#039;—including the &#039;&#039;&#039;Chronicle of Faefall&#039;&#039;&#039;—name human heroes and crowds beside [[Elves|elves]], [[Dwarves|dwarves]], and stranger powers. In the &#039;&#039;&#039;[[Shadow Conflict]]&#039;&#039;&#039;, mortals did not merely watch; the [[Twilight Mandate]] brought [[Fae]] aid to a Sunworld battlefield humans helped hold.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Trade and friction; cities borrow elven style; elves mutter about human &#039;&#039;&#039;noise&#039;&#039;&#039;, humans joke about elves &#039;&#039;&#039;stuck in their own songs&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Banking, siege craft, and &#039;&#039;&#039;runesmith&#039;&#039;&#039; work tie crowns to mountain holds along rivers and passes.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Caravans, river life, shared markets and &#039;&#039;&#039;threshold&#039;&#039;&#039; habits without shared blood.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Law differs by port and valley; [[Crystalport]] tends &#039;&#039;&#039;practical&#039;&#039;&#039;, backcountry more &#039;&#039;&#039;suspicious&#039;&#039;&#039;. Humans hold &#039;&#039;&#039;no special cosmic rank&#039;&#039;&#039; over Kith—both are &#039;&#039;&#039;Sunworld&#039;&#039;&#039; mortals.&lt;br /&gt;
* &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; — From bedtime warnings to the &#039;&#039;&#039;[[Silver Accord]]&#039;&#039;&#039; and the &#039;&#039;&#039;Fae Emissary&#039;&#039;&#039; at Ariana&#039;s court, humans &#039;&#039;&#039;bargain, break, and romanticise&#039;&#039;&#039; deals across [[Twilight]] more often than any other single people—for good or ill.&lt;br /&gt;
&lt;br /&gt;
== Faith and law ==&lt;br /&gt;
&lt;br /&gt;
Human shrines to [[Chronos]], [[Ariana]], [[Cryos]], [[Lucien]], [[Eriana]], and the wider [[Pantheon|pantheon]] look different in each kingdom. In Avaria, [[Ariana|Ariana&#039;s]] &#039;&#039;&#039;Mothers of Light&#039;&#039;&#039; bless births and teach young mages balance. Elsewhere, &#039;&#039;&#039;[[Cryos]]&#039;&#039;&#039; weighs on executions; &#039;&#039;&#039;[[Lucien]]&#039;&#039;&#039; on dice and crossroads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;&#039;&#039; is where most folk meet the deep world: edicts on [[Gifted magic|pact magic]], lists of registered innate casters, and trials for cults that try to &#039;&#039;&#039;cheat&#039;&#039;&#039; the rules of crossing between realms.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]] — Mortal realm; change and choice&lt;br /&gt;
* [[The Realms of Faeloria]] — How the realms fit together&lt;br /&gt;
* [[Moonworld]] — Reflection and the Fae&lt;br /&gt;
* [[Fae]] — Mortals and the Moonworld&lt;br /&gt;
* [[Ariana]] — Mother goddess; Avaria&#039;s faith&lt;br /&gt;
* [[Magic in Faeloria]] — How magic is used in society&lt;br /&gt;
* [[Innate magic]] · [[Learned magic]] · [[Gifted magic]]&lt;br /&gt;
* [[Faeloria]] — The world&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Kith&amp;diff=696</id>
		<title>Kith</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Kith&amp;diff=696"/>
		<updated>2026-04-22T17:33:39Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Kith: lineages table — general notes column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kith =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kith&#039;&#039;&#039; (also called &#039;&#039;&#039;beast-kin&#039;&#039;&#039;, or poetically &#039;&#039;&#039;Twilight-marked&#039;&#039;&#039; / &#039;&#039;&#039;Veil-marked&#039;&#039;&#039; in sermons) are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] whose bodies carry &#039;&#039;&#039;animal or draconic echoes&#039;&#039;&#039; — ears, tails, eyes, scales, horns, and similar traits ranging from subtle to unmistakable. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]], not natives of the [[Moonworld]], and not a separate cosmic &#039;&#039;&#039;species tree&#039;&#039;&#039; in orthodox [[The Realms of Faeloria]] theology: the Moonworld &#039;&#039;&#039;reflects&#039;&#039;&#039; what has occurred; it does not freely mint new Sunworld lineages.&lt;br /&gt;
&lt;br /&gt;
Across kingdoms, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; is where Kith are &#039;&#039;&#039;most visibly woven&#039;&#039;&#039; into civic life—see &#039;&#039;&#039;[[#Kokoro and Kith|Kokoro and Kith]]&#039;&#039;&#039; below. [[Avaria]] and [[Luxor]] celebrate a &#039;&#039;&#039;strong mix&#039;&#039;&#039; of ancestries in ports and cities; [[Dalr]] is overwhelmingly human with a large dwarven presence, very few elves, &#039;&#039;&#039;very rare&#039;&#039;&#039; Kith, and &#039;&#039;&#039;almost no visible Fae&#039;&#039;&#039;—where a Fae &#039;&#039;&#039;is&#039;&#039;&#039; taken in Dalr, foreign chronicles and Avarian sermons alike record &#039;&#039;&#039;enslavement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== What Kith are ==&lt;br /&gt;
&lt;br /&gt;
Kith eat, age, bear children, and die as mortals. Their marks are &#039;&#039;&#039;phenotype and story&#039;&#039;&#039; — shaped by lineage, place, oaths, trauma, or &#039;&#039;&#039;resonance&#039;&#039;&#039; — and are often &#039;&#039;&#039;misread&#039;&#039;&#039; by layfolk as &#039;&#039;&#039;half-fey blood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Kokoro and Kith ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, Kith populations are &#039;&#039;&#039;weighted more heavily&#039;&#039;&#039; than in western realms: beast-kin masters of craft, blade, and ritual appear in public registers and festival lines as &#039;&#039;&#039;ordinary&#039;&#039;&#039; neighbors, not curiosities. Humans remain &#039;&#039;&#039;numerous&#039;&#039;&#039;—most civic hosts, temples, and shipping houses are still human-led in census—but travellers&#039; ballads exaggerate only a little when they call eastern ports &#039;&#039;&#039;crowded with ears and tails&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Scholars argue whether the pattern comes from &#039;&#039;&#039;trade routes&#039;&#039;&#039;, &#039;&#039;&#039;old marriage customs&#039;&#039;&#039;, proximity to eastern &#039;&#039;&#039;[[Twilight]]&#039;&#039;&#039; hours at sea, or simple &#039;&#039;&#039;history of welcome&#039;&#039;&#039;; no single doctrine is orthodox. What is agreed abroad is that a felid artisan in &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; may hide; the same artisan in [[Kokoro]]&#039;s coastal towns is often &#039;&#039;&#039;unremarkable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Common lineages ==&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;&#039;folk names&#039;&#039;&#039; appear in chronicle and dockside law; they are &#039;&#039;&#039;not&#039;&#039;&#039; exclusive bloodlines, and marks vary by person.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lineage !! Echo (typical) !! General notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vulpine&#039;&#039;&#039; || Fox ears and tail; sharp senses; some families unusually long-lived in tale || Marks range from &#039;&#039;&#039;barely visible&#039;&#039;&#039; tips to full tails; &#039;&#039;&#039;hearing and scent&#039;&#039;&#039; often run above human averages in guild tests. &#039;&#039;&#039;Lifespan&#039;&#039;&#039; and ageing vary &#039;&#039;&#039;by lineage&#039;&#039;&#039;—long-lived families appear in chronicle but are &#039;&#039;&#039;not&#039;&#039;&#039; a species-wide rule.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lupine&#039;&#039;&#039; || Wolf ears, tail; pack oaths || &#039;&#039;&#039;Endurance and cold tolerance&#039;&#039;&#039; are commonly reported (with wide scatter). &#039;&#039;&#039;Social structure&#039;&#039;&#039; tends toward extended &#039;&#039;&#039;households&#039;&#039;&#039; and oath-heavy custom in cultures that keep the name, but many lupine Kith live &#039;&#039;&#039;without&#039;&#039;&#039; packs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Felid&#039;&#039;&#039; || Cat ears, tail; night grace || &#039;&#039;&#039;Low-light comfort&#039;&#039;&#039; is frequent yet &#039;&#039;&#039;not universal&#039;&#039;&#039;; tails mainly aid &#039;&#039;&#039;balance&#039;&#039;&#039;. Coat pattern, ear size, and retractile-claw folklore differ &#039;&#039;&#039;sharply&#039;&#039;&#039; by region—biology and fashion overlap in public debate.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cervine&#039;&#039;&#039; || Antlers or deer features; long stride || &#039;&#039;&#039;Antlers&#039;&#039;&#039; (when present) follow seasonal growth in most recorded bloodlines; &#039;&#039;&#039;height and stride&#039;&#039;&#039; often exceed human means. &#039;&#039;&#039;Sex presentation&#039;&#039;&#039; of racks varies; some lineages show &#039;&#039;&#039;ear-only&#039;&#039;&#039; marks without antlers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lapine&#039;&#039;&#039; || Long ears; powerful legs || &#039;&#039;&#039;Leg musculature&#039;&#039;&#039; and &#039;&#039;&#039;leaping&#039;&#039;&#039; aptitude score high in military trials; large ear surface ties to &#039;&#039;&#039;hearing&#039;&#039;&#039; and &#039;&#039;&#039;thermoregulation&#039;&#039;&#039; in natural-philosophy texts. &#039;&#039;&#039;Small stature&#039;&#039;&#039; compared to human mean is common but not required.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ursine&#039;&#039;&#039; || Rounded ears; dense build || &#039;&#039;&#039;Body mass&#039;&#039;&#039; and &#039;&#039;&#039;dense fur&#039;&#039;&#039; predominate; &#039;&#039;&#039;metabolism&#039;&#039;&#039; skews toward heat retention. &#039;&#039;&#039;Torpor-like&#039;&#039;&#039; winter rest appears in some northern communities as &#039;&#039;&#039;custom and physiology&#039;&#039;&#039; intertwined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serpentine&#039;&#039;&#039; || Lithe spine; heat sense || &#039;&#039;&#039;Heat-sensing&#039;&#039;&#039; pits or scale-sheen are &#039;&#039;&#039;documented unevenly&#039;&#039;&#039;; flexibility is the most &#039;&#039;&#039;reproducible&#039;&#039;&#039; trait across samples. &#039;&#039;&#039;Shedding&#039;&#039;&#039; cycles are rare but appear in medical registers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Avian&#039;&#039;&#039; || Feathered crest; light bones || &#039;&#039;&#039;Bone density&#039;&#039;&#039; is &#039;&#039;&#039;human-near&#039;&#039;&#039; in most coroner tables—&#039;&#039;&#039;flight&#039;&#039;&#039; remains impossible; crests may be &#039;&#039;&#039;seasonal&#039;&#039;&#039; or &#039;&#039;&#039;fixed&#039;&#039;&#039;. &#039;&#039;&#039;Wind tolerance&#039;&#039;&#039; and balance at height are the usual athletic advantages cited.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Draconic&#039;&#039;&#039; || Scaled patches; slit pupils; optional horns/tail || &#039;&#039;&#039;Scale cover&#039;&#039;&#039; typically &#039;&#039;&#039;5–40%&#039;&#039;&#039; of skin by surface area in surveyed cohorts; &#039;&#039;&#039;no true draconic transformation&#039;&#039;&#039;. &#039;&#039;&#039;[[Innate magic|Innate]]&#039;&#039;&#039; elemental affinity appears &#039;&#039;&#039;slightly above&#039;&#039;&#039; population baseline in some studies—&#039;&#039;&#039;not&#039;&#039;&#039; a reliable predictor for individuals.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Origins (debated in-setting) ==&lt;br /&gt;
&lt;br /&gt;
Temples, universities, and dockside taverns disagree; all explanations below coexist in [[Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Twilight]] bleed-through / [[Fae]]-adjacent resonance&#039;&#039;&#039; — Birth during veil-thin hours or in places where [[Fae]] pacts and [[Gifted magic|gifted]] bargains echo strongly; &#039;&#039;&#039;not&#039;&#039;&#039; half-Fae biology, but Sunworld outcomes of &#039;&#039;&#039;heightened myth&#039;&#039;&#039; (compare [[The Realms of Faeloria#Failed_Crossings|failed crossings]] and Fae bleed-through in cosmology).&lt;br /&gt;
* &#039;&#039;&#039;Wild Fae regions&#039;&#039;&#039; — Communities long adjacent to the [[Avarian Forest]] or [[Silverfall Cascade]] tell tales of marks appearing after generations of &#039;&#039;&#039;neighborly&#039;&#039;&#039; (or fraught) coexistence with Wild [[Fae]] stories.&lt;br /&gt;
* &#039;&#039;&#039;Great Cycle shock&#039;&#039;&#039; — Some chronicles link spikes in Kith births to planar catastrophes such as the [[Chronicles of Faeloria|Faefall]] era; scholars argue whether cause is &#039;&#039;&#039;trauma&#039;&#039;&#039;, &#039;&#039;&#039;record bias&#039;&#039;&#039;, or real &#039;&#039;&#039;thinning&#039;&#039;&#039; of local reality.&lt;br /&gt;
* &#039;&#039;&#039;[[The Penumbra]] echo (feared / heretical)&#039;&#039;&#039; — Beast-marks as &#039;&#039;&#039;[[The Realms of Faeloria#The_Umbral_Veil|Umbral Veil]]&#039;&#039;&#039; echo seeking form — useful for horror arcs; &#039;&#039;&#039;poor&#039;&#039;&#039; basis for systemic oppression in-setting unless bigots are explicitly wrong.&lt;br /&gt;
* &#039;&#039;&#039;Mundane diversity&#039;&#039;&#039; — &#039;&#039;&#039;They have always been here&#039;&#039;&#039; in dockside proverb; cosmopolitan ports accept Kith crews without cosmology homework.&lt;br /&gt;
&lt;br /&gt;
== Kingdom presence (summary) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Realm !! Kith presence (broad)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; || &#039;&#039;&#039;High&#039;&#039;&#039; — visible in crafts, ports, and civic ritual as &#039;&#039;&#039;normal&#039;&#039;&#039; diversity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; || &#039;&#039;&#039;Strong mix&#039;&#039;&#039; — Kith common in cities beside humans, elves, dwarves, halflings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; || &#039;&#039;&#039;Very rare&#039;&#039;&#039; — isolated individuals more than communities; superstition without uniform law&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and law ==&lt;br /&gt;
&lt;br /&gt;
Treatment varies by charter: &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; dock wards in story skew &#039;&#039;&#039;pragmatic&#039;&#039;&#039;; isolated valleys may treat Kith as omen. &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; has no Kith-only school; &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; affinities matching an echo (heat, charm, speed) are &#039;&#039;&#039;stereotypes&#039;&#039;&#039;, not laws.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Majority neighbors in most kingdoms; politics of acceptance varies.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — No cosmic hierarchy over Kith; only &#039;&#039;&#039;local&#039;&#039;&#039; prejudice or alliance.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[The Penumbra]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Gifted magic]]&lt;br /&gt;
* [[Innate magic]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
* [[Kokoro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Avaria&amp;diff=695</id>
		<title>Avaria</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Avaria&amp;diff=695"/>
		<updated>2026-04-22T17:15:26Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Avaria: Kith in demography, mixed-realm note with Luxor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;bannerImg&amp;quot;&amp;gt;&lt;br /&gt;
[[File:AvariaBanner.png|center|Avaria Banner]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Avaria =&lt;br /&gt;
Resplendent in its grandeur, the kingdom of Avaria gleams like a jewel amidst the world of [[Faeloria]]. Encased within the arms of the majestic Elysian Mountains, its breathtaking landscapes dance between the serene Azure Coastline and the verdant Great Sylvan expanse. Home to the illustrious Hartwright dynasty, Avaria&#039;s strength lies in the harmonious blend of its powerful military, symbolized by the awe-inspiring Avarian Guard in their shining white armor, and its thriving culture, nurtured by arts, literature, and ancient lore. A beacon of order and righteousness, Avaria is a testament to unity, prosperity, and benevolent rule, holding a steadfast stand against the dark kingdom of [[Dalr]] and its deplorable practice of slavery. From the echoing halls of the Royal Hartwright Palace to the bustling marketplaces alive with color and song, Avaria is a realm where dreams intertwine with destiny, and heroes are forged in the fires of courage and truth.&lt;br /&gt;
&lt;br /&gt;
== Geography of Avaria ==&lt;br /&gt;
Nestled in the heart of [[Faeloria]], Avaria is a kingdom blessed with diverse and enchanting geographical features. At its center, a sprawling metropolis, crowned with a grand white-stone castle, sits atop a lush hill overlooking the kingdom. Here, cobblestone streets wind through the city, lined with quaint homes, bustling markets, and establishments that cater to every walk of life.&lt;br /&gt;
&lt;br /&gt;
Stretching out from the city are expanses of verdant farmlands and orchards, dotted with charming villages and hamlets. They form a patchwork quilt of greens and golds, interspersed with sparkling brooks and calm ponds. In the distance, the Avarian Forest stretches out, a vast woodland brimming with ancient trees, home to various wildlife and mythical creatures. Beneath the tree canopies, bioluminescent flora bloom, lighting up the forest floor with a mesmerizing glow.&lt;br /&gt;
&lt;br /&gt;
A network of sapphire rivers weaves through Avaria, originating from the grand Silverfall Cascade nestled in the heart of the Avarian Forest. The rivers nourish the kingdom, supporting a rich variety of aquatic life and providing resources for the people.&lt;br /&gt;
&lt;br /&gt;
To the east of Avaria, the land rises gradually, giving way to the majestic Elysian Mountains. These towering peaks, some crowned with perpetual snow, form a formidable natural barrier, protecting Avaria from potential threats. Their lower slopes are home to mineral-rich mines, providing the kingdom with valuable resources.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s southern region gives way to a tranquil coastline, with beautiful white sand beaches kissed by azure waves of the vast Lumina Sea. A number of quaint coastal towns thrive on fishing and sea trade, providing the kingdom with seafood and exotic goods.&lt;br /&gt;
&lt;br /&gt;
In the skies above, one can occasionally spot floating islands, an enchanting sight, adorned with lustrous crystals and draped with cascading vines. The Fae influence permeates Avaria&#039;s geography, ensuring a blend of natural beauty and ethereal wonder that sets it apart from the mundane.&lt;br /&gt;
&lt;br /&gt;
== Fae Influence in Avaria ==&lt;br /&gt;
The Fae, children of the goddess [[Ariana]], have a profound influence on the kingdom of Avaria, shaping its culture, magic, and everyday life. This influence is deeply rooted in the kingdom&#039;s history, traditions, and the mutual respect that exists between the human populace and the Fae.&lt;br /&gt;
&lt;br /&gt;
; Fae Emissary&lt;br /&gt;
A Fae emissary, currently the beautiful and enigmatic &#039;&#039;Lady Aurelia Moonwhisper&#039;&#039;, serves in the royal court. This role signifies the strong bond between Avaria and the Fae, with the emissary acting as an intermediary between the two.&lt;br /&gt;
&lt;br /&gt;
; Arcane Practices&lt;br /&gt;
Avaria&#039;s magic is largely Fae in nature, deeply tied to the arcane energies of the [[Moonworld]]. The Palace Alchemist &#039;&#039;Miss Elara Sideris&#039;&#039; and Cleric &#039;&#039;Sister Marianne Thorne&#039;&#039; are both experts in their fields partly because of their deep understanding of Fae magic.&lt;br /&gt;
&lt;br /&gt;
; Fae Festivals&lt;br /&gt;
The kingdom celebrates several Fae festivals, such as the &#039;&#039;Glow of [[Ariana]]&#039;&#039; and &#039;&#039;The Veil Dance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Nature Worship&lt;br /&gt;
The worship of &#039;&#039;[[Eriana]]&#039;&#039;, [[Ariana]]&#039;s daughter and goddess of nature, is widespread in Avaria. Shrines and temples can be found throughout the kingdom.&lt;br /&gt;
&lt;br /&gt;
; Fae Creatures&lt;br /&gt;
Pixies, brownies, and more elusive entities are common sights in rural Avaria and the Royal Woods.&lt;br /&gt;
&lt;br /&gt;
; Fae Architecture&lt;br /&gt;
The distinctive architectural style of the Fae influences Avaria&#039;s capital, blending human and fae aesthetics.&lt;br /&gt;
&lt;br /&gt;
== Major Settlements of Avaria ==&lt;br /&gt;
Avaria is anchored by its capital, protected by its northern citadel, and sustained by a network of trade towns, farming communities, mining settlements, and arcane enclaves. Each region plays a vital role in the kingdom&#039;s prosperity and stability.&lt;br /&gt;
&lt;br /&gt;
=== [[Lumenara]] ===&lt;br /&gt;
&#039;&#039;Capital City&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The royal capital of Avaria and its political, economic, and arcane heart. Lumenara is home to the Hartwright monarchy, the Royal Castle, and the prestigious Arcane Academy. Built along the River Avar, it serves as the central hub of governance, trade, and magical study within the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== [[Starfall Citadel]] ===&lt;br /&gt;
&#039;&#039;Northern Fortress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A towering stronghold guarding the mountain pass into [[Dalr]]. Constructed atop the site of the ancient Starfall Event, the citadel is held by the Order of Starfall and stands as Avaria&#039;s first and last defense against northern threats.&lt;br /&gt;
&lt;br /&gt;
=== [[Crystalport]] ===&lt;br /&gt;
&#039;&#039;Coastal Trade City&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bustling harbor city along the Azure Coast, Crystalport is Avaria&#039;s gateway to the Lumina Sea. Known for its Beacon lighthouse, vibrant marketplaces, naval dockyards, and strong Fae influence, it is the kingdom&#039;s maritime and commercial powerhouse.&lt;br /&gt;
&lt;br /&gt;
=== [[Sunfield]] ===&lt;br /&gt;
&#039;&#039;Agricultural Heartland&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located across the western plains, Sunfield is the primary agricultural center of Avaria. Its fertile lands supply grain, livestock, and produce to the capital and coastal cities, making it a cornerstone of the kingdom&#039;s stability.&lt;br /&gt;
&lt;br /&gt;
=== [[Moonveil]] ===&lt;br /&gt;
&#039;&#039;River Town&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A peaceful settlement west of Lumenara, Moonveil rests along a major river crossing. Known for its textiles and lantern-lit bridges, it serves as a cultural midpoint between the capital and Crystalport.&lt;br /&gt;
&lt;br /&gt;
=== [[Lunaridge]] ===&lt;br /&gt;
&#039;&#039;Mining Settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carved into the foothills of the Elysian Mountains, Lunaridge extracts iron, silver, and rare mineral deposits that fuel Avaria&#039;s industry. Its miners maintain strong trade ties with Lumenara&#039;s craftsmen and guilds.&lt;br /&gt;
&lt;br /&gt;
=== [[Starryglen]] ===&lt;br /&gt;
&#039;&#039;Woodland Settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Situated at the edge of the southern forests, Starryglen is known for herbalism, quiet glades, and clear night skies. It marks the transition between open plains and the deeper woodlands of Avaria.&lt;br /&gt;
&lt;br /&gt;
=== [[Faelight]] ===&lt;br /&gt;
&#039;&#039;Fae-Touched Forest Enclave&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nestled near the Silverfall Cascade, Faelight is deeply intertwined with the Fae Realm. Its architecture and culture reflect strong planar influence, and it is considered one of the most magically sensitive regions within Avaria.&lt;br /&gt;
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=== [[The Watchtower Tavern and Inn]] ===&lt;br /&gt;
&#039;&#039;Southern Trade Road Landmark&#039;&#039;&lt;br /&gt;
