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The Inhabitants of Tarania
Note:  most of the races of Tarania are generally as they are shown in the Players' Handbook.  Below are the variations from that.  There are standard Gnomes and Dwarves, too, but no standard Elves or Humans.
Elves of Tarania
Aquatic Elves
Dark Elves
Humans
Dwarves of Arnzhe
SeaGnomes
Iyenta
Muyior
Humans of the Air
Iriez
Treletsas
Jisiy
Sayan
Sirani
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    The Elves of Tarania are different from those of the Other Worlds, beyond the Great Black Void.  Tarania's Elves, as those of other places, require no sleep.  Like Elves of the Other Worlds, they do need some physical and mental rest, aquired through the Reverie.  Through the reverie they relive experiences of their past vividly.  Normally they can go for a few days without rest, suffering only mild ill effects.  However, they are very vulnerable to magical effects which force them to rest as much as a human, in addition to causing them to relive only unhappy experiences in the reverie.  Another strange feature of the Elves of Tarania is their eyes.  All of them have eyes of one solid color.  This can be any color.  Tarania's Elves are rumored to be able to speak to each other without making a sound, but they refuse to talk about it with non-Elves.  They don't seem to use their power much, and most believe that they can't use this power on humans.  Elves do not have infravision. They also lack the ability to spot secret doors any better than any other race.  Elves of Tarania do not grow hair of any sort other than that on their heads, which, while they are young, grows how they wish it to, and then never grows again.  They may, while it is still growing, choose what color their hair is, so it comes in many colors which you will never see in other races.  Tarania's Elves have a language which sounds very fluid and easy to speak, and is nice to listen to.   However, speaking Elven correctly and understandably is quite difficult.  All Elven words are very short, and most sound very much like other elven words.  The sounds of their language roughly correspond to only the following letters: a, e, f, h, i, j, l, m, n, o, r, s, u, v, w, y, z.  The "S" sound is generally an indication of an insult, curse, or some reference to Evil. 
    The High Elves of Tarania are the most common type of Elf in Tarania.  They live in treetowns, with all of their buildings attached to the upper portions of very tall trees.  The treetowns are spread throughout the forests of the High Elves.  Each treetown is governed by a Honored Elder.  This Elder is the only government.  The Elder's decisions are final, unless at least three fourths of the town disagrees with him or her.  The separate treetowns have no unified government, however, they work almost always work together on important things, such as battles with the orcs and other evil races.  The High Elves do not have the petty racial prejudices of most races, and they get along well even with Dwarves.  However, they are still suspicious of all orcs, goblins, and their kin unless the orc or goblin proves their morality and thoughtfulness.  (and this is quite rare indeed)
    The Grey Elves of Tarania are a mysterious type.  They live in the mountains, with their large cities well-hidden by powerful magic.  Many are obsessed with the aquisition of knowlege, so their libraries are the greatest in the world.  (Grey Elves get +2 INT.)  They generally do not associate with other races, or even other Elves.  The Grey Elves live in large kingdoms, ruled supremely by a king or queen.  Because of their reclusiveness and lack of interest in things other than knowlege, Grey Elves have grown weaker than the other Elves, (-2CON, -1STR) however, they still have the same Elven Dexterity. (+1DEX)
   Closely related to the land Elves are the Aquatic Elves.  They have similar features but their skin has a distinct green color.  They originated when a ship carrying many of the greatest High Elf warriors to a battle with a group of undead sunk.  The Elves fought hard to survive the rough seas, and by some miracle, some of them did, even after they were pulled underwater and completely deprived of air.  Like underwater plants and animals, it seems they need not breathe at all.  They have gradually spread and colonized places all over the Realm.  Because of the damage to their minds caused to them by such a traumatic event as being almost drowned, and having to learn to live and breathe under water, the Aquatic Elves are less intelligent than other Elves. (-1 INT) However, they had to toughen up for underwater life, so they did.  They have the same constitution as Humans.
   The Dark Elves, usually called Yssaan, are another subrace of Elf.  Almost all Yssaan are Evil.  They have a simple system of law much like a monarchy, where all Yssaan must follow one Queen, who has deputies, who in turn have their own deputies.  They all claim to enforce their superior's will but usually only do so when the superior forces them to.  Otherwise, they only enforce their own will.  For this reason, Yssaan society is generally Neutral Evil, with almost no Yssaan of Good alignment.  The Yssaan are hateful creatures, but one thing I can say for them is that they're clever.  (+1 INT) They also have developed their elven dexterity well, (+2 DEX) probably because most Yssaan need it to get out of tight spots once in a while. However, no one wants to associate with them, (-2CHA) because almost as a rule they are untrustworthy, backstabbing fiends.  They have the typical Elven constitution though. (-1CON)

    Tarania's humans are a very diverse race.  They have been influenced in culture by the Elves and many other races but retain many traits from the time of their creation.  They generally are an agricultural society, living on the flood plains where the soil is good for farming.  They often trade crops in exchange for luxuries and other things they do not provide for themselves.  Human cities are often large and sprawl over large areas.  Because of the lack of protection afforded by the areas in which they live, the Humans have in general become a warlike and expansionistic race.  Rather than protect their cities with a defensive army, Humans usually attempt to clear all of their enemies out of the area near their cities.  They have poor eyesight at longer distances but very sharp vision at close range, so they generally use melee weapons in combat.  In Tarania, Human women are generally larger than men.  The women and the men share the duties of fighting, however, their fighting styles are usually different.  The men usually act as the phalanx, while the women usually use swords.  In most locations Human law dictates that everyone serve in the active army from age 17 to age 21.  They are trained to fight and then, when their city goes to war, they are ready.  Until age 36, they are required to be on the reserve army.  The entire active and reserve armies fight whenever the city goes to war, thus, when a Human city goes to war most of the adult population fights, and they are all trained reasonably well. 

    The SeaGnomes are a happy-go-lucky bunch of gnomes who live on the coasts of Tarania.  They are well-known for their good senses of humor, and those who work as traveling entertainers are welcomed by even the most inhospitable people, as they have proven that they can cheer up anyone.  They have an extraordinary ability to stay afloat in rough waters and survive the worst storms, even if they are thrown from their ships.  However, they are quite sensible and realize that this ability isn't foolproof so they always are careful not to need to survive a storm or have to swim back to shore.  They make and use all sorts of seagoing vessels, and a good many riverboats too.  Their main source of food is fish, which they also use as barter for everything they can't get themselves.  They are quite intelligent (+1 INT) and like to invent things. Unlike the infamous Tinker Gnomes of Dragonlance, they actually are quite talented at it.  However, their small stature causes them to be significantly less strong than humans. (-1 STR)

    The Dwarves of Arnzhe are a large group of Dwarves who are approximately one fourth Elf.  They have amazing dexterity, and are very powerful in combat.  They are fanatically devoted to their god, Drache, and their goal of the complete destruction of all Chaos and Evil in one great honorable battle.  From age three, each Dwarf chooses a Guild.  There is the Sword Masters' Guild and the Crushers' Guild.  The sword masters all use two Broadswords, and wear no armor whatsoever.  The Crushers wear the best armor they can obtain, but shun the use of any weapon other than those built