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Once a military watchtower guarding the southern approach, it now operates as a lively roadside inn connecting Avaria to Kokoro. Though partially restored, remnants of its former purpose remain visible within its aging stone walls.&lt;br /&gt;
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=== [[Eastern Border Keep]] ===&lt;br /&gt;
&#039;&#039;Diplomatic Bastion&#039;&#039;&lt;br /&gt;
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Built along Avaria&#039;s eastern frontier, this keep once served as a defensive outpost. With peace long established, it now functions primarily as a site for diplomatic meetings and cross-border coordination.&lt;br /&gt;
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== Organizations ==&lt;br /&gt;
&#039;&#039;&#039;[[The Avarian Guard]]&#039;&#039;&#039; (also known as the Knights of Avaria): The kingdom&#039;s primary military and defense force, commanded by the brave and dutiful Captain Aiden Trevelyan. Trained to protect Avaria from all threats, they are often seen in their iconic white armor, symbolizing their allegiance to the kingdom.&lt;br /&gt;
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&#039;&#039;&#039;[[Arcanum Lyceum|The Arcanum Lyceum]]&#039;&#039;&#039;: A prestigious institution of magical learning located in Lumenara. This academy attracts the brightest minds in Avaria, and many of its students become esteemed scholars, respected enchanters, or powerful battle mages.&lt;br /&gt;
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&#039;&#039;&#039;[[The Order of Starfall]]&#039;&#039;&#039;: This chivalric order is dedicated to the protection of Starfall Citadel, an important defensive stronghold in the north of Avaria. The knights of this order are renowned for their resilience and dedication.&lt;br /&gt;
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&#039;&#039;&#039;[[The Luminary Circle]]&#039;&#039;&#039;: A religious organization dedicated to the worship of [[Ariana]], the Goddess of Arcane and Motherhood. They maintain the sacred site of Twilight Grove and offer spiritual guidance to the Avarian populace.&lt;br /&gt;
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&#039;&#039;&#039;[[Order of the Purple Rose]]&#039;&#039;&#039;: The Order of the Purple Rose, serves as a swift, specialized defensive force within Avaria. This elite group combats demonic threats and other dark forces under their emblematic purple rose. Their victories over demons, cultists, and assassins affirm their reputation as Avaria&#039;s protective shield. With a complex structure integrating fighters, scholars, and mages, the Order stands as a vigilant beacon, ready to defend Avaria against encroaching darkness.&lt;br /&gt;
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&#039;&#039;&#039;[[The Guild of Artisans]]&#039;&#039;&#039;: Based in Moonveil, the Guild oversees the work of Avaria&#039;s artists, from painters to jewelers, ensuring high standards of craftsmanship. Their members&#039; works are celebrated throughout the kingdom and beyond.&lt;br /&gt;
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&#039;&#039;&#039;The Harbormaster&#039;s Association&#039;&#039;&#039;: Operating out of Crystalport, this association oversees maritime trade, navigation, and the safety of Avaria&#039;s seas. They are instrumental in maintaining Avaria&#039;s strong maritime economy.&lt;br /&gt;
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&#039;&#039;&#039;[[HighGrad Trading Company]]&#039;&#039;&#039;: HighGrad Trading Company, is a renowned trading faction in [[Faeloria]] with an extensive network of outposts in every major city. Founded by High Elves, HighGrad symbolizes unity and prosperity. With a business model centered around fair trade and mutual growth, HighGrad has been instrumental in bridging the economic gap between the diverse races and cultures of [[Faeloria]]&lt;br /&gt;
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&#039;&#039;&#039;The Conservators of Nature&#039;&#039;&#039;: A collective of druids and rangers devoted to preserving the natural beauty and balance of Avaria&#039;s landscapes, particularly the enchanted Everdawn Fields. They often work in conjunction with The Luminary Circle.&lt;br /&gt;
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== Culture ==&lt;br /&gt;
Avaria is a land of diversity and harmony, valuing unity, hospitality, reverence for nature, and the fae. Storytelling, music, and art are central to its culture.&lt;br /&gt;
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=== Art and Entertainment ===&lt;br /&gt;
In Avaria, art and entertainment are reflections of the kingdom&#039;s vibrant culture, its deep connection with the Fae, and its inhabitants&#039; zest for life. Steeped in history, magic, and diverse influences, Avarian arts capture the spirit of its people and the beauty of the kingdom, providing avenues for both entertainment and deep cultural expression.&lt;br /&gt;
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&#039;&#039;&#039;Visual Arts&#039;&#039;&#039;: Avarian visual arts are characterized by a blend of realism and ethereal elements, heavily influenced by Fae aesthetics. Artists often incorporate depictions of magical phenomena, Fae creatures, and enchanted landscapes into their works. Sculptures, frescoes, and stained glass art are common in Avarian architecture, adding an extra layer of beauty to their structures.&lt;br /&gt;
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&#039;&#039;&#039;Music and Dance&#039;&#039;&#039;: Avarian music is a melodious blend of traditional tunes and mystical melodies inspired by the music of the Fae. Instruments range from the familiar, like flutes and lutes, to the magical, such as crystal harmoniums that use arcane vibrations. Dance is equally valued, often incorporating story-telling elements, and is central to many Avarian festivals and celebrations.&lt;br /&gt;
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&#039;&#039;&#039;Theatre and Storytelling&#039;&#039;&#039;: Avarians have a deep love for stories, and the theater is a favorite form of entertainment. Plays often depict historical events, folktales, Fae stories, or heroic epics. Magical illusions are frequently used to create spectacular effects on stage. In smaller communities, storytelling is a cherished tradition, with tales passed down through generations around hearths and communal gatherings.&lt;br /&gt;
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&#039;&#039;&#039;Festivals and Fae Celebrations&#039;&#039;&#039;: Avarians host a myriad of festivals throughout the year, many coinciding with celestial events or Fae celebrations. These often involve feasting, music, dance, and games. A notable festival is the Luminary Gala, held during the longest night of the year, where thousands of lanterns are lit to symbolize the triumph of light over darkness.&lt;br /&gt;
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&#039;&#039;&#039;Sports and Games&#039;&#039;&#039;: Traditional sports like horse racing and archery contests are popular in Avaria. Fae-inspired games are also prevalent, such as &amp;quot;Spellweave,&amp;quot; a team-based game where players use magic to weave complex patterns in the air.&lt;br /&gt;
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&#039;&#039;&#039;Artisan Crafts&#039;&#039;&#039;: Avaria is known for its exquisite artisan crafts, from delicate jewelry embedded with Fae crystals to tapestries depicting historical events. Craftsmanship is a respected profession, and their creations are highly sought after.&lt;br /&gt;
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In Avaria, art and entertainment are not just pastimes but essential aspects of society, connecting people to their history, the Fae, and each other. They serve as a vibrant reminder of the kingdom&#039;s ethos - a harmonious blend of tradition, magic, and an appreciation for beauty.&lt;br /&gt;
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== Local Legends and Myths ==&lt;br /&gt;
Avaria, steeped in magic and history, is a land rich with tales of heroism, divine intervention, and mythical creatures. These stories, passed down through generations, are woven into the kingdom&#039;s culture and identity. They inspire its people, provide cautionary tales, and often serve as the basis for local customs and festivals.&lt;br /&gt;
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* &#039;&#039;&#039;The First Light of Lumenara&#039;&#039;&#039;: Legend tells of the founding of the capital, Lumenara, when the first King of Avaria, Eldric the Lightbringer, held aloft a crystal of pure magic that illuminated the entire city. This light, said to be a gift from [[Ariana]] herself, banished the shadow creatures plaguing the kingdom and brought about a new era of prosperity and peace.&lt;br /&gt;
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* &#039;&#039;&#039;The Starfall Event&#039;&#039;&#039;: Many years ago, a meteor shower of unprecedented scale graced the skies above what is now known as Starfall Citadel. It is said that these meteors were actually celestial beings, sent by Chronos himself, to protect Avaria from a great, unseen threat. The remnants of these meteors, now imbued in the Citadel&#039;s walls, are believed to grant it an unparalleled defense.&lt;br /&gt;
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* &#039;&#039;&#039;The Guardian of Twilight Grove&#039;&#039;&#039;: The Grove is said to be home to a guardian spirit, an ancient Fae of immense power that serves [[Ariana]]. This guardian is said to appear as a massive, luminescent stag, watching over the sacred forest and ensuring the peace between the mortal and Fae realms.&lt;br /&gt;
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* &#039;&#039;&#039;The Sea Serpent of Crystalport&#039;&#039;&#039;: Sailors from Crystalport tell tales of a massive sea serpent, a creature so large it can coil around entire ships. While many dismiss it as a mariners&#039; tale, those who have ventured deep into the sea maintain that the beast is very real.&lt;br /&gt;
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* &#039;&#039;&#039;The Moonlit Muse&#039;&#039;&#039;: Artists in Moonveil often speak of a muse, a beautiful Fae who visits them under the moonlight and inspires their best work. She is said to disappear with the dawn, leaving only a trail of shimmering dew in her wake.&lt;br /&gt;
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* &#039;&#039;&#039;The Everdawn Prophecy&#039;&#039;&#039;: It is said that when Avaria faces its darkest hour, a hero will rise from the Everdawn Fields. This hero, touched by [[Ariana]]&#039;s magic, will bring a new dawn to the kingdom, dispelling darkness and ensuring Avaria&#039;s survival.&lt;br /&gt;
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* &#039;&#039;&#039;The Phantom Knight of Starfall Citadel&#039;&#039;&#039;: Starfall Citadel, the ancient fortress at the outskirts of Avaria, is said to be haunted by a phantom knight. Legend has it that he was a knight of unparalleled bravery who fell defending the Citadel from a monstrous invasion. It&#039;s said that on the darkest nights, his ghost can be seen wandering the Citadel Ramparts, standing guard over Avaria even in death.&lt;br /&gt;
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* &#039;&#039;&#039;The Dance of the Veil&#039;&#039;&#039;: The moonlit lake at the heart of Avaria is a place of calm and beauty, but according to legend, it&#039;s also a meeting place for the Fae. Once a year, during the night of the full moon, it is said the veil between realms grows thin and the Fae come to the lake to dance. Those lucky enough to witness this event are said to be blessed with a year of good luck.&lt;br /&gt;
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* &#039;&#039;&#039;The Lady in the Lighthouse&#039;&#039;&#039;: On the rocky coastline of Avaria, there&#039;s an old lighthouse that still guides ships to safety. It&#039;s said to be maintained by a mysterious lady who, according to legend, waits for her lost love to return from the sea. Some sailors claim to have seen her - a figure bathed in moonlight, scanning the horizon from the top of the lighthouse.&lt;br /&gt;
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* &#039;&#039;&#039;The Song of the Sea Serpent&#039;&#039;&#039;: Folklore speaks of a legendary sea serpent that dwells in the ocean surrounding Avaria. Its scales are said to sparkle like sapphires, and its song can be heard for miles around. According to the legend, hearing the song brings either great fortune or terrible doom, but no one knows how to tell which outcome awaits them.&lt;br /&gt;
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* &#039;&#039;&#039;The Last Song of the Lorelei&#039;&#039;&#039;: The legend speaks of a mysterious woman with a voice of unparalleled beauty who resides in the depths of the Moonlit Lake. It&#039;s said that her captivating song has the power to entrance anyone who hears it. The twist, however, is that once her voice touches your soul, you are bound to her forever and will be compelled to walk into the lake, disappearing from the mortal realm forever.&lt;br /&gt;
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* &#039;&#039;&#039;The Stone of Serendipity&#039;&#039;&#039;: Nestled in the town square of Lumenara, there stands a monolith, veined with gold and glittering gemstones. Legends say it is a remnant of a fallen star, and it brings fortune to anyone who can touch it at the exact stroke of midnight. However, the exact second is not governed by any mortal clock, but by the celestial timing of the cosmos.&lt;br /&gt;
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* &#039;&#039;&#039;The Wandering Alchemist&#039;&#039;&#039;: There is an old tale that speaks of an alchemist, who in his quest for eternal life, concocted a potion that made him invisible. Now, he wanders the streets of Lumenara, a ghost amongst the living, helping those in need and righting wrongs. It&#039;s said that if you are in desperate need, and if your cause is just, the Wandering Alchemist will come to your aid.&lt;br /&gt;
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* &#039;&#039;&#039;The Sleeping Giant&#039;&#039;&#039;: In the mountain ranges bordering Avaria, there is a particular peak known as the Slumbering Titan. As the legend goes, the mountain is not a mountain at all, but a sleeping giant from the age of myths. The people of Avaria tell tales that, when Avaria is in its direst need, the giant shall awaken to defend the kingdom.&lt;br /&gt;
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* &#039;&#039;&#039;The Weeping Willow&#039;&#039;&#039;: In the royal gardens, there stands an ancient willow tree that blooms with silver leaves. The legend tells of a heartbroken fae maiden who was transformed into the tree. It&#039;s said that the rustling of the willow&#039;s leaves is her lament, and the silver leaves are her unshed tears. The fae maiden is said to have deep wisdom about love and loss, and those who approach her with respect may receive her guidance.&lt;br /&gt;
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== Festivals ==&lt;br /&gt;
* &#039;&#039;&#039;The Day of First Light&#039;&#039;&#039;: Celebrated at the dawn of the new year, this festival commemorates the first sunrise of the year. People gather in public spaces, usually on high ground to watch the first rays of the sun. It&#039;s a time for renewal, forgiveness, and setting goals for the new year. The festival includes the lighting of candles, the sharing of communal meals, and the singing of songs that welcome the dawn.&lt;br /&gt;
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* &#039;&#039;&#039;The Fae Blossom Festival&#039;&#039;&#039;: This springtime festival coincides with the blooming of the Fae Blossoms, bioluminescent flowers said to be a gift from the Goddess [[Ariana]]. The city is decorated with these flowers, creating an ethereal and enchanting atmosphere. It&#039;s a time of joy, merriment, and dance. The festival includes a grand parade of flower-adorned floats and costumes, as well as contests for the best flower arrangements.&lt;br /&gt;
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* &#039;&#039;&#039;Chronos&#039; Hourglass&#039;&#039;&#039;: A mid-year festival that honors Chronos, the God of Time. The festival is marked by the turning of a grand hourglass in the royal palace. It&#039;s a time for reflection on the past and future, and for making the most of the present. Activities include storytelling sessions where tales of the past are told, fortune-telling sessions that predict the future, and parties that celebrate the present.&lt;br /&gt;
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* &#039;&#039;&#039;The Festival of Falling Leaves&#039;&#039;&#039;: Celebrated in autumn, it&#039;s a festival that honors the cycle of life and change, often associated with the Goddess [[Eriana]]. People gather fallen leaves and create art, which they then set adrift on the rivers of Avaria. The festival also includes bonfires, harvest feasts, and dances that mimic the falling of leaves.&lt;br /&gt;
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* &#039;&#039;&#039;The Night of Whispering Shadows&#039;&#039;&#039;: This festival takes place during the longest night of the year and pays homage to the shadowy realms of the Fae. It&#039;s a time when the barrier between the mortal realm and the [[Moonworld]] is said to be thinnest. People light lanterns to ward off malevolent spirits and share stories of the Fae. It is a night filled with quiet respect and muted celebration, a balance to the normally festive and loud Avarian culture. Festival Masks: For the Night of Whispering Shadows and other fae-influenced festivals, it&#039;s traditional to wear masks that represent different aspects of the [[Moonworld]]. These intricate and imaginative masks are often passed down through generations and are considered family heirlooms.&lt;br /&gt;
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* &#039;&#039;&#039;The Feast of Alcor&#039;&#039;&#039;: A yearly event held in the dead of winter to honor Alcor, the God of Protection and Sacrifice. Families in Avaria gather around fires, sharing stories of brave deeds and making pledges for the year to come. Soldiers, knights, and any who have shown exceptional bravery in the face of danger are celebrated, their tales told around the fire. A symbolic bonfire in the town square is kept burning all night to represent Alcor&#039;s eternal vigilance. Alcor&#039;s Vigil: During the Feast of Alcor, it is traditional to light a candle at the strike of midnight and place it in a window. The candles are left to burn until morning, as a symbol of Alcor&#039;s vigilance and protection.&lt;br /&gt;
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* &#039;&#039;&#039;Ariana&#039;s Embrace&#039;&#039;&#039;: A festival celebrating motherhood, inspired by [[Ariana]], the Goddess of Arcane and Motherhood. Mothers are treated with special respect and given tokens of appreciation. People also bring gifts to the temples of [[Ariana]], which are distributed to the needy. The festival includes feasts, dances, and a procession of mothers through the streets of Lumenara.&lt;br /&gt;
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* &#039;&#039;&#039;The Dance of the Stars&#039;&#039;&#039;: This celestial festival takes place when the cosmos align in a unique pattern, which occurs every 5 years. It is a night of stargazing, with people camping out under the night sky, watching the stars. Scholars and astronomers give public lectures, and children send lanterns into the sky, making wishes on them as they go. Star Lanterns: During the Dance of the Stars festival, it is traditional for individuals to write their dreams and aspirations on lanterns and release them into the night sky. This symbolizes the individual&#039;s hopes reaching out to the cosmos, guided by the light of the stars.&lt;br /&gt;
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* &#039;&#039;&#039;Eriana&#039;s Bounty&#039;&#039;&#039;: Celebrated during the harvest season, this festival is dedicated to [[Eriana]], the Goddess of Nature. The people of Avaria offer thanks for the year&#039;s harvest and pray for a prosperous growing season in the year to come. The festival includes a grand feast, where the tables are laden with the season&#039;s bounty. There are also competitions for the best-grown vegetables, the most sizable fruits, and the most beautiful flowers. Harvest&#039;s First Share: At the start of the Eriana&#039;s Bounty festival, the first share of the harvest is always offered to the local temple in thanks to Eriana. This share is then distributed amongst the less fortunate, reinforcing a sense of community and shared prosperity.&lt;br /&gt;
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* &#039;&#039;&#039;Lucien&#039;s Revel&#039;&#039;&#039;: This festival is a grand party thrown in honor of [[Lucien]], the God of Luck. The streets are filled with games of chance, and the citizens take part in friendly gambling, testing their luck for the coming year. It&#039;s also a time when risks are taken, and big decisions are made, all in the spirit of the unpredictable Lucien. Lucien&#039;s Lots: During the festival of Lucien&#039;s Revel, it&#039;s a tradition for people to exchange &#039;Lucien&#039;s Lots&#039; - small, personalized tokens or charms meant to bring luck in the coming year. This tradition helps to foster strong community ties and is often a highlight of the festival.&lt;br /&gt;
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== Traditions ==&lt;br /&gt;
* &#039;&#039;&#039;Naming Day: In Avaria&#039;&#039;&#039;, it is customary for a child&#039;s name to be chosen by the Fae Emissary of the kingdom. The ceremony takes place on the child&#039;s first birthday and is considered a great honor. It is believed that the Fae Emissary, with her inherent connection to the mystical, is able to perceive the child&#039;s destiny and hence, bestow an appropriate name.&lt;br /&gt;
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* &#039;&#039;&#039;Knighting Ceremony&#039;&#039;&#039;: When a squire is ready to become a knight in Avaria, they are given a quest by the royal family. Upon successful completion, the Chief of Staff bestows upon them a white cloak, symbolizing their induction into the Avarian Army. The new knight then pledges to uphold the values of Avaria and protect its people, in a ceremony attended by the Royal Guard and citizens.&lt;br /&gt;
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* &#039;&#039;&#039;Fae Touch&#039;&#039;&#039;: This is a coming of age ceremony where adolescents are brought to the border of the [[Moonworld]] to receive a blessing from the fae. This is seen as a mark of maturity and is a rite of passage in Avarian culture.&lt;br /&gt;
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* &#039;&#039;&#039;Telling Stones&#039;&#039;&#039;: In remembrance of loved ones passed, people in Avaria use &#039;telling stones&#039;. These are small, flat stones on which a symbol or phrase representative of the deceased is etched. These stones are then placed at the family&#039;s dwelling or at a special site that the deceased loved.&lt;br /&gt;
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== History ==&lt;br /&gt;
Avaria&#039;s history is a vibrant tapestry woven over centuries, intertwining the destinies of mortals and Fae in a narrative that has shaped the kingdom&#039;s identity. From humble beginnings to the glorious kingdom it is today, Avaria&#039;s history is a tale of unity, resilience, magic, and a constant striving for peace.&lt;br /&gt;
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* &#039;&#039;&#039;Early History&#039;&#039;&#039;: The earliest history of Avaria is steeped in myth and legend. It is said that the first settlers of Avaria were gifted the land by the Fae, in recognition of a great deed done by the human leader, the first King of Avaria. The humans and the Fae lived in harmony, with the Fae teaching humans about magic, and the humans in turn teaching the Fae about mortality.&lt;br /&gt;
* &#039;&#039;&#039;Founding of the Kingdom&#039;&#039;&#039;: As the population grew, the need for structure and governance became apparent. The first King of Avaria, a man of wisdom and courage, founded the kingdom with the blessing of the Fae. This period saw the establishment of Avaria&#039;s system of government, including the establishment of noble houses and the formation of The Avarian Guard.&lt;br /&gt;
* &#039;&#039;&#039;The Age of Expansion&#039;&#039;&#039;: Avaria went through a period of expansion, as the kingdom&#039;s borders grew and new cities and towns were founded. Trade routes were established with neighboring kingdoms, and Avaria became known as a land of prosperity and magical innovation.&lt;br /&gt;
* &#039;&#039;&#039;The Great War&#039;&#039;&#039;: A significant period in Avarian history was the Great War, a conflict between Avaria and the kingdom of [[Dalr]]. Despite the war&#039;s challenges, Avaria stood resolute, its people unified in their desire to protect their kingdom and its values. The war ended in a hard-fought victory for Avaria, but left deep scars that took decades to heal.&lt;br /&gt;
* &#039;&#039;&#039;The Renaissance&#039;&#039;&#039;: After the war, Avaria went through a renaissance, with great advancements in arts, sciences, and magic. It was during this period that institutions like The Arcanum Lyceum and the University of Lumenara were established, marking Avaria as a center of learning in [[Faeloria]].&lt;br /&gt;
* &#039;&#039;&#039;Modern Era&#039;&#039;&#039;: In recent times, Avaria has focused on maintaining the peace and prosperity of the kingdom. The relationship with the Fae remains strong, with regular diplomatic and cultural exchanges. The kingdom continues to innovate in magic, arts, and technology, standing as a beacon of progress and harmony in [[Faeloria]].&lt;br /&gt;
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Throughout its history, Avaria has always upheld its core values of unity, wisdom, and respect for the Fae and magic. As a result, the kingdom enjoys an era of peace and prosperity, as it continues to write its story into the annals of [[Faeloria]]&#039;s history.&lt;br /&gt;
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== Demography and Population ==&lt;br /&gt;
Avaria is a diverse and inclusive kingdom—often reckoned alongside &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; as a &#039;&#039;&#039;strongly mixed&#039;&#039;&#039; realm where humans, elves, dwarves, halflings, &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;, and many others share guild halls and festival squares.&lt;br /&gt;
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* &#039;&#039;&#039;Humans&#039;&#039;&#039; - The majority of Avaria&#039;s populace is human. They hold a variety of roles within the kingdom, from farmers, merchants, and artisans to scholars, soldiers, and nobles. The humans of Avaria are known for their resilience, adaptability, and diverse cultural expressions.&lt;br /&gt;
* &#039;&#039;&#039;Fae&#039;&#039;&#039; - Given the kingdom&#039;s strong connection with the fae, a significant population of these mystical beings resides within Avaria&#039;s borders. Most commonly found within the Avarian Forest, the fae are cherished for their magical abilities and deep connection to nature.&lt;br /&gt;
* &#039;&#039;&#039;Elves&#039;&#039;&#039; - Both High Elves and Wood Elves have made Avaria their home. High Elves, known for their magical prowess and scholarly inclinations, often reside in Lumenara and contribute to its intellectual and magical institutions. Wood Elves, deeply connected to nature, are more common in towns like Faelight, closer to the forest and the outdoors.&lt;br /&gt;
* &#039;&#039;&#039;Dwarves&#039;&#039;&#039; - Primarily concentrated in Lunaridge, Dwarves are recognized for their craftsmanship and mining skills. They have a crucial role in Avaria&#039;s economy, providing a large portion of the kingdom&#039;s metalwork and gemstones.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; - &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Lumenara]]&#039;&#039;&#039;, and river markets host visible &#039;&#039;&#039;beast-kin&#039;&#039;&#039; artisans, guards, and ship crews as part of Avaria&#039;s celebrated &#039;&#039;&#039;mixed&#039;&#039;&#039; society; law varies by charter but &#039;&#039;&#039;density&#039;&#039;&#039; is high compared to the northern kingdoms.&lt;br /&gt;
* &#039;&#039;&#039;Halflings&#039;&#039;&#039; - Known for their jovial nature and affinity for comfort, Halflings are scattered throughout Avaria but have a significant presence in the agricultural town of Sunfield. Their close-knit communities and love for festivities make them beloved among Avarians.&lt;br /&gt;
* &#039;&#039;&#039;Others&#039;&#039;&#039; - Avaria is also home to smaller populations of various races such as Gnomes, Half-Elves, Half-Orcs, and Tieflings, among others. These individuals bring even more cultural diversity and unique abilities to the kingdom.&lt;br /&gt;
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Avaria is a kingdom where different races and cultures live in harmony. This diversity brings a wealth of knowledge, skills, and perspectives to the kingdom, creating a thriving and dynamic society that continues to evolve and prosper. The presence of both mundane and magical beings also means that Avaria is a place where the ordinary and extraordinary coexist, adding to the kingdom&#039;s unique charm and appeal.&lt;br /&gt;
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== Military ==&lt;br /&gt;
The military and defense of Avaria are paramount to maintaining its sovereignty and safety, particularly given the kingdom&#039;s position among multiple major factions within [[Faeloria]].&lt;br /&gt;
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* &#039;&#039;&#039;Avarian Guard&#039;&#039;&#039;: Serving as the mainstay of Avaria&#039;s armed forces, The Avarian Guard is a highly trained and disciplined military organization. They comprise primarily of infantry and cavalry units, donned in the kingdom&#039;s iconic white armor, a symbol of their unwavering commitment to justice and peace. Knights of The Avarian Guard are renowned for their skill and valor, having proven their mettle in many battles and skirmishes over the kingdom&#039;s history.&lt;br /&gt;
* &#039;&#039;&#039;Royal Guard&#039;&#039;&#039;: An elite subset of The Avarian Guard, the Royal Guard is tasked specifically with the protection of the royal family and key locations within the kingdom, such as the royal castle and strategic fortresses. The Royal Guard is led by a Captain, currently the courageous and charismatic Ser Rowan Meryndor, and a Lieutenant, the ever-loyal Ser Thoren Valhart. These individuals are often remarkable warriors, but they also possess sharp minds and the utmost loyalty to their kingdom.&lt;br /&gt;
* &#039;&#039;&#039;Militia&#039;&#039;&#039;: In times of war, Avaria can also call upon its local militias to supplement its main armed forces. These militias consist of able-bodied citizens trained to defend their homes and lands when necessary. This means that every city, town, and village in Avaria contributes to the kingdom&#039;s overall defense, reinforcing the unity and shared responsibility among the populace.&lt;br /&gt;
* &#039;&#039;&#039;[[Avarian Navy|Navy]]&#039;&#039;&#039;: Avaria&#039;s naval forces, headquartered in the bustling port town of [[Crystalport]], play a critical role in the kingdom&#039;s defense. The [[Avarian Navy]] is responsible for patrolling the kingdom&#039;s waters, protecting trade routes, and engaging in naval combat when necessary.&lt;br /&gt;
* &#039;&#039;&#039;Mage Corps&#039;&#039;&#039;: Due to the influence of the Fae and the Goddess [[Ariana]], magic plays a significant role in Avarian military strategy. The Mage Corps is a specialized division made up of skilled magic users who can provide both offensive and defensive magical support in conflicts.&lt;br /&gt;
* &#039;&#039;&#039;Fortifications&#039;&#039;&#039;: Avaria is well-fortified, with stone walls protecting major cities and forts strategically placed along the kingdom&#039;s borders and key routes. The Elysian Mountains also provide a natural barrier to potential invaders.&lt;br /&gt;
* &#039;&#039;&#039;Alliances and Diplomacy&#039;&#039;&#039;: In addition to its physical defenses, Avaria maintains a network of alliances with other factions and races. Diplomacy plays a key role in Avaria&#039;s strategy, ensuring the kingdom has friends to call upon in times of need.&lt;br /&gt;
&lt;br /&gt;
Despite its might, Avaria&#039;s military philosophy emphasizes peace and diplomacy over war. The kingdom&#039;s forces are trained to uphold the values of courage, honor, and protection of the innocent. While they are always prepared for war, they strive to maintain peace and only draw their swords when all other options have been exhausted. &lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Central to Avarian culture is the widespread faith in the Pantheon of [[Faeloria]], which is deeply interwoven with their everyday life and societal structures. The worship of these gods manifests in various ways, including festivals, daily prayers, rituals, and architectural structures like temples and shrines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronos&#039;&#039;&#039;, the Father and Creator of Time, is recognized as the supreme deity and is often invoked during ceremonies marking significant life changes or at the start of new endeavors. His symbol, the hourglass within a star-studded circle, adorns many important buildings and is often worn as an amulet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ariana]]&#039;&#039;&#039;, the Mother and Goddess of the Arcane and Motherhood, holds a special place in the hearts of Avaria&#039;s inhabitants due to the kingdom&#039;s deep connections with the fae. Temples dedicated to [[Ariana]] are centers for magical learning, and her festivals are among the most colorful and celebrated in Avaria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lucien]]&#039;&#039;&#039;, God of Luck, is a popular deity among adventurers, merchants, and anyone taking a risk or seeking fortune. Charms bearing his symbol, the four-leaf clover with various emblems, are common gifts and tokens of good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eriana]]&#039;&#039;&#039;, Goddess of Nature, is revered by those who work closely with the land and its creatures. Her symbol, the doe and dual-natured tree, is a common sight in places of natural beauty and at the heart of many local customs and celebrations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alcor&#039;&#039;&#039;, God of Protection and Sacrifice, is often invoked by The Avarian Guard and those facing danger or hardship. His symbol, the comet, is particularly prominent in the Avarian castle, symbolizing the kingdom&#039;s resilience and willingness to defend its people at any cost.&lt;br /&gt;
&lt;br /&gt;
The less commonly worshipped gods in Avaria include Cryos, Aros, and Inuera, who are associated with colder, harsher aspects of life such as ice, death, and change, respectively. Nonetheless, these gods too have their places in Avarian faith, recognized as essential parts of the cosmic balance and cycle of life. Temples dedicated to these gods can be found in Avaria, often frequented by those seeking to understand or cope with the more challenging facets of existence.&lt;br /&gt;
&lt;br /&gt;
In Avaria, religion and faith are not just about the divine; they&#039;re also about community, tradition, and a deep appreciation for the wonders of the cosmos. The gods&#039; teachings guide the Avarians in their daily life, helping to maintain the harmony and prosperity that the kingdom is known for.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
=== [[Dalr]] ===&lt;br /&gt;
Avaria&#039;s relationship with [[Dalr]] is cordial, albeit somewhat detached due to geographical barriers and cultural differences. While they share a northern border, the harsh and rugged terrain of the Elysian Mountains makes direct travel and communication between the two regions challenging.&lt;br /&gt;
&lt;br /&gt;
Economically, there is a reasonable amount of trade between Avaria and Dalr, facilitated mainly through daring mountain passes and maritime routes along the Lumina Sea. Dalr exports raw materials, especially precious metals and gems extracted from their rich mines, to Avaria, which are highly sought after for Avaria&#039;s skilled artisans and jewelers. In return, Avaria sends food, high-quality textiles, and finished goods to Dalr.&lt;br /&gt;
&lt;br /&gt;
Politically, Avaria and Dalr have been allies on a few occasions in history, usually against shared external threats. However, their political systems are quite different, with Avaria having a centralized monarchy while Dalr is characterized by its independent city-states each led by a Jarl. This has sometimes led to misunderstandings and disagreements in the political arena.&lt;br /&gt;
&lt;br /&gt;
When it comes to the Fae, the Avarians respect and acknowledge their influence more than Dalr. Avaria, with its verdant lands, shares a greater affinity with the Fae and often acts as a mediator between the Fae and other regions. This sometimes causes tension with Dalr, where the Fae&#039;s influence is much less pronounced and not always welcomed.&lt;br /&gt;
&lt;br /&gt;
Culturally, Avarians are intrigued by the resilience and hardiness of the Dalr people, often incorporating tales of their rugged strength into their own folklore and literature. Likewise, the people of Dalr have a grudging respect for the wealth and prosperity of Avaria, even if they see Avarian society as somewhat soft in comparison to their own.&lt;br /&gt;
&lt;br /&gt;
In summary, while Avaria and Dalr maintain a respectful and mutually beneficial relationship, their differing cultures, political structures, and views on the Fae have prevented them from forming a close alliance.&lt;br /&gt;
&lt;br /&gt;
=== Kokoro ===&lt;br /&gt;
The relationship between Kokoro and Avaria is generally cordial and marked by mutual respect. They are both powerful kingdoms in their own right and have traditionally maintained a balance of power in the region. Diplomatic relations between the two are strong, with embassies in each other&#039;s capitals, and they have often cooperated in matters of mutual interest.&lt;br /&gt;
&lt;br /&gt;
The two kingdoms have a robust trade relationship. Avaria&#039;s thriving marketplaces see a wealth of goods from Kokoro, including exotic spices, silks, and finely crafted items, while Avaria exports its own commodities like weapons, minerals, and magical items to Kokoro.&lt;br /&gt;
&lt;br /&gt;
Politically, there have been periods of tension and competition, particularly during succession crises or territorial disputes, but open warfare has been rare. Both kingdoms seem to understand that a war would be devastating for both parties and have generally chosen diplomatic negotiation over open conflict.&lt;br /&gt;
&lt;br /&gt;
Cultural exchange is also prevalent. There&#039;s a fascination in Avaria with Kokoro&#039;s unique culture, arts, and philosophy. Similarly, Kokoro respects Avarian advancements in magic and technology. The recent visit of Crown Prince Elden of Avaria to Kokoro has only strengthened these ties, with the Prince being immersed in Kokoran culture and bringing back knowledge and respect for their ways.&lt;br /&gt;
&lt;br /&gt;
However, the relationship isn&#039;t without its complications. Some factions in Avaria view Kokoro with suspicion, seeing their deep connections with the Fae as potentially threatening. Similarly, there are traditionalists in Kokoro who view Avaria&#039;s rapid technological progress and expansionist tendencies as a possible danger to the balance of power.&lt;br /&gt;
&lt;br /&gt;
In conclusion, while there is a deep mutual respect and strong diplomatic relations between Kokoro and Avaria, there are underlying tensions and uncertainties that could threaten the stability of their relationship if not carefully managed.&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
&#039;&#039;&#039;Law of Divine Respect&#039;&#039;&#039;: All citizens of Avaria, regardless of their race or status, are required to show respect to the deities recognized by the kingdom. This includes Chronos and his pantheon. Blasphemy or desecration of holy sites is punishable by law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equality Edict&#039;&#039;&#039;: All Avarian citizens are considered equal under the law. Discrimination based on race, class, or magical abilities is strictly prohibited. Offenders may face punishments ranging from fines to imprisonment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royal Decree of Education&#039;&#039;&#039;: Mandatory basic education for all children in Avaria, from the age of 5 till 15. This law ensures literacy and basic numeracy skills across the kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Conduct Act&#039;&#039;&#039;: All practitioners of magic are required to register with the Mage&#039;s Guild. Unauthorized use of potentially harmful magic within city limits is prohibited and punishable by fines, community service, or banishment in severe cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade Regulation Statutes&#039;&#039;&#039;: Any trade conducted within Avaria, including import and export, must be registered and approved by the Council of Lords. Illegal trade activities are punishable by fines or confiscation of goods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law of Sanctuary&#039;&#039;&#039;: Avaria recognizes the right to seek asylum. Those who have been persecuted in other realms and are seeking refuge will be given a fair hearing and due process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage Protection Act&#039;&#039;&#039;: Destruction or defacement of historical landmarks or cultural heritage sites is strictly prohibited. Offenders may face hefty fines, community service, or imprisonment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Conservation Law&#039;&#039;&#039;: Citizens are required to respect the natural environment. Activities that damage the ecosystem, such as excessive logging or poaching, are strictly regulated and can carry severe penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piracy and Banditry Decree&#039;&#039;&#039;: Piracy on the Lumina Sea or banditry on Avarian land is a high crime. Captured pirates or bandits are tried in a court of law and, if found guilty, face heavy penalties including long-term imprisonment or even execution in extreme cases.&lt;br /&gt;
&lt;br /&gt;
== Agriculture &amp;amp; Industry ==&lt;br /&gt;
Avaria boasts a diverse and prosperous economy, with significant contributions from various sectors:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agriculture&#039;&#039;&#039; - The fertile plains around Sunfield and other rural areas produce a bountiful array of crops and livestock. Renowned for its wines, grains, and fruits, Avaria&#039;s agricultural sector feeds the kingdom and supports a healthy trade in these goods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mining and Metalwork&#039;&#039;&#039; - The Elysian Mountains are rich with mineral deposits, including iron, silver, and precious gemstones. The town of Lunaridge is a key player in this industry, supplying the kingdom with essential metals and beautiful jewelry. Dwarven craftsmanship is especially prized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forestry and Herbalism&#039;&#039;&#039; - Avaria&#039;s vast forests provide timber for construction and a wealth of herbs for medicine, cooking, and magic. Faelight, with its unique blend of human and fae residents, is a hub for herbal remedies and magical ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade and Commerce&#039;&#039;&#039; - With a bustling market in every town and city, and a particularly active trade district in Lumenara, Avaria thrives on commerce. The port town of Crystalport facilitates maritime trade, bringing in exotic goods from distant lands and exporting Avarian products overseas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic and Arcane Services&#039;&#039;&#039; - Given the strong fae presence and high number of magic users, services related to the arcane arts are in high demand. This includes enchantments, magical education, potion brewing, and more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafts and Artisanship&#039;&#039;&#039; - Avaria is known for its artisans who produce a variety of goods, from clothing and pottery to furniture and decorative items. Starryglen is particularly famous for its unique crafts and enchanted items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourism&#039;&#039;&#039; - With its breathtaking landscapes, unique cities, and a rich blend of cultures, Avaria attracts visitors from far and wide. Tourism is an essential part of the economy, with travelers contributing to local businesses and enriching the kingdom&#039;s cultural exchange.&lt;br /&gt;
&lt;br /&gt;
These various sectors interlink and support one another, creating a robust and balanced economy that allows Avaria to prosper and maintain its high standard of living. Trade alliances, both domestic and international, further bolster Avaria&#039;s economic strength, making it a major player in the broader economic landscape of [[Faeloria]].&lt;br /&gt;
&lt;br /&gt;
== Trade &amp;amp; Transport ==&lt;br /&gt;
Trade in Avaria is primarily conducted through an intricate network of well-maintained roads that span across the entire kingdom, reaching every city and town. The Lumina Sea serves as a natural highway, enabling sea trade from Crystalport, Avaria&#039;s principal port, to Luxor and [[Dalr]]. Land routes are the predominant mode of transport, with robust caravans facilitating trade with Kokoro, Norin, and the city-state of Ix. High-value or time-sensitive goods might also be transported via magical means or flying couriers when necessary.&lt;br /&gt;
&lt;br /&gt;
Adding another layer to this bustling trade network is the presence of the HighGrad Trading Company. Formed by High-Elves, HighGrad has rapidly grown into a merchant powerhouse, holding warehouses and stores across all territories. With their efficient distribution network and deep understanding of market dynamics, HighGrad has a significant role in both local and cross-territory commerce.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
In Avaria, education and the pursuit of knowledge are held in high regard, seen as both a privilege and a duty by its people. The kingdom&#039;s education system is a unique blend of traditional learning and mystical teachings, reflecting the kingdom&#039;s close ties with the Fae.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Institutions of Learning&#039;&#039;&#039;: Avaria is home to several renowned institutions dedicated to the study of various disciplines. The [[Arcanum Lyceum]] is the pinnacle of magical learning in Avaria, where the finest minds delve into arcane mysteries and Fae lore. The University of Lumenara offers courses in literature, history, and philosophy, with a renowned library that houses manuscripts from across [[Faeloria]]. The Royal Military Academy in Lumenara trains Avaria&#039;s youth in the arts of war, strategy, and leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elementary Education&#039;&#039;&#039;: Education in Avaria begins at an early age. In the capital city and larger towns, public schools offer foundational education, teaching young Avarians reading, writing, arithmetic, and the basics of Faelorian history. In the more rural parts of Avaria, education is often provided by local tutors, with lessons interspersed with practical skills necessary for rural life.&lt;br /&gt;
&lt;br /&gt;
Magical Education: Given the Fae influence on Avaria, magical education is an integral part of the curriculum. From a young age, children are taught to respect and understand the magic that infuses their world. Those showing a natural affinity for magic are often guided to further develop their skills, either at The Arcanum Lyceum or under private tutelage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Access to Education&#039;&#039;&#039;: The royal family of Avaria believes in the importance of education for all. Though higher education at prestigious institutions might require substantial resources, efforts have been made to ensure basic education is accessible to every citizen. Scholarships are also available to those of great potential or need, providing opportunities for every citizen to rise to their full potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifelong Learning&#039;&#039;&#039;: Learning in Avaria is not limited to formal institutions. The Avarian people are encouraged to be lifelong learners, continually seeking to broaden their horizons. Regular public lectures, exhibitions, and cultural exchange programs with the Fae ensure that education extends beyond the classroom walls.&lt;br /&gt;
&lt;br /&gt;
This emphasis on education and learning has shaped Avaria into a kingdom of enlightened citizens, skilled magicians, and wise leaders, firmly grounding it as a beacon of knowledge and wisdom in [[Faeloria]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Kingdoms]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Dalr&amp;diff=694</id>
		<title>Dalr</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Dalr&amp;diff=694"/>
		<updated>2026-04-22T17:15:25Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Dalr: demography (human/dwarf/rare elf-Kith-Fae); Kokoro blurb; Fae bondage note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Dalr =&lt;br /&gt;
&lt;br /&gt;
Dalr is a kingdom of the frozen north in [[Faeloria]], a forbidding realm where knights in black armor hold power and the shadow of slavery still lingers. Unlike the centralized monarchy of [[Avaria]] to its south, Dalr is characterized by independent city-states, each led by a Jarl. The land is framed by the Lumina Sea to the west and the Stormrift Sea to the east, with the barren Frostlands to the north and the Iron Range cutting through its heart. Its people are known for their resilience and hardiness, and for a grudging respect—when given—for the wealth of southern realms, which they often regard as soft by comparison. Trade with Avaria and others runs along daring mountain passes and maritime routes, with Dalr exporting precious metals and gems from its rich mines in return for food, textiles, and finished goods.&lt;br /&gt;
&lt;br /&gt;
== Geography of Dalr ==&lt;br /&gt;
&lt;br /&gt;
Dalr occupies a rugged landmass between two seas. To the north, &#039;&#039;&#039;The Frostlands&#039;&#039;&#039; stretch into desolate, cold terrain—a buffer between the kingdom and the harshest of the northern wastes. The &#039;&#039;&#039;Iron Range&#039;&#039;&#039; runs through the centre of the realm, a chain of dark, mineral-rich mountains that supply the kingdom with ore and form a natural spine. To the south, the land gives way to the &#039;&#039;&#039;Blackthorn Forest&#039;&#039;&#039;, a dense woodland, and beyond it the southern badlands that border the frontier with [[Avaria]], where [[Frostwatch Keep]] faces [[Starfall Citadel]] across the contested pass.&lt;br /&gt;
&lt;br /&gt;
The Lumina Sea borders Dalr&#039;s western coast, linking it by ship to [[Crystalport]] and Avarian trade. The &#039;&#039;&#039;Stormrift Sea&#039;&#039;&#039; lies to the east, with coastal towns serving as watchpoints and harbours. A major river rises in the north near the Frostlands, flows south past [[Ironhold]], and turns west to empty into the Lumina Sea at [[Frostharbor]], forming a vital corridor for transport and trade. The climate ranges from bitter cold in the Frostlands to temperate along the coasts and in the sheltered valleys, with long winters and short, fierce summers.&lt;br /&gt;
&lt;br /&gt;
== Fae and the North ==&lt;br /&gt;
&lt;br /&gt;
Where [[Avaria]] embraces the Fae, Dalr holds them at arm&#039;s length. The Fae&#039;s influence is much less pronounced in the north and not always welcomed; the rugged, practical culture of the Dalrian city-states places less stock in arcane resonance and more in strength, mining, and martial order. This difference has at times caused tension with Avaria, which often acts as a mediator between the Fae and other regions.&lt;br /&gt;
&lt;br /&gt;
Where a &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; is captured rather than merely glimpsed, some Jarls still keep &#039;&#039;&#039;old iron bonds&#039;&#039;&#039; and &#039;&#039;&#039;oaths of silence&#039;&#039;&#039;—practices [[Avaria]] names slavery and sacrilege. In Dalr, worship and custom tend to favour the sterner aspects of the [[Pantheon]]—[[Cryos]], [[Aros]], and [[Inuera]]—reflecting a world of ice, endings, and change.&lt;br /&gt;
&lt;br /&gt;
== Major Settlements of Dalr ==&lt;br /&gt;
&lt;br /&gt;
Dalr is anchored by its capital and a network of towns and strongholds, each under the sway of a Jarl or local lord.&lt;br /&gt;
&lt;br /&gt;
=== [[Ironhold]] ===&lt;br /&gt;
&#039;&#039;Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ironhold sits at the foothills of the Iron Range, straddling the kingdom&#039;s main river. It is the political and economic heart of Dalr—a fortified city where the Jarls gather, ore and gemstones flow to market, and the kingdom&#039;s black-armoured guardians are mustered. The capital embodies Dalr&#039;s blend of mining wealth, martial tradition, and independence.&lt;br /&gt;
&lt;br /&gt;
=== [[Frostwatch Keep]] ===&lt;br /&gt;
&#039;&#039;Southern Frontier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frostwatch Keep stands at the southern edge of the Blackthorn Forest, on Dalr&#039;s side of the badlands opposite [[Starfall Citadel]]. It is a vital defensive outpost, guarding the southern approach and the routes that connect to the mountain pass. Dalrian historians record that the &amp;quot;key to the south&amp;quot; has been sought for generations; Frostwatch Keep and the pass beyond remain the threshold between Dalr and Avaria.&lt;br /&gt;
&lt;br /&gt;
=== [[Frostfall]] ===&lt;br /&gt;
&#039;&#039;Northern Outpost&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nestled just south of the Frostlands, Frostfall is a frontier settlement at the edge of forest and river. It serves as a northern gateway and a base for those who venture into the frozen wastes or trade along the river toward Ironhold and Frostharbor.&lt;br /&gt;
&lt;br /&gt;
=== [[Frostharbor]] ===&lt;br /&gt;
&#039;&#039;Western Port&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frostharbor lies at the mouth of the great river where it meets the Lumina Sea. As one of Dalr&#039;s principal ports, it handles maritime trade with Avaria and beyond, exporting ore and gems and importing food and manufactured goods. The town thrives on fishing, shipbuilding, and the constant flow of cargo along the coast.&lt;br /&gt;
&lt;br /&gt;
=== [[Stormwatch]] ===&lt;br /&gt;
&#039;&#039;Eastern Coast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stormwatch sits on the eastern coast at the edge of the Iron Range, facing the Stormrift Sea. It functions as a watchpoint and trade hub, linking the interior to eastern waters and reinforcing Dalr&#039;s presence on both seas.&lt;br /&gt;
&lt;br /&gt;
=== [[Raven&#039;s Roost]] ===&lt;br /&gt;
&#039;&#039;Western Settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raven&#039;s Roost lies west of the Iron Range and south of Frostfall, surrounded by forested terrain. It is a village or small town typical of Dalr&#039;s inland settlements—hardy, self-reliant, and tied to the roads that connect it to Ironhold and the coast.&lt;br /&gt;
&lt;br /&gt;
=== [[Tide&#039;s End]] ===&lt;br /&gt;
&#039;&#039;Southwestern Shore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tide&#039;s End is a small coastal settlement on the southwestern tip of the realm, south of Frostharbor and bordering the Blackthorn Forest. Its name evokes the edge of the known coast; it serves fishermen, traders, and those who skirt the forest to reach the southern badlands.&lt;br /&gt;
&lt;br /&gt;
=== [[Blackthorn Hall]] ===&lt;br /&gt;
&#039;&#039;Forest Seat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blackthorn Hall lies deep within the Blackthorn Forest, southeast of Ironhold. It appears as a single prominent building or complex—a manor, keep, or seat of a Jarl—rather than a sprawling town, and is a focal point of power and tradition within the forest.&lt;br /&gt;
&lt;br /&gt;
== Organizations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of the Black Armour&#039;&#039;&#039;: The kingdom&#039;s martial elite are known for their black armour, in deliberate contrast to Avaria&#039;s white-clad guardians. They uphold the authority of the Jarls, garrison key strongholds such as Frostwatch Keep, and patrol the borders and mountain passes. Their reputation for toughness and discipline is respected even by their southern neighbours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Jarls&#039;&#039;&#039;: Dalr is not ruled by a single crown but by independent city-states, each led by a Jarl. These lords govern their own territories, raise forces, and negotiate trade and treaties. Gatherings at Ironhold coordinate common defence and commerce, but each Jarl retains substantial autonomy—a structure that has at times led to friction with the centralized monarchy of Avaria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mining and Smithing Guilds&#039;&#039;&#039;: The Iron Range and Dalr&#039;s mines are the lifeblood of the economy. Guilds control the extraction of precious metals and gems and the forging of arms and tools, making mining and metalwork central to Dalrian identity and trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal and River Traders&#039;&#039;&#039;: Frostharbor, Stormwatch, and the river corridor support a class of merchants and shipmasters who trade along the Lumina Sea and the Stormrift Sea, and who brave the mountain passes to exchange goods with Avaria and, by longer routes, with [[Kokoro]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Dalrian culture prizes resilience, hardiness, and self-reliance. Storytelling and song often celebrate endurance, martial prowess, and the harsh beauty of the north. Compared to Avaria, there is less emphasis on Fae-inspired art and more on practical craft, mining lore, and the honour of the Jarls. Outsiders are sometimes seen as soft; in return, Avarians and others tell tales of Dalrian ruggedness and strength. Festivals and customs tend to reflect the long winters and the worship of [[Cryos]], [[Aros]], and [[Inuera]], with gatherings around fire and mead and ceremonies that mark the turning of the seasons and the remembrance of the dead.&lt;br /&gt;
&lt;br /&gt;
== Festivals ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Frost&#039;s Turning&#039;&#039;&#039;: A midwinter observance honouring [[Cryos]], the Winter and Lord of the Underworld. Communities gather around great fires, share provisions, and reaffirm bonds of loyalty to their Jarl. It is a time of stillness and completion before the slow return of light.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Forge&#039;s Light&#039;&#039;&#039;: Celebrated when the first ore of the new year is smelted, this festival honours the mines and smithies of the Iron Range. Smiths display their finest work, and Jarls often commission arms or gifts to mark the occasion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Passage of Aros&#039;&#039;&#039;: A solemn remembrance of the dead, aligned with the domain of [[Aros]]. Families and warbands honour fallen kin and comrades with toasts, stories, and offerings at shrines or barrows.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inuera&#039;s Wheel&#039;&#039;&#039;: A festival of change and renewal, associated with [[Inuera]]. It marks transitions—of leadership, of season, or of fortune—and is often used to seal new alliances or settle disputes under the gaze of the goddess of transformation.&lt;br /&gt;
&lt;br /&gt;
== Traditions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Jarl&#039;s Oath&#039;&#039;&#039;: When a new Jarl rises, they swear before their hold and their people to defend the land, uphold the law of the city-state, and treat with other Jarls as equals. The oath is witnessed by warriors and elders and sealed with the exchange of arms or tokens.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;First Blood&#039;&#039;&#039;: Young warriors of Dalr often prove themselves in ritual combat or in patrols along the frontier. &amp;quot;First blood&amp;quot; drawn in defence of the realm or in honourable duel is a rite of passage recognised across the kingdom.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Rights&#039;&#039;&#039;: Access to the mines of the Iron Range is governed by tradition and agreement among Jarls and guilds. Disputes are settled at Ironhold or by designated arbitrators, with heavy penalties for those who break the compact.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Origins&#039;&#039;&#039;: Dalr&#039;s early history is one of scattered holds and clans in the north, united by necessity against the Frostlands and by the wealth of the Iron Range. The rise of the Jarls and the city-states replaced older tribal structures while preserving a culture of independence and martial pride.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Great War&#039;&#039;&#039;: A defining conflict pitted Dalr against [[Avaria]]. Dalrian forces pushed south, and the fortress that would become [[Starfall Citadel]] was seen as the &amp;quot;key to the south.&amp;quot; The war ended in a hard-fought victory for Avaria, leaving deep scars on both kingdoms. Dalrian chronicles speak of repeated attempts to take the citadel, whose walls &amp;quot;glowed with the light of the heavens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modern Era&#039;&#039;&#039;: In recent times, Dalr and Avaria maintain a cordial but detached relationship. Trade flourishes along mountain passes and the Lumina Sea: Dalr exports raw materials and gems; Avaria sends food, textiles, and finished goods. The two have occasionally allied against shared threats, but differing views on the Fae, sovereignty, and the legacy of the Great War have prevented a close alliance. Frostwatch Keep and Starfall Citadel remain the symbolic and military fulcrum between the two realms.&lt;br /&gt;
&lt;br /&gt;
== Demography and Population ==&lt;br /&gt;
&lt;br /&gt;
Dalr is &#039;&#039;&#039;overwhelmingly human&#039;&#039;&#039; in census and in cultural self-image: Jarldoms speak with a human voice of feud, sea, and mine. Beside them, &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; form the largest non-human population—guild miners and master smiths of the [[Iron Range]] are often dwarven families whose charter predates the youngest human Jarl.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; exist in Dalr but are &#039;&#039;&#039;very few&#039;&#039;&#039;—typically individual scholars, envoys, or exiles in ports rather than elven districts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; are &#039;&#039;&#039;very rare&#039;&#039;&#039; in the heartland; a single beast-kin caravan guard in [[Frostharbor]] may be the only Kith some storm-fishermen ever meet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; are &#039;&#039;&#039;almost never&#039;&#039;&#039; seen openly—and &#039;&#039;&#039;where one is taken&#039;&#039;&#039;, Avarian embassies and northern ballads alike record &#039;&#039;&#039;bondage&#039;&#039;&#039;: glamour broken by cold-iron custom, forced labour in mine and hall, and law that rarely names the prisoner &#039;&#039;&#039;person&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; and other ancestries occur along trade routes in ones and twos. Mortal slavery, condemned abroad, still casts a shadow; &#039;&#039;&#039;Fae&#039;&#039;&#039; captivity is rarer by head-count but &#039;&#039;&#039;heavy in propaganda&#039;&#039;&#039; on both sides of the border.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
The military might of Dalr rests on the knights in black armour, the garrisons of strongholds such as Frostwatch Keep, and the levies and warbands raised by the Jarls. Defence of the southern frontier against incursion from the badlands and the pass is a constant concern. Naval forces operate from Frostharbor and Stormwatch, protecting trade on the Lumina Sea and the Stormrift Sea. Unlike Avaria, Dalr does not rely on a centralised royal army or a strong Fae-aligned Mage Corps; instead, coordination among the Jarls and their retainers defines its military structure.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The [[Pantheon]] of Faeloria is acknowledged in Dalr, but the balance of devotion tilts toward the sterner gods. &#039;&#039;&#039;[[Cryos]]&#039;&#039;&#039;, the Winter and Lord of the Underworld, is widely revered; his domains of ice, stillness, and completion resonate with the northern climate and Dalrian temperament. &#039;&#039;&#039;[[Aros]]&#039;&#039;&#039;, God of Death, and &#039;&#039;&#039;[[Inuera]]&#039;&#039;&#039;, Goddess of Change, hold prominent places in ritual and myth. &#039;&#039;&#039;[[Chronos]]&#039;&#039;&#039; is honoured as the Father of Time and the framework of existence. Temples and shrines to [[Ariana]] and the Fae-touched deities are rarer and less central than in Avaria, reflecting the kingdom&#039;s more distant relationship with the Fae.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Avaria ===&lt;br /&gt;
&lt;br /&gt;
Dalr and [[Avaria]] share a northern–southern border, with the Elysian Mountains and the pass at [[Starfall Citadel]] and [[Frostwatch Keep]] between them. Relations are cordial but detached: trade in raw materials and finished goods is substantial, and the two have at times stood together against common foes. Politically, the centralized monarchy of Avaria and the Jarl-led city-states of Dalr often misunderstand or disagree. Culturally, Avarians admire Dalrian resilience; Dalrians regard Avarian prosperity with grudging respect but often see southern society as soft. The legacy of the Great War and differing views on the Fae and on slavery keep the two from a close alliance.&lt;br /&gt;
&lt;br /&gt;
=== Kokoro ===&lt;br /&gt;
&lt;br /&gt;
[[Kokoro]] lies south-east across arduous passes or long sea lanes. Eastern chronicle is &#039;&#039;&#039;not&#039;&#039;&#039; Dalrian scripture: Kokoro is &#039;&#039;&#039;[[Kith]]-forward&#039;&#039;&#039; in public craft and port life while &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; still anchor most ledgers—a &#039;&#039;&#039;weighted&#039;&#039;&#039; visibility of beast-kin beside human hosts, not a mirror of [[Avaria]]&#039;s open [[Fae]] court. Dalr trades ore and gems for silks and spices; Jarls grumble about &#039;&#039;&#039;eastern glamour&#039;&#039;&#039; while counting the coin.&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
&lt;br /&gt;
Law in Dalr is administered by the Jarls and their courts within each city-state. Punishments tend to be harsh; honour, debt, and mining rights are defended by strict custom and by force when necessary. The use of slaves, though controversial and condemned by Avaria, persists in some forms in parts of the kingdom, casting a shadow that outsiders use to label Dalr as a &amp;quot;dark kingdom&amp;quot; despite the complexity of its society and the dignity many of its people claim.&lt;br /&gt;
&lt;br /&gt;
== Agriculture &amp;amp; Industry ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mining and Metalwork&#039;&#039;&#039;: The Iron Range is the backbone of the economy. Precious metals and gems are extracted and traded to Avaria and beyond; smiths produce arms, tools, and jewellery prized across Faeloria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fishing and Maritime Trade&#039;&#039;&#039;: Frostharbor and Stormwatch support fishing fleets and merchant traffic on the Lumina Sea and the Stormrift Sea. The river from Frostfall through Ironhold to Frostharbor carries ore and goods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forestry&#039;&#039;&#039;: The Blackthorn Forest supplies timber and game; Blackthorn Hall and the settlements along its edge depend on these resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agriculture&#039;&#039;&#039;: Cultivable land is limited by climate and terrain. Valleys and sheltered areas produce hardy crops and livestock; the kingdom often relies on trade for grain and luxuries.&lt;br /&gt;
&lt;br /&gt;
== Trade &amp;amp; Transport ==&lt;br /&gt;
&lt;br /&gt;
Trade is conducted along the Lumina Sea (linking Frostharbor to [[Crystalport]] and Avaria), the Stormrift Sea, and the river that runs from the north through Ironhold to Frostharbor. Mountain passes—including the [[Starpass Trail]]—connect Dalr to Avaria and other regions. Caravans and armed escorts are common; the Jarls and guilds protect routes and tax commerce. High-value cargo—gems, refined metal, and finished goods—moves by river, road, and ship.&lt;br /&gt;
&lt;br /&gt;
Trade with [[Kokoro]], the kingdom to the south-east, follows overland routes through the central mountain passes and the heartlands, or the long sea route by way of the Stormrift Sea and the Yugure Ocean. Dalr sends ore and gems to Kokoro and imports exotic spices, silks, and crafted wares. The north-east, across the Stormrift Sea, remains largely open territory; Dalrian vessels and caravans occasionally probe its coasts and trails in search of resources or new markets.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
&lt;br /&gt;
Education in Dalr is practical and martial. Smiths, miners, and warriors pass knowledge through apprenticeship and service to the Jarls. There is no equivalent to Avaria&#039;s [[Arcanum Lyceum]] or Fae-touched academies; learning focuses on craft, combat, navigation, and the lore of the north. Chronicles and songs preserve history and law, often in the halls of the Jarls or the guilds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kingdoms]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Kokoro&amp;diff=693</id>
		<title>Kokoro</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Kokoro&amp;diff=693"/>
		<updated>2026-04-22T17:15:24Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Kokoro: Kith-weighted peoples section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kokoro =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kokoro&#039;&#039;&#039; is the south-eastern kingdom of [[Faeloria]], occupying the eastern continent across the [[Stormrift Sea]] from the central landmass. It is a realm of refined traditions, where craftsmanship, perfection, self-improvement, and enlightenment are woven into daily life and governance. Its peoples are known for their dedication to mastery—whether in the arts, the blade, meditation, or the shaping of materials—and for a cultural emphasis on harmony, discipline, and the gradual refinement of the self. Kokoro&#039;s distinct identity has developed over centuries in relative separation from the western kingdoms such as [[Avaria]] and [[Luxor]], though trade and occasional diplomatic contact cross the Stormrift. In Faelorian lore, Kokoro is sometimes the setting or origin of tales that speak of wisdom, sacrifice, and the power of names—such as the story known as &#039;&#039;The Woman Who Knew the Name&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Kokoro spans the eastern continent, bounded to the west by the Stormrift Sea and to the east by the &#039;&#039;&#039;Yugure Ocean&#039;&#039;&#039;. The &#039;&#039;&#039;Spine Mountains&#039;&#039;&#039;—a snow-capped range running along the kingdom&#039;s eastern edge—form a dramatic barrier between the interior and the ocean, their peaks and valleys home to secluded temples, mining communities, and settlements that live in the shadow of the heights. To the west and south, the land opens into the &#039;&#039;&#039;Fair Plains&#039;&#039;&#039;, a broad expanse of fertile grassland and gentle hills that supports agriculture, horse-breeding, and the overland routes linking Kokoro&#039;s heartland to the coast. The &#039;&#039;&#039;Red Lake&#039;&#039;&#039;, a striking body of water within the Fair Plains, is both a landmark and a place of cultural and spiritual significance. The kingdom&#039;s southern and eastern coastlines—often referred to in local tradition as the &amp;quot;azure shores&amp;quot; or &amp;quot;salt winds&amp;quot;—face the ocean and the straits that connect the Stormrift to the wider sea, making Kokoro a natural partner for maritime trade with the central continent.&lt;br /&gt;
&lt;br /&gt;
== Culture and values ==&lt;br /&gt;
&lt;br /&gt;
Kokoro&#039;s culture is built on ideals of refinement and continuous improvement. Excellence in craft—whether in metalwork, calligraphy, gardening, tea ceremony, or the martial arts—is not merely admired but pursued as a path toward self-mastery and, in many traditions, spiritual clarity. Perfection is understood as an asymptote: one may never fully reach it, but the act of striving is itself virtuous. This philosophy extends to governance, education, and the arts; form, ritual, and attention to detail are seen as expressions of respect and order. Enlightenment and inner peace are widely valued, often sought through meditation, study, pilgrimage, and the disciplined practice of a chosen art. Outsiders sometimes characterise Kokoro&#039;s people as reserved or formal, though hospitality and deep loyalty are equally part of the culture—once trust is earned. (Out-of-world reference: Kokoro&#039;s aesthetic and values are inspired by [East Asian] traditions; these do not exist within Faeloria.)&lt;br /&gt;
&lt;br /&gt;
== Peoples and ancestries ==&lt;br /&gt;
&lt;br /&gt;
Among mortals, &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; are &#039;&#039;&#039;especially visible&#039;&#039;&#039; in Kokoro compared to western kingdoms: craft halls, port registries, and public festivals treat beast-kin shipwrights, archivists, and duel-students as &#039;&#039;&#039;ordinary&#039;&#039;&#039; participants rather than foreign wonders. &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; still number highly in census ledgers—most household heads and temple sponsors remain human—but travellers&#039; chronicles are not wrong to notice &#039;&#039;&#039;ears, tails, and scaled hands at every second stall&#039;&#039;&#039; in eastern markets.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;Kith-weighted&#039;&#039;&#039; demography is tied in scholarly dispute to eastern trade, marriage custom, artisan lineages, and (more controversially) glamour at &#039;&#039;&#039;azure&#039;&#039;&#039; shores and &#039;&#039;&#039;[[Twilight]]&#039;&#039;&#039; hours. It is &#039;&#039;&#039;not&#039;&#039;&#039; a claim that Kokoro is majority non-human—only that &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; presence exceeds [[Avaria]] or [[Luxor]] in &#039;&#039;&#039;density&#039;&#039;&#039; and &#039;&#039;&#039;ease of public life&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Major settlements ==&lt;br /&gt;
&lt;br /&gt;
Kokoro&#039;s towns and cities reflect its geography and values: coastal gateways, lakeside sanctuaries, forest settlements, and mountain strongholds each contribute to the kingdom&#039;s character.&lt;br /&gt;
&lt;br /&gt;
=== Shiokaze (Salt Wind) ===&lt;br /&gt;
&#039;&#039;Coastal town&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A port and fishing community on the kingdom&#039;s coast, where the wind carries the tang of salt and the smell of the sea. Shiokaze serves as a gateway for trade across the Stormrift and is known for its shipwrights, salted goods, and the hardy folk who make their living from the waves. Pilgrims and merchants often pass through on their way to or from the interior.&lt;br /&gt;
&lt;br /&gt;
=== Hasu-ko (Lake Lotus) ===&lt;br /&gt;
&#039;&#039;Lakeside settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nestled along the shores of the Red Lake, Hasu-ko is famed for its lotus gardens, tranquil waters, and the temples and retreats that dot its shoreline. It is a centre of contemplation, healing arts, and the cultivation of both literal and symbolic lotuses—a place where many come to seek clarity or recovery away from the bustle of the coast and the mountains.&lt;br /&gt;
&lt;br /&gt;
=== Hekigan (Azure Coast) ===&lt;br /&gt;
&#039;&#039;Coastal settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A settlement along the azure coastline of Kokoro, where the sea meets rugged cliffs and sheltered bays. Hekigan is associated with seafaring, trade, and the distinctive local traditions of the coast. Its name evokes the clarity of the waters and the sky in this region, and it is often counted among the kingdom&#039;s most picturesque ports.&lt;br /&gt;
&lt;br /&gt;
=== Kogane Mori (Golden Forest) ===&lt;br /&gt;
&#039;&#039;Forest settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A community set within or at the edge of a forest whose foliage—especially in certain seasons—takes on warm, golden tones. Kogane Mori is linked to forestry, craftsmanship in wood and paper, and the quiet pursuit of arts that draw inspiration from the natural world. Travellers speak of its autumn colours and the skill of its artisans.&lt;br /&gt;
&lt;br /&gt;
=== Kasumizuki (Misty Moon) ===&lt;br /&gt;
&#039;&#039;Highland or secluded settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A place often shrouded in mist, whether in the mountains or in a secluded valley—its name evokes the moon seen through haze. Kasumizuki is associated with mystery, meditation, and traditions that favour solitude and reflection. It may serve as a retreat, a site of learning, or a waystation for those journeying into the Spine Mountains.&lt;br /&gt;
&lt;br /&gt;
=== Ryuto (Dragon&#039;s Lantern) ===&lt;br /&gt;
&#039;&#039;Mountain or valley settlement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Named for the dragon in local legend and the &amp;quot;lantern&amp;quot; that guides travellers—whether a literal light, a temple beacon, or a metaphor for wisdom. Ryuto lies in or near the Spine Mountains, in a region where dragon lore runs deep. It is a natural stop for those crossing the heights or seeking the martial and spiritual disciplines practised in the high valleys.&lt;br /&gt;
&lt;br /&gt;
== Relations with other realms ==&lt;br /&gt;
&lt;br /&gt;
Kokoro maintains trade and occasional diplomatic ties with the central continent. [[Crystalport]] and other Avarian ports conduct sea trade across the Stormrift; [[Luxor]]&#039;s eastern border faces Kokoro, and merchants and emissaries move between them. Kokoro&#039;s customs, language, and aesthetic differ markedly from those of Avaria, Luxor, or [[Dalr]], but the kingdom is generally regarded as a stable and refined power—one that values order, mastery, and the preservation of its own traditions while engaging with the wider world when it serves the realm&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Faeloria]] — The world and its kingdoms.&lt;br /&gt;
* [[Avaria]] — Western kingdom; trade and diplomacy across the Stormrift.&lt;br /&gt;
* [[Luxor]] — North-eastern kingdom; neighbour and trade partner to the west.&lt;br /&gt;
* [[Crystalport]] — Avarian port and gateway for sea trade with Kokoro.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kingdoms]]&lt;br /&gt;
[[Category:Kokoro]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Luxor&amp;diff=692</id>
		<title>Luxor</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Luxor&amp;diff=692"/>
		<updated>2026-04-22T17:15:23Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create Luxor: region article, mixed demography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Luxor =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luxor&#039;&#039;&#039; is the north-eastern reach of [[Faeloria]], storied in the &#039;&#039;&#039;[[Chronicles of Faeloria|Chronicles of Faefall]]&#039;&#039;&#039; for forsaken temples, pilgrim roads, and cities such as &#039;&#039;&#039;[[Norin]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039;. Sea trade links its coasts to [[Crystalport]] in [[Avaria]] and to [[Dalr|Dalr&#039;s]] western ports; overland routes face [[Kokoro]] to the south-east.&lt;br /&gt;
&lt;br /&gt;
Luxor is treated here as a &#039;&#039;&#039;kingdom or great region&#039;&#039;&#039; in chronicle—its exact borders shift by treaty and by bard.&lt;br /&gt;
&lt;br /&gt;
== Peoples and ancestries ==&lt;br /&gt;
&lt;br /&gt;
Luxor is reckoned a &#039;&#039;&#039;strongly mixed&#039;&#039;&#039; realm: &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; lead most civic chronicles and guild charters, but &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; sit openly on river barges, archive steps, and shrine courtyards without foreign novelty. Travellers compare Luxoran openness to [[Avaria]]&#039;s cosmopolitan ports—though Luxor lacks Avaria&#039;s royal [[Fae]] emissary tradition.&lt;br /&gt;
&lt;br /&gt;
== Major places (from chronicle) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Norin]]&#039;&#039;&#039; — Major city; Garden of Night-Blooming Lilies; Faefall-era relics in tale.&lt;br /&gt;
* &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039; — Free city; &#039;&#039;&#039;[[Natsuko]]&#039;&#039;&#039; shrine; &#039;&#039;&#039;Archives of Ix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Chronicles of Faeloria]]&lt;br /&gt;
* [[Avaria]]&lt;br /&gt;
* [[Dalr]]&lt;br /&gt;
* [[Kokoro]]&lt;br /&gt;
* [[Crystalport]]&lt;br /&gt;
* [[Faeloria]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kingdoms]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Kith&amp;diff=691</id>
		<title>Kith</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Kith&amp;diff=691"/>
		<updated>2026-04-22T17:15:22Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Update Kith: lineages/demographics, Category:Species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kith =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kith&#039;&#039;&#039; (also called &#039;&#039;&#039;beast-kin&#039;&#039;&#039;, or poetically &#039;&#039;&#039;Twilight-marked&#039;&#039;&#039; / &#039;&#039;&#039;Veil-marked&#039;&#039;&#039; in sermons) are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] whose bodies carry &#039;&#039;&#039;animal or draconic echoes&#039;&#039;&#039; — ears, tails, eyes, scales, horns, and similar traits ranging from subtle to unmistakable. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]], not natives of the [[Moonworld]], and not a separate cosmic &#039;&#039;&#039;species tree&#039;&#039;&#039; in orthodox [[The Realms of Faeloria]] theology: the Moonworld &#039;&#039;&#039;reflects&#039;&#039;&#039; what has occurred; it does not freely mint new Sunworld lineages.&lt;br /&gt;
&lt;br /&gt;
Across kingdoms, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; is where Kith are &#039;&#039;&#039;most visibly woven&#039;&#039;&#039; into civic life—see &#039;&#039;&#039;[[#Kokoro and Kith|Kokoro and Kith]]&#039;&#039;&#039; below. [[Avaria]] and [[Luxor]] celebrate a &#039;&#039;&#039;strong mix&#039;&#039;&#039; of ancestries in ports and cities; [[Dalr]] is overwhelmingly human with a large dwarven presence, very few elves, &#039;&#039;&#039;very rare&#039;&#039;&#039; Kith, and &#039;&#039;&#039;almost no visible Fae&#039;&#039;&#039;—where a Fae &#039;&#039;&#039;is&#039;&#039;&#039; taken in Dalr, foreign chronicles and Avarian sermons alike record &#039;&#039;&#039;enslavement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== What Kith are ==&lt;br /&gt;
&lt;br /&gt;
Kith eat, age, bear children, and die as mortals. Their marks are &#039;&#039;&#039;phenotype and story&#039;&#039;&#039; — shaped by lineage, place, oaths, trauma, or &#039;&#039;&#039;resonance&#039;&#039;&#039; — and are often &#039;&#039;&#039;misread&#039;&#039;&#039; by layfolk as &#039;&#039;&#039;half-fey blood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Kokoro and Kith ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, Kith populations are &#039;&#039;&#039;weighted more heavily&#039;&#039;&#039; than in western realms: beast-kin masters of craft, blade, and ritual appear in public registers and festival lines as &#039;&#039;&#039;ordinary&#039;&#039;&#039; neighbors, not curiosities. Humans remain &#039;&#039;&#039;numerous&#039;&#039;&#039;—most civic hosts, temples, and shipping houses are still human-led in census—but travellers&#039; ballads exaggerate only a little when they call eastern ports &#039;&#039;&#039;crowded with ears and tails&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Scholars argue whether the pattern comes from &#039;&#039;&#039;trade routes&#039;&#039;&#039;, &#039;&#039;&#039;old marriage customs&#039;&#039;&#039;, proximity to eastern &#039;&#039;&#039;[[Twilight]]&#039;&#039;&#039; hours at sea, or simple &#039;&#039;&#039;history of welcome&#039;&#039;&#039;; no single doctrine is orthodox. What is agreed abroad is that a felid artisan in &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; may hide; the same artisan in [[Kokoro]]&#039;s coastal towns is often &#039;&#039;&#039;unremarkable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Common lineages ==&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;&#039;folk names&#039;&#039;&#039; appear in chronicle and dockside law; they are &#039;&#039;&#039;not&#039;&#039;&#039; exclusive bloodlines, and marks vary by person.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lineage !! Echo (typical) !! Story hooks in [[Faeloria]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vulpine&#039;&#039;&#039; || Fox ears and tail; sharp senses; some families unusually long-lived in tale || Trickster ballads, [[Ariana]] clergy suspicion or devotion, wandering enforcers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lupine&#039;&#039;&#039; || Wolf ears, tail; pack oaths || [[Dalr]] scouts (rare), frontier companies, loyalty cults&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Felid&#039;&#039;&#039; || Cat ears, tail; night grace || [[Kokoro]] night markets, temple guardians, urban guilds—same ears, different myth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cervine&#039;&#039;&#039; || Antlers or deer features; long stride || Pilgrim roads, lily shrines, forest knighthoods&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lapine&#039;&#039;&#039; || Long ears; powerful legs || Couriers, &#039;&#039;&#039;[[Twilight]]&#039;&#039;&#039; crossing guides, mail routes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ursine&#039;&#039;&#039; || Rounded ears; dense build || Highland smiths, bear-oath mercenaries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serpentine&#039;&#039;&#039; || Lithe spine; heat sense || Alchemists, [[Kokoro]]–border apothecary tales&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Avian&#039;&#039;&#039; || Feathered crest; light bones || Coastal cliffs, message networks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Draconic&#039;&#039;&#039; || Scaled patches; slit pupils; optional horns/tail || Rare; &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; fire rumours—not true dragons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Origins (debated in-setting) ==&lt;br /&gt;
&lt;br /&gt;
Temples, universities, and dockside taverns disagree; all explanations below coexist in [[Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Twilight]] bleed-through / [[Fae]]-adjacent resonance&#039;&#039;&#039; — Birth during veil-thin hours or in places where [[Fae]] pacts and [[Gifted magic|gifted]] bargains echo strongly; &#039;&#039;&#039;not&#039;&#039;&#039; half-Fae biology, but Sunworld outcomes of &#039;&#039;&#039;heightened myth&#039;&#039;&#039; (compare [[The Realms of Faeloria#Failed_Crossings|failed crossings]] and Fae bleed-through in cosmology).&lt;br /&gt;
* &#039;&#039;&#039;Wild Fae regions&#039;&#039;&#039; — Communities long adjacent to the [[Avarian Forest]] or [[Silverfall Cascade]] tell tales of marks appearing after generations of &#039;&#039;&#039;neighborly&#039;&#039;&#039; (or fraught) coexistence with Wild [[Fae]] stories.&lt;br /&gt;
* &#039;&#039;&#039;Great Cycle shock&#039;&#039;&#039; — Some chronicles link spikes in Kith births to planar catastrophes such as the [[Chronicles of Faeloria|Faefall]] era; scholars argue whether cause is &#039;&#039;&#039;trauma&#039;&#039;&#039;, &#039;&#039;&#039;record bias&#039;&#039;&#039;, or real &#039;&#039;&#039;thinning&#039;&#039;&#039; of local reality.&lt;br /&gt;
* &#039;&#039;&#039;[[The Penumbra]] echo (feared / heretical)&#039;&#039;&#039; — Beast-marks as &#039;&#039;&#039;[[The Realms of Faeloria#The_Umbral_Veil|Umbral Veil]]&#039;&#039;&#039; echo seeking form — useful for horror arcs; &#039;&#039;&#039;poor&#039;&#039;&#039; basis for systemic oppression in-setting unless bigots are explicitly wrong.&lt;br /&gt;
* &#039;&#039;&#039;Mundane diversity&#039;&#039;&#039; — &#039;&#039;&#039;They have always been here&#039;&#039;&#039; in dockside proverb; cosmopolitan ports accept Kith crews without cosmology homework.&lt;br /&gt;
&lt;br /&gt;
== Kingdom presence (summary) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Realm !! Kith presence (broad)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; || &#039;&#039;&#039;High&#039;&#039;&#039; — visible in crafts, ports, and civic ritual as &#039;&#039;&#039;normal&#039;&#039;&#039; diversity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; || &#039;&#039;&#039;Strong mix&#039;&#039;&#039; — Kith common in cities beside humans, elves, dwarves, halflings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; || &#039;&#039;&#039;Very rare&#039;&#039;&#039; — isolated individuals more than communities; superstition without uniform law&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and law ==&lt;br /&gt;
&lt;br /&gt;
Treatment varies by charter: &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; dock wards in story skew &#039;&#039;&#039;pragmatic&#039;&#039;&#039;; isolated valleys may treat Kith as omen. &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; has no Kith-only school; &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; affinities matching an echo (heat, charm, speed) are &#039;&#039;&#039;stereotypes&#039;&#039;&#039;, not laws.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Majority neighbors in most kingdoms; politics of acceptance varies.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — No cosmic hierarchy over Kith; only &#039;&#039;&#039;local&#039;&#039;&#039; prejudice or alliance.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[The Penumbra]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Gifted magic]]&lt;br /&gt;
* [[Innate magic]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
* [[Kokoro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=690</id>
		<title>Halflings</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=690"/>
		<updated>2026-04-22T17:15:22Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Update Halflings: lineages/demographics, Category:Species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Halflings =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halflings&#039;&#039;&#039; are small-stature &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] — hearth-keepers, harvest hands, river-folk, and urban &#039;&#039;&#039;fixers&#039;&#039;&#039; who thrive where &#039;&#039;&#039;comfort, rumor, and luck&#039;&#039;&#039; meet. They are neither [[Fae]] nor children of the [[Moonworld]]; they eat, age, and die like [[Humans|humans]] and [[Kith]], but their cultures often &#039;&#039;&#039;unconsciously echo&#039;&#039;&#039; the same &#039;&#039;&#039;threshold&#039;&#039;&#039; logic that scholars ascribe to [[Twilight]] and to &#039;&#039;&#039;household [[Fae]]&#039;&#039;&#039; in [[Ariana|Ariana&#039;s]] lore.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
Halflings exemplify the Sunworld principle of &#039;&#039;&#039;becoming&#039;&#039;&#039; through &#039;&#039;&#039;daily choice&#039;&#039;&#039; — meals offered, doors warded, guests protected — rather than through epic destiny alone. In romantic theology (especially near [[Faelight]]), a halfling burrow at a crossroads is described as &#039;&#039;&#039;Twilight-touched&#039;&#039;&#039; not because halflings are fey, but because &#039;&#039;&#039;liminal care&#039;&#039;&#039; repeats until it &#039;&#039;&#039;resembles&#039;&#039;&#039; minor Fae workings.&lt;br /&gt;
&lt;br /&gt;
The [[Moonworld]] does not create halflings; it may &#039;&#039;&#039;remember&#039;&#039;&#039; a family that kept the same threshold rites for twelve generations.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hearth and harvest&#039;&#039;&#039; — Food as diplomacy; pantries as intelligence networks.&lt;br /&gt;
* &#039;&#039;&#039;Courage&#039;&#039;&#039; — Disproportionate nerve when &#039;&#039;&#039;home, children, or guests&#039;&#039;&#039; are threatened; &#039;&#039;&#039;small folk, hard roots&#039;&#039;&#039; in proverb.&lt;br /&gt;
* &#039;&#039;&#039;Folk craft&#039;&#039;&#039; — Doorpost charms, salt at the crossing, bread-omens, &#039;&#039;&#039;second helpings&#039;&#039;&#039; superstitions that &#039;&#039;&#039;sometimes&#039;&#039;&#039; align with [[Learned magic|hedge-rites]] taught in cities.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Halflings&#039;&#039;&#039; — Barges, locks, fishers; river-law and toll-charm in port culture ([[Crystalport]] tales).&lt;br /&gt;
* &#039;&#039;&#039;Stout Halflings&#039;&#039;&#039; — Agrarian burrows, grain cults (usually secular), beast-handling.&lt;br /&gt;
* &#039;&#039;&#039;Nomad Halflings&#039;&#039;&#039; — Caravans between major kingdoms (including [[Luxor]]–[[Kokoro]] routes in chronicle); &#039;&#039;&#039;neutral ground&#039;&#039;&#039; for news and mail.&lt;br /&gt;
* &#039;&#039;&#039;Urban Halflings&#039;&#039;&#039; — Old Town inns, market stalls, &#039;&#039;&#039;fixers&#039;&#039;&#039; who hear every oath spoken over ale.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Halflings use the same channels as other mortals ([[Magic in Faeloria]]): &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; kitchen-wards, &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; luck-blessed lineages in story, &#039;&#039;&#039;[[Gifted magic|gifted]]&#039;&#039;&#039; shrine oaths, and &#039;&#039;&#039;bound&#039;&#039;&#039; trinkets. None of this is &#039;&#039;&#039;exclusive&#039;&#039;&#039; to halflings; it is &#039;&#039;&#039;cultural density&#039;&#039;&#039; of small rituals.&lt;br /&gt;
&lt;br /&gt;
== Kingdom presence ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — River halflings and urban &#039;&#039;&#039;fixers&#039;&#039;&#039; thrive in &#039;&#039;&#039;mixed&#039;&#039;&#039; trade towns beside &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; crews.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Caravan halflings run eastern routes; presence is smaller than &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; visibility but &#039;&#039;&#039;steady&#039;&#039;&#039; in port inns.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — Fewer halfling caravans brave the long northern run; &#039;&#039;&#039;rare&#039;&#039;&#039; hearth-holds in coastal jarldoms.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Shared markets, festivals, and civic life; halfling quarters in human cities are common.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Song-trading and mutual profit on long roads.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Contract witnesses; river trade alignment.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Often live intermingled in cosmopolitan districts; halfolk superstitions about &#039;&#039;&#039;ears at the door&#039;&#039;&#039; vary from affection to bigotry by town charter.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=689</id>
		<title>Dwarves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=689"/>
		<updated>2026-04-22T17:15:21Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Update Dwarves: lineages/demographics, Category:Species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Dwarves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: stout, stubborn, and famous for &#039;&#039;&#039;stone, forge, and ledger&#039;&#039;&#039; — the arts that make &#039;&#039;&#039;outlasting a single lifetime&#039;&#039;&#039; useful to a kingdom. They are not a single culture; mountain holds, river valleys, and &#039;&#039;&#039;guild quarters&#039;&#039;&#039; in human cities ([[Crystalport]], [[Norin]], the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039; in tale) all host significant dwarven populations alongside [[Humans|humans]], [[Elves|elves]], and others.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
Dwarves live and die under the same [[The Realms of Faeloria|Great Cycle]] as every Sunworld people. What distinguishes them in &#039;&#039;&#039;story and scholarship&#039;&#039;&#039; is a vocational romance with &#039;&#039;&#039;things that must not flex&#039;&#039;&#039; — vaults, bridge-footings, clan tablets, &#039;&#039;&#039;[[Runic Power Stones|runes]]&#039;&#039;&#039; that bear load, and oaths that outlive the swearer.&lt;br /&gt;
&lt;br /&gt;
Temple lectures sometimes compare dwarven &#039;&#039;&#039;patience&#039;&#039;&#039; to [[Chronos|Chronos&#039;s]] sequence without claiming dwarves as priests of time: the metaphor is &#039;&#039;&#039;craft&#039;&#039;&#039;, not clerical domain.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Craft and repetition&#039;&#039;&#039; — Runesmithing, siege engines, deep mining, and century-long maintenance cycles.&lt;br /&gt;
* &#039;&#039;&#039;Social memory&#039;&#039;&#039; — Clan books, debt rings, law tablets, and &#039;&#039;&#039;charter&#039;&#039;&#039; language that binds guild and crown.&lt;br /&gt;
* &#039;&#039;&#039;Geomancy (folk term)&#039;&#039;&#039; — Learned and innate traditions that treat magic as &#039;&#039;&#039;load-bearing truth&#039;&#039;&#039;: a ward that lies is worse than no ward.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds describe &#039;&#039;&#039;region and economy&#039;&#039;&#039;, not separate creation myths.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mountain Dwarves&#039;&#039;&#039; — Sky-iron, griffon-path trade, depth as sacred narrative; feuds that last longer than human dynasties.&lt;br /&gt;
* &#039;&#039;&#039;Hill and Vale Dwarves&#039;&#039;&#039; — Terraced fields, breweries, bridge-building between human towns; &#039;&#039;&#039;hospitality law&#039;&#039;&#039; taken as seriously as contract law.&lt;br /&gt;
* &#039;&#039;&#039;Deep Dwarves&#039;&#039;&#039; — Ancient vaults and pre-[[Chronicles of Faeloria|Faefall]] seals; &#039;&#039;&#039;binding&#039;&#039;&#039; and &#039;&#039;&#039;warding&#039;&#039;&#039; magic first. Chronicle warns that &#039;&#039;&#039;[[The Realms of Faeloria#The_Danger_of_Artificial_Crossing|artificial crossings]]&#039;&#039;&#039; and forced resonance warp stone as badly as soul — a moral dwarves preach with hammer and ink.&lt;br /&gt;
* &#039;&#039;&#039;City Dwarves&#039;&#039;&#039; — Banking, shipfitting, public works, harbor cranes; beard optional, &#039;&#039;&#039;charter&#039;&#039;&#039; essential.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Dwarves practice [[Magic in Faeloria]] like any Sunworld people:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Structured rune-craft and industry-scale workings.&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Bloodlines tied to stone, heat, or endurance in regional tale.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Oaths to powers beneath stone or to [[Cryos|Cryos]]-leaning resolution cults in some holds (local doctrine varies sharply).&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — Runes, locks, and public infrastructure mortals rely on daily.&lt;br /&gt;
&lt;br /&gt;
== Kingdom presence ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Strong&#039;&#039;&#039; dwarven populations in the [[Iron Range]] mines and forges beside an overwhelmingly human north.&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Guild quarters, banking, and public works in &#039;&#039;&#039;mixed&#039;&#039;&#039; cities.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Dwarven smiths appear in trade chronicle as honoured &#039;&#039;&#039;guest masters&#039;&#039;&#039; more often than as majority enclaves.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Crowns and consuls negotiate charters; dwarven banks underwrite wars humans forget to pay.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Respect and exasperation; long projects align, &#039;&#039;&#039;surface&#039;&#039;&#039; politics do not.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — River trade and inn-law; dwarves appreciate halfling &#039;&#039;&#039;threshold honesty&#039;&#039;&#039; when contracts are sealed over bread.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Cosmologically equal Sunworld mortals; treatment is &#039;&#039;&#039;legal&#039;&#039;&#039;, not theological.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Cryos]]&lt;br /&gt;
* [[Runic Power Stones]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Elves&amp;diff=688</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Elves&amp;diff=688"/>
		<updated>2026-04-22T17:15:21Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Update Elves: lineages/demographics, Category:Species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039; are long-lived &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: they age, choose, and die alongside [[Humans|humans]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]], but their &#039;&#039;&#039;centuries&#039;&#039;&#039; of memory and slower emotional tempo make them uncanny neighbors in a realm defined by &#039;&#039;&#039;becoming&#039;&#039;&#039; and rapid change.&lt;br /&gt;
&lt;br /&gt;
Scholars of [[The Realms of Faeloria]] do not classify elves as [[Fae]]. The [[Moonworld]] &#039;&#039;&#039;reflects&#039;&#039;&#039; what the Sunworld has already done; it does not freely mint new mortal bloodlines. What elves &#039;&#039;&#039;are&#039;&#039;&#039;, in theology, is a people unusually attuned to &#039;&#039;&#039;remembrance, place, and the liminal hours&#039;&#039;&#039; where [[Twilight]] lies close—without being native to the Moonworld.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
The [[Sunworld]] is the only realm in which &#039;&#039;&#039;true change&#039;&#039;&#039; may occur. Elves participate fully in that law. Yet their &#039;&#039;&#039;long stability of self&#039;&#039;&#039; can resemble the Moonworld&#039;s &#039;&#039;&#039;preservation of myth&#039;&#039;&#039;—enough that some treatises list elven sages among examples of mortals who &#039;&#039;&#039;resonate with remembrance&#039;&#039;&#039; (see [[The Realms of Faeloria#Crossing_into_the_Moonworld|Crossing into the Moonworld]]). This is a &#039;&#039;&#039;story danger&#039;&#039;&#039; for individuals, not a racial superpower: bards whose songs reshape history, lovers who cannot release the dead, heroes whose &#039;&#039;&#039;legend outgrows their body&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elves therefore occupy a &#039;&#039;&#039;dramatic&#039;&#039;&#039; niche in Faeloria: they remember &#039;&#039;&#039;how a grove used to sound&#039;&#039;&#039; while human neighbors remember only that the wood was cleared last winter.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifespan&#039;&#039;&#039; — Commonly measured in centuries; physical prime extended; generational grief stacks differently than for shorter-lived peoples.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — Strong representation among &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; casters and traditions tied to &#039;&#039;&#039;place, lineage,&#039;&#039;&#039; and ritual repetition; affinity for &#039;&#039;&#039;ambient&#039;&#039;&#039; workings where land and archive reinforce spell.&lt;br /&gt;
* &#039;&#039;&#039;Twilight sense&#039;&#039;&#039; — Even non-casters often notice dusk, dawn, shorelines, and forest edges as times and sites where &#039;&#039;&#039;the air is thin&#039;&#039;&#039; — popularly blamed on [[Fae]], [[Ariana|Ariana&#039;s]] nearness, or old oaths.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds are &#039;&#039;&#039;cultural and regional&#039;&#039;&#039; lineages, not separate species. New names appear in chronicles as kingdoms rise and fall.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Elves&#039;&#039;&#039; — Old courts, academies, and silver-tower traditions (often associated with [[Avaria|Avarian]] high culture). Obsessed with propriety, genealogy, and &#039;&#039;&#039;perfect forms&#039;&#039;&#039; of art or spell; wards and luminous sigils preferred to messy improvisation.&lt;br /&gt;
* &#039;&#039;&#039;Wood Elves&#039;&#039;&#039; — Rangers, trackers, and oath-keepers of deep forest and wild highland (including the [[Avarian Forest]]). Bargains spoken under trees; stories overlap with &#039;&#039;&#039;Wild [[Fae]]&#039;&#039;&#039; motifs without implying worship.&lt;br /&gt;
* &#039;&#039;&#039;Moon Elves&#039;&#039;&#039; — Communities near [[Faelight]], [[Silverfall Cascade|Silverfall]], or major [[Ariana]] shrines. Comfortable with Fae emissaries and twilight rites; glamours and dreams come easily in tale — and &#039;&#039;&#039;names, promises, and hospitality&#039;&#039;&#039; carry lethal social weight.&lt;br /&gt;
* &#039;&#039;&#039;Night Elves&#039;&#039;&#039; / &#039;&#039;&#039;Dark Elves&#039;&#039;&#039; — &#039;&#039;&#039;Not&#039;&#039;&#039; a moral alignment in scholarly [[The Realms of Faeloria]] cosmology. Cultures of long night, starlit vaults, exile, or undercity networks ([[Dalr]], [[Norin]]-style labyrinths in story). Shadow-aspect magic and forge-heat appear in chronicle alongside &#039;&#039;&#039;grief and endurance&#039;&#039;&#039;, not villainy by default.&lt;br /&gt;
* &#039;&#039;&#039;Sun Elves&#039;&#039;&#039; — Open kingdoms and mercantile coasts. &#039;&#039;&#039;Public&#039;&#039;&#039; magic, spectacle, architecture-as-spell; sometimes clash with Moon Elf caution about &#039;&#039;&#039;respect for the Veil&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ash Elves&#039;&#039;&#039; — Lineages tied to battlefields, purges, or [[Chronicles of Faeloria|Faefall]]-era scars; soot-toned palettes and ash-mark tattoos in ballad. A &#039;&#039;&#039;story&#039;&#039;&#039; kindred more than a palette swap.&lt;br /&gt;
* &#039;&#039;&#039;River Elves&#039;&#039;&#039; — Major trade rivers and ports such as [[Crystalport]]. Contracts, locks, ferries, multilingual pragmatism.&lt;br /&gt;
&lt;br /&gt;
== Kingdom presence ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; — Elven kindreds appear in &#039;&#039;&#039;mixed&#039;&#039;&#039; cities, academies, and guild charters beside humans and &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Elves are &#039;&#039;&#039;fewer&#039;&#039;&#039; than in the west but not unknown as envoys, scholars, and ship-mages.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — Elves are &#039;&#039;&#039;very rare&#039;&#039;&#039;—usually individuals, not districts; northern ballads treat them as curiosities or spies.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — The most common neighbors; impatience and fascination run both ways.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Mutual respect around &#039;&#039;&#039;oaths&#039;&#039;&#039;, rune-law, and long projects; friction around &#039;&#039;&#039;surface&#039;&#039;&#039; politics versus &#039;&#039;&#039;depth&#039;&#039;&#039; holds.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Shared caravan routes and urban quarters; halflings borrow elven songs; elves borrow halfling &#039;&#039;&#039;threshold&#039;&#039;&#039; luck-charm patterns in port cities.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — No special cosmic &#039;&#039;&#039;closeness&#039;&#039;&#039; to Fae over Kith; both are Sunworld mortals. Local prejudice varies by city charter, not by theology.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Moonworld]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Humans&amp;diff=687</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Humans&amp;diff=687"/>
		<updated>2026-04-22T17:15:20Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Update Humans: lineages/demographics, Category:Species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Humans =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039; are the most widespread &#039;&#039;&#039;mortal&#039;&#039;&#039; people of the [[Sunworld]]: finite-lived, diverse in body and culture, and—according to scholarly theology—central to the &#039;&#039;&#039;Great Cycle&#039;&#039;&#039; because they generate &#039;&#039;&#039;choice, consequence, and new story&#039;&#039;&#039; faster than longer-lived peoples. They are not a single kingdom, faith, or bloodline; &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039;, the cities and hinterlands of &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; (including &#039;&#039;&#039;[[Norin]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039;), and countless ports and caravan routes all host major human populations alongside [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]].&lt;br /&gt;
&lt;br /&gt;
In common speech, the word &#039;&#039;&#039;human&#039;&#039;&#039; rarely needs definition. In &#039;&#039;&#039;[[The Realms of Faeloria]]&#039;&#039;&#039; and temple lectures, humans are often called the &#039;&#039;&#039;Sunbound chorus&#039;&#039;&#039;—not because they are chosen, but because their lives turn the wheel of &#039;&#039;&#039;becoming&#039;&#039;&#039; that every other layer of existence responds to.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
Scholars of [[The Realms of Faeloria]] teach that the [[Sunworld]] is the only realm in which &#039;&#039;&#039;true change&#039;&#039;&#039; may occur: growth, risk, reversal of fate, and the &#039;&#039;&#039;first&#039;&#039;&#039; telling of events that later become myth. Humans, with comparatively &#039;&#039;&#039;short&#039;&#039;&#039; lives and &#039;&#039;&#039;rapid&#039;&#039;&#039; cultural turnover, embody that principle in everyday history.&lt;br /&gt;
&lt;br /&gt;
By contrast, the [[Moonworld]] &#039;&#039;&#039;remembers and reflects&#039;&#039;&#039;; it does not create new existence on its own. The [[Fae]], sustained by mortal vitality, story, and emotion, depend upon the Sunworld&#039;s churn of choices. A core Fae teaching—often repeated in [[Ariana|Ariana&#039;s]] temples—holds that &#039;&#039;&#039;“the Moon shines only because the Sun endures.”&#039;&#039;&#039; Humans are therefore woven into cosmology not as a &#039;&#039;&#039;default race&#039;&#039;&#039; but as &#039;&#039;&#039;one of the great engines of the living realm&#039;&#039;&#039; that keeps reflection, resonance, and remembrance fed.&lt;br /&gt;
&lt;br /&gt;
Humans who never touch a spellbook still participate in &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; indirectly: festivals, oaths, grief, and triumph are all described in arcane philosophy as &#039;&#039;&#039;inputs&#039;&#039;&#039; to the world&#039;s magical continuity.&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
There is no single human &#039;&#039;&#039;look&#039;&#039;&#039; or culture in [[Faeloria]]. Humans vary widely in stature, skin tone, feature, language, and custom. What humans &#039;&#039;&#039;share&#039;&#039;&#039; is &#039;&#039;&#039;mortality within the Sunworld&#039;&#039;&#039;—and the political reality that human-majority realms often set the &#039;&#039;&#039;tempo&#039;&#039;&#039; of war, trade, and law that other peoples must navigate.&lt;br /&gt;
&lt;br /&gt;
Illustrative human centres (not an exhaustive list):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; — Human nobility, knightly orders, and city life intertwined with [[Fae]] diplomacy, [[Faelight]], and widespread worship of [[Ariana]]; [[Crystalport]] stands as a major human port where arcane commerce and Fae-touched history are part of daily rumor. &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; walk openly beside other ancestries in market and guild—part of a celebrated &#039;&#039;&#039;mixed&#039;&#039;&#039; society.&lt;br /&gt;
* &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; and its cities — Human-led urban culture tied in chronicle to the &#039;&#039;&#039;[[Chronicles of Faeloria|Chronicles of Faefall]]&#039;&#039;&#039; and to pilgrimage routes toward &#039;&#039;&#039;[[Natsuko]]&#039;&#039;&#039;-honoring shrines in &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039;. Luxor is reckoned &#039;&#039;&#039;strongly multicultural&#039;&#039;&#039;: humans remain the plurality in most civic rolls, but [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]] share river trade, archives, and temple steps without foreign novelty.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — Eastern kingdom of refinement and ritual; &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; are &#039;&#039;&#039;especially visible&#039;&#039;&#039; here in ports, craft halls, and public ceremony compared to the west, though humans still host most households in census. Travellers contrast Kokoro&#039;s &#039;&#039;&#039;weighted Kith presence&#039;&#039;&#039; with Dalr&#039;s rarity.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — &#039;&#039;&#039;Overwhelmingly human&#039;&#039;&#039; jarldoms of the frozen north, with a &#039;&#039;&#039;strong [[Dwarves|dwarven]]&#039;&#039;&#039; presence in mine and forge; [[Elves|elves]] are &#039;&#039;&#039;very few&#039;&#039;&#039;; [[Kith]] are &#039;&#039;&#039;very rare&#039;&#039;&#039;. &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; are &#039;&#039;&#039;almost never&#039;&#039;&#039; seen—and &#039;&#039;&#039;chronicles record enslavement&#039;&#039;&#039; when they are taken. Associated in story with harsh law, sea-raids, and long nights.&lt;br /&gt;
&lt;br /&gt;
Human peasants, mercenaries, scholars, and monarchs may know nothing of the Great Cycle; the cosmology remains &#039;&#039;&#039;true in setting&#039;&#039;&#039; whether or not it is &#039;&#039;&#039;believed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic and craft ==&lt;br /&gt;
&lt;br /&gt;
Humans practice every channel of [[Magic in Faeloria]] described in learned treatises:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Bloodlines and strange birth stories; in Avaria, innate casters are sometimes popularly framed as touched by the [[Moonworld|Moonworld&#039;s]] nearness to [[Ariana|Ariana&#039;s]] legacy (a &#039;&#039;&#039;folk&#039;&#039;&#039; explanation, not a uniform truth).&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Academies, guild charters, and hedge-rites adapted to &#039;&#039;&#039;local&#039;&#039;&#039; ley and law.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Divine devotion and &#039;&#039;&#039;pacts&#039;&#039;&#039; with [[Fae]], fiends, or other powers; humans are disproportionately &#039;&#039;&#039;numerous&#039;&#039;&#039; among pact-makers in many regions simply because there are more human souls to swear oaths.&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — [[Runic Power Stones]], scrolls, public messaging stations, and enchanted tools that allow &#039;&#039;&#039;non-casters&#039;&#039;&#039; to participate in a magical society.&lt;br /&gt;
&lt;br /&gt;
Human &#039;&#039;&#039;adaptability&#039;&#039;&#039; is less a magical gift written in blood than a &#039;&#039;&#039;social&#039;&#039;&#039; one: human institutions copy, regulate, and &#039;&#039;&#039;hybridize&#039;&#039;&#039; magical practice quickly—sometimes wisely, sometimes catastrophically, as when [[The Realms of Faeloria#The_Law_of_Crossing|forced crossings]] and reckless ritual thin the veil.&lt;br /&gt;
&lt;br /&gt;
== History and story ==&lt;br /&gt;
&lt;br /&gt;
Human chronicles dominate what most libraries call &#039;&#039;&#039;history&#039;&#039;&#039;, not because other peoples lack records, but because human generations &#039;&#039;&#039;turn over&#039;&#039;&#039; often enough that &#039;&#039;&#039;war, reform, and scandal&#039;&#039;&#039; constantly produce new archives.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Chronicles of Faeloria]]&#039;&#039;&#039;—including the &#039;&#039;&#039;Chronicle of Faefall&#039;&#039;&#039;—feature human heroes, villains, and crowds alongside [[Elves|elves]], [[Dwarves|dwarves]], and powers from beyond the Sunworld. The &#039;&#039;&#039;[[Shadow Conflict]]&#039;&#039;&#039; is remembered in part through mortal names and battlefields: humans were not passive witnesses when the [[Twilight Mandate]] brought [[Fae]] aid to the Sunworld&#039;s defense.&lt;br /&gt;
&lt;br /&gt;
== Relations with other peoples ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Trade, tension, and long memories; human cities borrow elven aesthetics; elven councils sometimes call human reigns &#039;&#039;&#039;noisy&#039;&#039;&#039; or &#039;&#039;&#039;shortsighted&#039;&#039;&#039;, while human poets call elves &#039;&#039;&#039;frozen in their own songs&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Guild charters, banking, siege craft, and &#039;&#039;&#039;runesmith&#039;&#039;&#039; work often link human crowns to dwarven holds—especially along trade rivers and mountain passes.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Caravans, river barges, and urban quarters; humans and halflings frequently &#039;&#039;&#039;share&#039;&#039;&#039; markets, festivals, and threshold superstitions without sharing ancestry.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Legal and social treatment varies by city; ports such as Crystalport tend toward &#039;&#039;&#039;cosmopolitan&#039;&#039;&#039; pragmatism, while isolated valleys may treat Kith as omen or outsider. Humans are &#039;&#039;&#039;not&#039;&#039;&#039; cosmologically &#039;&#039;&#039;closer&#039;&#039;&#039; to the Moonworld than Kith; both are &#039;&#039;&#039;Sunworld&#039;&#039;&#039; mortals.&lt;br /&gt;
* &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; — From cautionary tales to the &#039;&#039;&#039;[[Silver Accord]]&#039;&#039;&#039; and the office of the &#039;&#039;&#039;Fae Emissary&#039;&#039;&#039; in Ariana&#039;s worship, humans are the people most likely to &#039;&#039;&#039;negotiate, break, or romanticize&#039;&#039;&#039; bargains across [[Twilight]]—for good or ill.&lt;br /&gt;
&lt;br /&gt;
== In religion and law ==&lt;br /&gt;
&lt;br /&gt;
Human temples to [[Chronos]], [[Ariana]], [[Cryos]], [[Lucien]], [[Eriana]], and other [[Pantheon|pantheon]] powers differ sharply by kingdom. In Avaria, [[Ariana|Ariana&#039;s]] &#039;&#039;&#039;Mothers of Light&#039;&#039;&#039; and civic rites tie childbirth and arcane study to &#039;&#039;&#039;balanced&#039;&#039;&#039; creation. In other realms, &#039;&#039;&#039;[[Cryos]]&#039;&#039;&#039; may be invoked more sternly at executions; &#039;&#039;&#039;[[Lucien]]&#039;&#039;&#039; at gambles and crossroads.&lt;br /&gt;
&lt;br /&gt;
Human &#039;&#039;&#039;law&#039;&#039;&#039; is where most mortals encounter cosmology in practice: edicts on [[Gifted magic|pact magic]], registration of innate casters, and punishment of &#039;&#039;&#039;illegal&#039;&#039;&#039; crossings or cults that seek to &#039;&#039;&#039;force&#039;&#039;&#039; resonance (see [[The Realms of Faeloria#The_Law_of_Crossing|Law of Resonant Passage]]).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]] - The mortal realm; becoming and choice&lt;br /&gt;
* [[The Realms of Faeloria]] - Great Cycle, border states, and balance&lt;br /&gt;
* [[Moonworld]] - Reflection and the Fae Realms&lt;br /&gt;
* [[Fae]] - Relationship between mortals and Moonworld powers&lt;br /&gt;
* [[Ariana]] - Mother goddess; arcane and Fae ties in Avaria&lt;br /&gt;
* [[Magic in Faeloria]] - Channels of magic in mortal society&lt;br /&gt;
* [[Innate magic]] · [[Learned magic]] · [[Gifted magic]] - Mortal magical paths&lt;br /&gt;
* [[Faeloria]] - The world at large&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Elves&amp;diff=686</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Elves&amp;diff=686"/>
		<updated>2026-04-22T05:28:35Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Fix bold punctuation in Magic bullet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039; are long-lived &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: they age, choose, and die alongside [[Humans|humans]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]], but their &#039;&#039;&#039;centuries&#039;&#039;&#039; of memory and slower emotional tempo make them uncanny neighbors in a realm defined by &#039;&#039;&#039;becoming&#039;&#039;&#039; and rapid change.&lt;br /&gt;
&lt;br /&gt;
Scholars of [[The Realms of Faeloria]] do not classify elves as [[Fae]]. The [[Moonworld]] &#039;&#039;&#039;reflects&#039;&#039;&#039; what the Sunworld has already done; it does not freely mint new mortal bloodlines. What elves &#039;&#039;&#039;are&#039;&#039;&#039;, in theology, is a people unusually attuned to &#039;&#039;&#039;remembrance, place, and the liminal hours&#039;&#039;&#039; where [[Twilight]] lies close—without being native to the Moonworld.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
The [[Sunworld]] is the only realm in which &#039;&#039;&#039;true change&#039;&#039;&#039; may occur. Elves participate fully in that law. Yet their &#039;&#039;&#039;long stability of self&#039;&#039;&#039; can resemble the Moonworld&#039;s &#039;&#039;&#039;preservation of myth&#039;&#039;&#039;—enough that some treatises list elven sages among examples of mortals who &#039;&#039;&#039;resonate with remembrance&#039;&#039;&#039; (see [[The Realms of Faeloria#Crossing_into_the_Moonworld|Crossing into the Moonworld]]). This is a &#039;&#039;&#039;story danger&#039;&#039;&#039; for individuals, not a racial superpower: bards whose songs reshape history, lovers who cannot release the dead, heroes whose &#039;&#039;&#039;legend outgrows their body&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elves therefore occupy a &#039;&#039;&#039;dramatic&#039;&#039;&#039; niche in Faeloria: they remember &#039;&#039;&#039;how a grove used to sound&#039;&#039;&#039; while human neighbors remember only that the wood was cleared last winter.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifespan&#039;&#039;&#039; — Commonly measured in centuries; physical prime extended; generational grief stacks differently than for shorter-lived peoples.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — Strong representation among &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; casters and traditions tied to &#039;&#039;&#039;place, lineage,&#039;&#039;&#039; and ritual repetition; affinity for &#039;&#039;&#039;ambient&#039;&#039;&#039; workings where land and archive reinforce spell.&lt;br /&gt;
* &#039;&#039;&#039;Twilight sense&#039;&#039;&#039; — Even non-casters often notice dusk, dawn, shorelines, and forest edges as times and sites where &#039;&#039;&#039;the air is thin&#039;&#039;&#039; — popularly blamed on [[Fae]], [[Ariana|Ariana&#039;s]] nearness, or old oaths.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds are &#039;&#039;&#039;cultural and regional&#039;&#039;&#039; lineages, not separate species. New names appear in chronicles as kingdoms rise and fall.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Elves&#039;&#039;&#039; — Old courts, academies, and silver-tower traditions (often associated with [[Avaria|Avarian]] high culture). Obsessed with propriety, genealogy, and &#039;&#039;&#039;perfect forms&#039;&#039;&#039; of art or spell; wards and luminous sigils preferred to messy improvisation.&lt;br /&gt;
* &#039;&#039;&#039;Wood Elves&#039;&#039;&#039; — Rangers, trackers, and oath-keepers of deep forest and wild highland (including the [[Avarian Forest]]). Bargains spoken under trees; stories overlap with &#039;&#039;&#039;Wild [[Fae]]&#039;&#039;&#039; motifs without implying worship.&lt;br /&gt;
* &#039;&#039;&#039;Moon Elves&#039;&#039;&#039; — Communities near [[Faelight]], [[Silverfall Cascade|Silverfall]], or major [[Ariana]] shrines. Comfortable with Fae emissaries and twilight rites; glamours and dreams come easily in tale — and &#039;&#039;&#039;names, promises, and hospitality&#039;&#039;&#039; carry lethal social weight.&lt;br /&gt;
* &#039;&#039;&#039;Night Elves&#039;&#039;&#039; / &#039;&#039;&#039;Dark Elves&#039;&#039;&#039; — &#039;&#039;&#039;Not&#039;&#039;&#039; a moral alignment in scholarly [[The Realms of Faeloria]] cosmology. Cultures of long night, starlit vaults, exile, or undercity networks ([[Dalr]], [[Norin]]-style labyrinths in story). Shadow-aspect magic and forge-heat appear in chronicle alongside &#039;&#039;&#039;grief and endurance&#039;&#039;&#039;, not villainy by default.&lt;br /&gt;
* &#039;&#039;&#039;Sun Elves&#039;&#039;&#039; — Open kingdoms and mercantile coasts. &#039;&#039;&#039;Public&#039;&#039;&#039; magic, spectacle, architecture-as-spell; sometimes clash with Moon Elf caution about &#039;&#039;&#039;respect for the Veil&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ash Elves&#039;&#039;&#039; — Lineages tied to battlefields, purges, or [[Chronicles of Faeloria|Faefall]]-era scars; soot-toned palettes and ash-mark tattoos in ballad. A &#039;&#039;&#039;story&#039;&#039;&#039; kindred more than a palette swap.&lt;br /&gt;
* &#039;&#039;&#039;River Elves&#039;&#039;&#039; — Major trade rivers and ports such as [[Crystalport]]. Contracts, locks, ferries, multilingual pragmatism.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — The most common neighbors; impatience and fascination run both ways.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Mutual respect around &#039;&#039;&#039;oaths&#039;&#039;&#039;, rune-law, and long projects; friction around &#039;&#039;&#039;surface&#039;&#039;&#039; politics versus &#039;&#039;&#039;depth&#039;&#039;&#039; holds.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Shared caravan routes and urban quarters; halflings borrow elven songs; elves borrow halfling &#039;&#039;&#039;threshold&#039;&#039;&#039; luck-charm patterns in port cities.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — No special cosmic &#039;&#039;&#039;closeness&#039;&#039;&#039; to Fae over Kith; both are Sunworld mortals. Local prejudice varies by city charter, not by theology.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Moonworld]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Beings]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Kith&amp;diff=685</id>
		<title>Kith</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Kith&amp;diff=685"/>
		<updated>2026-04-22T05:28:07Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Publish full species article (Kith)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kith =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kith&#039;&#039;&#039; (also called &#039;&#039;&#039;beast-kin&#039;&#039;&#039;, or poetically &#039;&#039;&#039;Twilight-marked&#039;&#039;&#039; / &#039;&#039;&#039;Veil-marked&#039;&#039;&#039; in sermons) are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] whose bodies carry &#039;&#039;&#039;animal or draconic echoes&#039;&#039;&#039; — ears, tails, eyes, scales, horns, and similar traits ranging from subtle to unmistakable. They are &#039;&#039;&#039;not&#039;&#039;&#039; [[Fae]], not natives of the [[Moonworld]], and not a separate cosmic &#039;&#039;&#039;species tree&#039;&#039;&#039; in orthodox [[The Realms of Faeloria]] theology: the Moonworld &#039;&#039;&#039;reflects&#039;&#039;&#039; what has occurred; it does not freely mint new Sunworld lineages.&lt;br /&gt;
&lt;br /&gt;
== What Kith are ==&lt;br /&gt;
&lt;br /&gt;
Kith eat, age, bear children, and die as mortals. Their marks are &#039;&#039;&#039;phenotype and story&#039;&#039;&#039; — shaped by lineage, place, oaths, trauma, or &#039;&#039;&#039;resonance&#039;&#039;&#039; — and are often &#039;&#039;&#039;misread&#039;&#039;&#039; by layfolk as &#039;&#039;&#039;half-fey blood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Origins (debated in-setting) ==&lt;br /&gt;
&lt;br /&gt;
Temples, universities, and dockside taverns disagree; all explanations below coexist in [[Faeloria]]:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Twilight]] bleed-through / [[Fae]]-adjacent resonance&#039;&#039;&#039; — Birth during veil-thin hours or in places where [[Fae]] pacts and [[Gifted magic|gifted]] bargains echo strongly; &#039;&#039;&#039;not&#039;&#039;&#039; half-Fae biology, but Sunworld outcomes of &#039;&#039;&#039;heightened myth&#039;&#039;&#039; (compare [[The Realms of Faeloria#Failed_Crossings|failed crossings]] and Fae bleed-through in cosmology).&lt;br /&gt;
* &#039;&#039;&#039;Wild Fae regions&#039;&#039;&#039; — Communities long adjacent to the [[Avarian Forest]] or [[Silverfall Cascade]] tell tales of marks appearing after generations of &#039;&#039;&#039;neighborly&#039;&#039;&#039; (or fraught) coexistence with Wild [[Fae]] stories.&lt;br /&gt;
* &#039;&#039;&#039;Great Cycle shock&#039;&#039;&#039; — Some chronicles link spikes in Kith births to planar catastrophes such as the [[Chronicles of Faeloria|Faefall]] era; scholars argue whether cause is &#039;&#039;&#039;trauma&#039;&#039;&#039;, &#039;&#039;&#039;record bias&#039;&#039;&#039;, or real &#039;&#039;&#039;thinning&#039;&#039;&#039; of local reality.&lt;br /&gt;
* &#039;&#039;&#039;[[The Penumbra]] echo (feared / heretical)&#039;&#039;&#039; — Beast-marks as &#039;&#039;&#039;[[The Realms of Faeloria#The_Umbral_Veil|Umbral Veil]]&#039;&#039;&#039; echo seeking form — useful for horror arcs; &#039;&#039;&#039;poor&#039;&#039;&#039; basis for systemic oppression in-setting unless bigots are explicitly wrong.&lt;br /&gt;
* &#039;&#039;&#039;Mundane diversity&#039;&#039;&#039; — &#039;&#039;&#039;They have always been here&#039;&#039;&#039; in dockside proverb; cosmopolitan ports accept Kith crews without cosmology homework.&lt;br /&gt;
&lt;br /&gt;
== Culture and law ==&lt;br /&gt;
&lt;br /&gt;
Treatment varies by charter: &#039;&#039;&#039;[[Crystalport]]&#039;&#039;&#039; dock wards in story skew &#039;&#039;&#039;pragmatic&#039;&#039;&#039;; isolated valleys may treat Kith as omen. &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; has no Kith-only school; &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; affinities matching an echo (heat, charm, speed) are &#039;&#039;&#039;stereotypes&#039;&#039;&#039;, not laws.&lt;br /&gt;
&lt;br /&gt;
== Example lineages (folklore, not exhaustive) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vulpine&#039;&#039;&#039; — Fox ears and tail; trickster ballads; some families unusually long-lived in tale.&lt;br /&gt;
* &#039;&#039;&#039;Lupine&#039;&#039;&#039; — Pack oaths, frontier scouts, [[Dalr]]-adjacent story.&lt;br /&gt;
* &#039;&#039;&#039;Felid&#039;&#039;&#039; — Night markets, temple guardians, or thieves&#039; guilds — same ears, different myth.&lt;br /&gt;
* &#039;&#039;&#039;Cervine, lapine, ursine, serpentine, avian, draconic&#039;&#039;&#039; — Regional names multiply with trade routes.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Majority neighbors; politics of acceptance varies.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — No cosmic hierarchy over Kith; only &#039;&#039;&#039;local&#039;&#039;&#039; prejudice or alliance.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[The Penumbra]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Gifted magic]]&lt;br /&gt;
* [[Innate magic]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Beings]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=684</id>
		<title>Halflings</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Halflings&amp;diff=684"/>
		<updated>2026-04-22T05:28:06Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Publish full species article (Halflings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Halflings =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halflings&#039;&#039;&#039; are small-stature &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]] — hearth-keepers, harvest hands, river-folk, and urban &#039;&#039;&#039;fixers&#039;&#039;&#039; who thrive where &#039;&#039;&#039;comfort, rumor, and luck&#039;&#039;&#039; meet. They are neither [[Fae]] nor children of the [[Moonworld]]; they eat, age, and die like [[Humans|humans]] and [[Kith]], but their cultures often &#039;&#039;&#039;unconsciously echo&#039;&#039;&#039; the same &#039;&#039;&#039;threshold&#039;&#039;&#039; logic that scholars ascribe to [[Twilight]] and to &#039;&#039;&#039;household [[Fae]]&#039;&#039;&#039; in [[Ariana|Ariana&#039;s]] lore.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
Halflings exemplify the Sunworld principle of &#039;&#039;&#039;becoming&#039;&#039;&#039; through &#039;&#039;&#039;daily choice&#039;&#039;&#039; — meals offered, doors warded, guests protected — rather than through epic destiny alone. In romantic theology (especially near [[Faelight]]), a halfling burrow at a crossroads is described as &#039;&#039;&#039;Twilight-touched&#039;&#039;&#039; not because halflings are fey, but because &#039;&#039;&#039;liminal care&#039;&#039;&#039; repeats until it &#039;&#039;&#039;resembles&#039;&#039;&#039; minor Fae workings.&lt;br /&gt;
&lt;br /&gt;
The [[Moonworld]] does not create halflings; it may &#039;&#039;&#039;remember&#039;&#039;&#039; a family that kept the same threshold rites for twelve generations.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hearth and harvest&#039;&#039;&#039; — Food as diplomacy; pantries as intelligence networks.&lt;br /&gt;
* &#039;&#039;&#039;Courage&#039;&#039;&#039; — Disproportionate nerve when &#039;&#039;&#039;home, children, or guests&#039;&#039;&#039; are threatened; &#039;&#039;&#039;small folk, hard roots&#039;&#039;&#039; in proverb.&lt;br /&gt;
* &#039;&#039;&#039;Folk craft&#039;&#039;&#039; — Doorpost charms, salt at the crossing, bread-omens, &#039;&#039;&#039;second helpings&#039;&#039;&#039; superstitions that &#039;&#039;&#039;sometimes&#039;&#039;&#039; align with [[Learned magic|hedge-rites]] taught in cities.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Halflings&#039;&#039;&#039; — Barges, locks, fishers; river-law and toll-charm in port culture ([[Crystalport]] tales).&lt;br /&gt;
* &#039;&#039;&#039;Stout Halflings&#039;&#039;&#039; — Agrarian burrows, grain cults (usually secular), beast-handling.&lt;br /&gt;
* &#039;&#039;&#039;Nomad Halflings&#039;&#039;&#039; — Caravans between major kingdoms (including [[Luxor]]–[[Kokoro]] routes in chronicle); &#039;&#039;&#039;neutral ground&#039;&#039;&#039; for news and mail.&lt;br /&gt;
* &#039;&#039;&#039;Urban Halflings&#039;&#039;&#039; — Old Town inns, market stalls, &#039;&#039;&#039;fixers&#039;&#039;&#039; who hear every oath spoken over ale.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Halflings use the same channels as other mortals ([[Magic in Faeloria]]): &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; kitchen-wards, &#039;&#039;&#039;[[Innate magic|innate]]&#039;&#039;&#039; luck-blessed lineages in story, &#039;&#039;&#039;[[Gifted magic|gifted]]&#039;&#039;&#039; shrine oaths, and &#039;&#039;&#039;bound&#039;&#039;&#039; trinkets. None of this is &#039;&#039;&#039;exclusive&#039;&#039;&#039; to halflings; it is &#039;&#039;&#039;cultural density&#039;&#039;&#039; of small rituals.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Shared markets, festivals, and civic life; halfling quarters in human cities are common.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Song-trading and mutual profit on long roads.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Contract witnesses; river trade alignment.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Often live intermingled in cosmopolitan districts; halfolk superstitions about &#039;&#039;&#039;ears at the door&#039;&#039;&#039; vary from affection to bigotry by town charter.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Beings]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=683</id>
		<title>Dwarves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Dwarves&amp;diff=683"/>
		<updated>2026-04-22T05:28:06Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Publish full species article (Dwarves)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Dwarves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; are &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: stout, stubborn, and famous for &#039;&#039;&#039;stone, forge, and ledger&#039;&#039;&#039; — the arts that make &#039;&#039;&#039;outlasting a single lifetime&#039;&#039;&#039; useful to a kingdom. They are not a single culture; mountain holds, river valleys, and &#039;&#039;&#039;guild quarters&#039;&#039;&#039; in human cities ([[Crystalport]], [[Norin]], the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039; in tale) all host significant dwarven populations alongside [[Humans|humans]], [[Elves|elves]], and others.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
Dwarves live and die under the same [[The Realms of Faeloria|Great Cycle]] as every Sunworld people. What distinguishes them in &#039;&#039;&#039;story and scholarship&#039;&#039;&#039; is a vocational romance with &#039;&#039;&#039;things that must not flex&#039;&#039;&#039; — vaults, bridge-footings, clan tablets, &#039;&#039;&#039;[[Runic Power Stones|runes]]&#039;&#039;&#039; that bear load, and oaths that outlive the swearer.&lt;br /&gt;
&lt;br /&gt;
Temple lectures sometimes compare dwarven &#039;&#039;&#039;patience&#039;&#039;&#039; to [[Chronos|Chronos&#039;s]] sequence without claiming dwarves as priests of time: the metaphor is &#039;&#039;&#039;craft&#039;&#039;&#039;, not clerical domain.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Craft and repetition&#039;&#039;&#039; — Runesmithing, siege engines, deep mining, and century-long maintenance cycles.&lt;br /&gt;
* &#039;&#039;&#039;Social memory&#039;&#039;&#039; — Clan books, debt rings, law tablets, and &#039;&#039;&#039;charter&#039;&#039;&#039; language that binds guild and crown.&lt;br /&gt;
* &#039;&#039;&#039;Geomancy (folk term)&#039;&#039;&#039; — Learned and innate traditions that treat magic as &#039;&#039;&#039;load-bearing truth&#039;&#039;&#039;: a ward that lies is worse than no ward.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds describe &#039;&#039;&#039;region and economy&#039;&#039;&#039;, not separate creation myths.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mountain Dwarves&#039;&#039;&#039; — Sky-iron, griffon-path trade, depth as sacred narrative; feuds that last longer than human dynasties.&lt;br /&gt;
* &#039;&#039;&#039;Hill and Vale Dwarves&#039;&#039;&#039; — Terraced fields, breweries, bridge-building between human towns; &#039;&#039;&#039;hospitality law&#039;&#039;&#039; taken as seriously as contract law.&lt;br /&gt;
* &#039;&#039;&#039;Deep Dwarves&#039;&#039;&#039; — Ancient vaults and pre-[[Chronicles of Faeloria|Faefall]] seals; &#039;&#039;&#039;binding&#039;&#039;&#039; and &#039;&#039;&#039;warding&#039;&#039;&#039; magic first. Chronicle warns that &#039;&#039;&#039;[[The Realms of Faeloria#The_Danger_of_Artificial_Crossing|artificial crossings]]&#039;&#039;&#039; and forced resonance warp stone as badly as soul — a moral dwarves preach with hammer and ink.&lt;br /&gt;
* &#039;&#039;&#039;City Dwarves&#039;&#039;&#039; — Banking, shipfitting, public works, harbor cranes; beard optional, &#039;&#039;&#039;charter&#039;&#039;&#039; essential.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
Dwarves practice [[Magic in Faeloria]] like any Sunworld people:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Structured rune-craft and industry-scale workings.&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Bloodlines tied to stone, heat, or endurance in regional tale.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Oaths to powers beneath stone or to [[Cryos|Cryos]]-leaning resolution cults in some holds (local doctrine varies sharply).&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — Runes, locks, and public infrastructure mortals rely on daily.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — Crowns and consuls negotiate charters; dwarven banks underwrite wars humans forget to pay.&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Respect and exasperation; long projects align, &#039;&#039;&#039;surface&#039;&#039;&#039; politics do not.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — River trade and inn-law; dwarves appreciate halfling &#039;&#039;&#039;threshold honesty&#039;&#039;&#039; when contracts are sealed over bread.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Cosmologically equal Sunworld mortals; treatment is &#039;&#039;&#039;legal&#039;&#039;&#039;, not theological.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Cryos]]&lt;br /&gt;
* [[Runic Power Stones]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Beings]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Elves&amp;diff=682</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Elves&amp;diff=682"/>
		<updated>2026-04-22T05:28:05Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Publish full species article (Elves)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elves =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039; are long-lived &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]: they age, choose, and die alongside [[Humans|humans]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]], but their &#039;&#039;&#039;centuries&#039;&#039;&#039; of memory and slower emotional tempo make them uncanny neighbors in a realm defined by &#039;&#039;&#039;becoming&#039;&#039;&#039; and rapid change.&lt;br /&gt;
&lt;br /&gt;
Scholars of [[The Realms of Faeloria]] do not classify elves as [[Fae]]. The [[Moonworld]] &#039;&#039;&#039;reflects&#039;&#039;&#039; what the Sunworld has already done; it does not freely mint new mortal bloodlines. What elves &#039;&#039;&#039;are&#039;&#039;&#039;, in theology, is a people unusually attuned to &#039;&#039;&#039;remembrance, place, and the liminal hours&#039;&#039;&#039; where [[Twilight]] lies close—without being native to the Moonworld.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
The [[Sunworld]] is the only realm in which &#039;&#039;&#039;true change&#039;&#039;&#039; may occur. Elves participate fully in that law. Yet their &#039;&#039;&#039;long stability of self&#039;&#039;&#039; can resemble the Moonworld&#039;s &#039;&#039;&#039;preservation of myth&#039;&#039;&#039;—enough that some treatises list elven sages among examples of mortals who &#039;&#039;&#039;resonate with remembrance&#039;&#039;&#039; (see [[The Realms of Faeloria#Crossing_into_the_Moonworld|Crossing into the Moonworld]]). This is a &#039;&#039;&#039;story danger&#039;&#039;&#039; for individuals, not a racial superpower: bards whose songs reshape history, lovers who cannot release the dead, heroes whose &#039;&#039;&#039;legend outgrows their body&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elves therefore occupy a &#039;&#039;&#039;dramatic&#039;&#039;&#039; niche in Faeloria: they remember &#039;&#039;&#039;how a grove used to sound&#039;&#039;&#039; while human neighbors remember only that the wood was cleared last winter.&lt;br /&gt;
&lt;br /&gt;
== Shared traits (broad) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifespan&#039;&#039;&#039; — Commonly measured in centuries; physical prime extended; generational grief stacks differently than for shorter-lived peoples.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — Strong representation among &#039;&#039;&#039;[[Learned magic|learned]]&#039;&#039;&#039; casters and traditions tied to &#039;&#039;&#039;place&#039;&#039;&#039;, lineage, and ritual repetition; affinity for &#039;&#039;&#039;ambient&#039;&#039;&#039; workings where land and archive reinforce spell.&lt;br /&gt;
* &#039;&#039;&#039;Twilight sense&#039;&#039;&#039; — Even non-casters often notice dusk, dawn, shorelines, and forest edges as times and sites where &#039;&#039;&#039;the air is thin&#039;&#039;&#039; — popularly blamed on [[Fae]], [[Ariana|Ariana&#039;s]] nearness, or old oaths.&lt;br /&gt;
&lt;br /&gt;
== Kindreds ==&lt;br /&gt;
&lt;br /&gt;
Kindreds are &#039;&#039;&#039;cultural and regional&#039;&#039;&#039; lineages, not separate species. New names appear in chronicles as kingdoms rise and fall.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Elves&#039;&#039;&#039; — Old courts, academies, and silver-tower traditions (often associated with [[Avaria|Avarian]] high culture). Obsessed with propriety, genealogy, and &#039;&#039;&#039;perfect forms&#039;&#039;&#039; of art or spell; wards and luminous sigils preferred to messy improvisation.&lt;br /&gt;
* &#039;&#039;&#039;Wood Elves&#039;&#039;&#039; — Rangers, trackers, and oath-keepers of deep forest and wild highland (including the [[Avarian Forest]]). Bargains spoken under trees; stories overlap with &#039;&#039;&#039;Wild [[Fae]]&#039;&#039;&#039; motifs without implying worship.&lt;br /&gt;
* &#039;&#039;&#039;Moon Elves&#039;&#039;&#039; — Communities near [[Faelight]], [[Silverfall Cascade|Silverfall]], or major [[Ariana]] shrines. Comfortable with Fae emissaries and twilight rites; glamours and dreams come easily in tale — and &#039;&#039;&#039;names, promises, and hospitality&#039;&#039;&#039; carry lethal social weight.&lt;br /&gt;
* &#039;&#039;&#039;Night Elves&#039;&#039;&#039; / &#039;&#039;&#039;Dark Elves&#039;&#039;&#039; — &#039;&#039;&#039;Not&#039;&#039;&#039; a moral alignment in scholarly [[The Realms of Faeloria]] cosmology. Cultures of long night, starlit vaults, exile, or undercity networks ([[Dalr]], [[Norin]]-style labyrinths in story). Shadow-aspect magic and forge-heat appear in chronicle alongside &#039;&#039;&#039;grief and endurance&#039;&#039;&#039;, not villainy by default.&lt;br /&gt;
* &#039;&#039;&#039;Sun Elves&#039;&#039;&#039; — Open kingdoms and mercantile coasts. &#039;&#039;&#039;Public&#039;&#039;&#039; magic, spectacle, architecture-as-spell; sometimes clash with Moon Elf caution about &#039;&#039;&#039;respect for the Veil&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ash Elves&#039;&#039;&#039; — Lineages tied to battlefields, purges, or [[Chronicles of Faeloria|Faefall]]-era scars; soot-toned palettes and ash-mark tattoos in ballad. A &#039;&#039;&#039;story&#039;&#039;&#039; kindred more than a palette swap.&lt;br /&gt;
* &#039;&#039;&#039;River Elves&#039;&#039;&#039; — Major trade rivers and ports such as [[Crystalport]]. Contracts, locks, ferries, multilingual pragmatism.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; — The most common neighbors; impatience and fascination run both ways.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Mutual respect around &#039;&#039;&#039;oaths&#039;&#039;&#039;, rune-law, and long projects; friction around &#039;&#039;&#039;surface&#039;&#039;&#039; politics versus &#039;&#039;&#039;depth&#039;&#039;&#039; holds.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Shared caravan routes and urban quarters; halflings borrow elven songs; elves borrow halfling &#039;&#039;&#039;threshold&#039;&#039;&#039; luck-charm patterns in port cities.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — No special cosmic &#039;&#039;&#039;closeness&#039;&#039;&#039; to Fae over Kith; both are Sunworld mortals. Local prejudice varies by city charter, not by theology.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]]&lt;br /&gt;
* [[The Realms of Faeloria]]&lt;br /&gt;
* [[Twilight]]&lt;br /&gt;
* [[Moonworld]]&lt;br /&gt;
* [[Fae]]&lt;br /&gt;
* [[Ariana]]&lt;br /&gt;
* [[Magic in Faeloria]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Beings]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Humans&amp;diff=681</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Humans&amp;diff=681"/>
		<updated>2026-04-22T05:28:04Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Publish full species article (Humans)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Humans =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039; are the most widespread &#039;&#039;&#039;mortal&#039;&#039;&#039; people of the [[Sunworld]]: finite-lived, diverse in body and culture, and—according to scholarly theology—central to the &#039;&#039;&#039;Great Cycle&#039;&#039;&#039; because they generate &#039;&#039;&#039;choice, consequence, and new story&#039;&#039;&#039; faster than longer-lived peoples. They are not a single kingdom, faith, or bloodline; &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039;, the cities and hinterlands of &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; (including &#039;&#039;&#039;[[Norin]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Free City of Ix]]&#039;&#039;&#039;), and countless ports and caravan routes all host major human populations alongside [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], and [[Kith]].&lt;br /&gt;
&lt;br /&gt;
In common speech, the word &#039;&#039;&#039;human&#039;&#039;&#039; rarely needs definition. In &#039;&#039;&#039;[[The Realms of Faeloria]]&#039;&#039;&#039; and temple lectures, humans are often called the &#039;&#039;&#039;Sunbound chorus&#039;&#039;&#039;—not because they are chosen, but because their lives turn the wheel of &#039;&#039;&#039;becoming&#039;&#039;&#039; that every other layer of existence responds to.&lt;br /&gt;
&lt;br /&gt;
== Cosmological place ==&lt;br /&gt;
&lt;br /&gt;
Scholars of [[The Realms of Faeloria]] teach that the [[Sunworld]] is the only realm in which &#039;&#039;&#039;true change&#039;&#039;&#039; may occur: growth, risk, reversal of fate, and the &#039;&#039;&#039;first&#039;&#039;&#039; telling of events that later become myth. Humans, with comparatively &#039;&#039;&#039;short&#039;&#039;&#039; lives and &#039;&#039;&#039;rapid&#039;&#039;&#039; cultural turnover, embody that principle in everyday history.&lt;br /&gt;
&lt;br /&gt;
By contrast, the [[Moonworld]] &#039;&#039;&#039;remembers and reflects&#039;&#039;&#039;; it does not create new existence on its own. The [[Fae]], sustained by mortal vitality, story, and emotion, depend upon the Sunworld&#039;s churn of choices. A core Fae teaching—often repeated in [[Ariana|Ariana&#039;s]] temples—holds that &#039;&#039;&#039;“the Moon shines only because the Sun endures.”&#039;&#039;&#039; Humans are therefore woven into cosmology not as a &#039;&#039;&#039;default race&#039;&#039;&#039; but as &#039;&#039;&#039;one of the great engines of the living realm&#039;&#039;&#039; that keeps reflection, resonance, and remembrance fed.&lt;br /&gt;
&lt;br /&gt;
Humans who never touch a spellbook still participate in &#039;&#039;&#039;[[Magic in Faeloria]]&#039;&#039;&#039; indirectly: festivals, oaths, grief, and triumph are all described in arcane philosophy as &#039;&#039;&#039;inputs&#039;&#039;&#039; to the world&#039;s magical continuity.&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
&lt;br /&gt;
There is no single human &#039;&#039;&#039;look&#039;&#039;&#039; or culture in [[Faeloria]]. Humans vary widely in stature, skin tone, feature, language, and custom. What humans &#039;&#039;&#039;share&#039;&#039;&#039; is &#039;&#039;&#039;mortality within the Sunworld&#039;&#039;&#039;—and the political reality that human-majority realms often set the &#039;&#039;&#039;tempo&#039;&#039;&#039; of war, trade, and law that other peoples must navigate.&lt;br /&gt;
&lt;br /&gt;
Illustrative human centres (not an exhaustive list):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Avaria]]&#039;&#039;&#039; — Human nobility, knightly orders, and city life intertwined with [[Fae]] diplomacy, [[Faelight]], and widespread worship of [[Ariana]]; [[Crystalport]] stands as a major human port where arcane commerce and Fae-touched history are part of daily rumor.&lt;br /&gt;
* &#039;&#039;&#039;[[Kokoro]]&#039;&#039;&#039; — A kingdom whose aesthetics, etiquette, and traditions are often contrasted with western realms in travellers&#039; tales.&lt;br /&gt;
* &#039;&#039;&#039;[[Dalr]]&#039;&#039;&#039; — Human jarldoms of the frozen north, associated in story with harsh law, sea-raids, and long nights.&lt;br /&gt;
* &#039;&#039;&#039;[[Luxor]]&#039;&#039;&#039; and its cities — Human-led urban culture tied in chronicle to the &#039;&#039;&#039;[[Chronicles of Faeloria|Chronicles of Faefall]]&#039;&#039;&#039; and to pilgrimage routes toward &#039;&#039;&#039;[[Natsuko]]&#039;&#039;&#039;-honoring shrines in &#039;&#039;&#039;[[Ix]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Human peasants, mercenaries, scholars, and monarchs may know nothing of the Great Cycle; the cosmology remains &#039;&#039;&#039;true in setting&#039;&#039;&#039; whether or not it is &#039;&#039;&#039;believed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic and craft ==&lt;br /&gt;
&lt;br /&gt;
Humans practice every channel of [[Magic in Faeloria]] described in learned treatises:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Innate magic]]&#039;&#039;&#039; — Bloodlines and strange birth stories; in Avaria, innate casters are sometimes popularly framed as touched by the [[Moonworld|Moonworld&#039;s]] nearness to [[Ariana|Ariana&#039;s]] legacy (a &#039;&#039;&#039;folk&#039;&#039;&#039; explanation, not a uniform truth).&lt;br /&gt;
* &#039;&#039;&#039;[[Learned magic]]&#039;&#039;&#039; — Academies, guild charters, and hedge-rites adapted to &#039;&#039;&#039;local&#039;&#039;&#039; ley and law.&lt;br /&gt;
* &#039;&#039;&#039;[[Gifted magic]]&#039;&#039;&#039; — Divine devotion and &#039;&#039;&#039;pacts&#039;&#039;&#039; with [[Fae]], fiends, or other powers; humans are disproportionately &#039;&#039;&#039;numerous&#039;&#039;&#039; among pact-makers in many regions simply because there are more human souls to swear oaths.&lt;br /&gt;
* &#039;&#039;&#039;Bound magic&#039;&#039;&#039; — [[Runic Power Stones]], scrolls, public messaging stations, and enchanted tools that allow &#039;&#039;&#039;non-casters&#039;&#039;&#039; to participate in a magical society.&lt;br /&gt;
&lt;br /&gt;
Human &#039;&#039;&#039;adaptability&#039;&#039;&#039; is less a magical gift written in blood than a &#039;&#039;&#039;social&#039;&#039;&#039; one: human institutions copy, regulate, and &#039;&#039;&#039;hybridize&#039;&#039;&#039; magical practice quickly—sometimes wisely, sometimes catastrophically, as when [[The Realms of Faeloria#The_Law_of_Crossing|forced crossings]] and reckless ritual thin the veil.&lt;br /&gt;
&lt;br /&gt;
== History and story ==&lt;br /&gt;
&lt;br /&gt;
Human chronicles dominate what most libraries call &#039;&#039;&#039;history&#039;&#039;&#039;, not because other peoples lack records, but because human generations &#039;&#039;&#039;turn over&#039;&#039;&#039; often enough that &#039;&#039;&#039;war, reform, and scandal&#039;&#039;&#039; constantly produce new archives.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Chronicles of Faeloria]]&#039;&#039;&#039;—including the &#039;&#039;&#039;Chronicle of Faefall&#039;&#039;&#039;—feature human heroes, villains, and crowds alongside [[Elves|elves]], [[Dwarves|dwarves]], and powers from beyond the Sunworld. The &#039;&#039;&#039;[[Shadow Conflict]]&#039;&#039;&#039; is remembered in part through mortal names and battlefields: humans were not passive witnesses when the [[Twilight Mandate]] brought [[Fae]] aid to the Sunworld&#039;s defense.&lt;br /&gt;
&lt;br /&gt;
== Relations with other peoples ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Elves]]&#039;&#039;&#039; — Trade, tension, and long memories; human cities borrow elven aesthetics; elven councils sometimes call human reigns &#039;&#039;&#039;noisy&#039;&#039;&#039; or &#039;&#039;&#039;shortsighted&#039;&#039;&#039;, while human poets call elves &#039;&#039;&#039;frozen in their own songs&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039; — Guild charters, banking, siege craft, and &#039;&#039;&#039;runesmith&#039;&#039;&#039; work often link human crowns to dwarven holds—especially along trade rivers and mountain passes.&lt;br /&gt;
* &#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039; — Caravans, river barges, and urban quarters; humans and halflings frequently &#039;&#039;&#039;share&#039;&#039;&#039; markets, festivals, and threshold superstitions without sharing ancestry.&lt;br /&gt;
* &#039;&#039;&#039;[[Kith]]&#039;&#039;&#039; — Legal and social treatment varies by city; ports such as Crystalport tend toward &#039;&#039;&#039;cosmopolitan&#039;&#039;&#039; pragmatism, while isolated valleys may treat Kith as omen or outsider. Humans are &#039;&#039;&#039;not&#039;&#039;&#039; cosmologically &#039;&#039;&#039;closer&#039;&#039;&#039; to the Moonworld than Kith; both are &#039;&#039;&#039;Sunworld&#039;&#039;&#039; mortals.&lt;br /&gt;
* &#039;&#039;&#039;[[Fae]]&#039;&#039;&#039; — From cautionary tales to the &#039;&#039;&#039;[[Silver Accord]]&#039;&#039;&#039; and the office of the &#039;&#039;&#039;Fae Emissary&#039;&#039;&#039; in Ariana&#039;s worship, humans are the people most likely to &#039;&#039;&#039;negotiate, break, or romanticize&#039;&#039;&#039; bargains across [[Twilight]]—for good or ill.&lt;br /&gt;
&lt;br /&gt;
== In religion and law ==&lt;br /&gt;
&lt;br /&gt;
Human temples to [[Chronos]], [[Ariana]], [[Cryos]], [[Lucien]], [[Eriana]], and other [[Pantheon|pantheon]] powers differ sharply by kingdom. In Avaria, [[Ariana|Ariana&#039;s]] &#039;&#039;&#039;Mothers of Light&#039;&#039;&#039; and civic rites tie childbirth and arcane study to &#039;&#039;&#039;balanced&#039;&#039;&#039; creation. In other realms, &#039;&#039;&#039;[[Cryos]]&#039;&#039;&#039; may be invoked more sternly at executions; &#039;&#039;&#039;[[Lucien]]&#039;&#039;&#039; at gambles and crossroads.&lt;br /&gt;
&lt;br /&gt;
Human &#039;&#039;&#039;law&#039;&#039;&#039; is where most mortals encounter cosmology in practice: edicts on [[Gifted magic|pact magic]], registration of innate casters, and punishment of &#039;&#039;&#039;illegal&#039;&#039;&#039; crossings or cults that seek to &#039;&#039;&#039;force&#039;&#039;&#039; resonance (see [[The Realms of Faeloria#The_Law_of_Crossing|Law of Resonant Passage]]).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Sunworld]] - The mortal realm; becoming and choice&lt;br /&gt;
* [[The Realms of Faeloria]] - Great Cycle, border states, and balance&lt;br /&gt;
* [[Moonworld]] - Reflection and the Fae Realms&lt;br /&gt;
* [[Fae]] - Relationship between mortals and Moonworld powers&lt;br /&gt;
* [[Ariana]] - Mother goddess; arcane and Fae ties in Avaria&lt;br /&gt;
* [[Magic in Faeloria]] - Channels of magic in mortal society&lt;br /&gt;
* [[Innate magic]] · [[Learned magic]] · [[Gifted magic]] - Mortal magical paths&lt;br /&gt;
* [[Faeloria]] - The world at large&lt;br /&gt;
&lt;br /&gt;
[[Category:Beings]]&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Humans&amp;diff=680</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Humans&amp;diff=680"/>
		<updated>2026-04-22T05:27:42Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Stub: will replace with full article (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Humans =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039; are widespread &#039;&#039;&#039;mortals&#039;&#039;&#039; of the [[Sunworld]]. Full article pending import from campaign wiki-drafts.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Kokoro&amp;diff=679</id>
		<title>Category:Kokoro</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Kokoro&amp;diff=679"/>
		<updated>2026-04-22T02:14:05Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Kokoro (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to the kingdom and realm of Kokoro — its culture, geography, people, and stories.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Deities&amp;diff=678</id>
		<title>Category:Deities</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Deities&amp;diff=678"/>
		<updated>2026-04-22T02:14:04Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Deities (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Individual gods, goddesses, and divine or semi-divine figures — distinct from broad pantheon overviews but overlapping where articles warrant both tags.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Chronicles_of_Faefall&amp;diff=677</id>
		<title>Category:Chronicles of Faefall</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Chronicles_of_Faefall&amp;diff=677"/>
		<updated>2026-04-22T02:14:04Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Chronicles of Faefall (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Articles and in-world records tied to the Faefall — the mythic fracture and chronicles that reshaped Faeloria&#039;s history and the balance between realms.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Beings&amp;diff=676</id>
		<title>Category:Beings</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Beings&amp;diff=676"/>
		<updated>2026-04-22T02:14:03Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Beings (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Notable creatures, spirits, exalted entities, and other beings that do not fit ordinary mortal biography — including unique or legendary figures.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Organizations&amp;diff=675</id>
		<title>Category:Organizations</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Organizations&amp;diff=675"/>
		<updated>2026-04-22T02:14:02Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Organizations (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orders, guilds, factions, institutions, secret societies, and other organized groups that shape politics, faith, or trade in Faeloria.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Locations&amp;diff=674</id>
		<title>Category:Locations</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Locations&amp;diff=674"/>
		<updated>2026-04-22T02:14:01Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Locations (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Named sites, landmarks, districts, ruins, and points of interest — narrative or geographic locations that may sit under broader regional articles.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Settlements&amp;diff=673</id>
		<title>Category:Settlements</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Settlements&amp;diff=673"/>
		<updated>2026-04-22T02:14:00Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Settlements (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Towns, villages, hamlets, camps, and other communities that are not treated as full cities — including smaller named settlements across the realms.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Planes&amp;diff=672</id>
		<title>Category:Planes</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Planes&amp;diff=672"/>
		<updated>2026-04-22T02:13:59Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Planes (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Realms, layers, and otherworldly spaces that exist alongside or beyond the mortal plane — as described in Faeloria&#039;s cosmology.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=Category:Cosmology&amp;diff=671</id>
		<title>Category:Cosmology</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=Category:Cosmology&amp;diff=671"/>
		<updated>2026-04-22T02:13:58Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Create wanted category: Cosmology (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The metaphysical structure of Faeloria — the Great Cycle, layered realms, and how existence is ordered beyond the everyday mortal world.&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:VirilianSteadmane.png&amp;diff=670</id>
		<title>File:VirilianSteadmane.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:VirilianSteadmane.png&amp;diff=670"/>
		<updated>2026-04-22T00:34:49Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:VirilianSteadmane.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Aurelia.png&amp;diff=669</id>
		<title>File:Aurelia.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Aurelia.png&amp;diff=669"/>
		<updated>2026-04-21T22:43:28Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Aurelia.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Malgoli.png&amp;diff=668</id>
		<title>File:Malgoli.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Malgoli.png&amp;diff=668"/>
		<updated>2026-04-21T22:42:23Z</updated>

		<summary type="html">&lt;p&gt;Baomont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Melody.png&amp;diff=666</id>
		<title>File:Melody.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Melody.png&amp;diff=666"/>
		<updated>2026-04-21T22:38:31Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Melody.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:King_Thaddeus_Hartwright.png&amp;diff=665</id>
		<title>File:King Thaddeus Hartwright.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:King_Thaddeus_Hartwright.png&amp;diff=665"/>
		<updated>2026-04-21T22:36:27Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:King Thaddeus Hartwright.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Queen_Isolde_Hartwright.png&amp;diff=664</id>
		<title>File:Queen Isolde Hartwright.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Queen_Isolde_Hartwright.png&amp;diff=664"/>
		<updated>2026-04-21T22:36:10Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Queen Isolde Hartwright.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Crown_Prince_Elden_Hartwright.png&amp;diff=663</id>
		<title>File:Crown Prince Elden Hartwright.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Crown_Prince_Elden_Hartwright.png&amp;diff=663"/>
		<updated>2026-04-21T22:35:53Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Crown Prince Elden Hartwright.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Princess_Evelina_Hartwright.png&amp;diff=662</id>
		<title>File:Princess Evelina Hartwright.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Princess_Evelina_Hartwright.png&amp;diff=662"/>
		<updated>2026-04-21T22:35:27Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Princess Evelina Hartwright.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Prince_Leopold_Hartwright.png&amp;diff=661</id>
		<title>File:Prince Leopold Hartwright.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Prince_Leopold_Hartwright.png&amp;diff=661"/>
		<updated>2026-04-21T22:35:05Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Prince Leopold Hartwright.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
	<entry>
		<id>https://faeloria.baomont.com/index.php?title=File:Princess_Rosalind_Hartwright.png&amp;diff=660</id>
		<title>File:Princess Rosalind Hartwright.png</title>
		<link rel="alternate" type="text/html" href="https://faeloria.baomont.com/index.php?title=File:Princess_Rosalind_Hartwright.png&amp;diff=660"/>
		<updated>2026-04-21T22:34:46Z</updated>

		<summary type="html">&lt;p&gt;Baomont: Baomont uploaded a new version of File:Princess Rosalind Hartwright.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Baomont</name></author>
	</entry>
</feed>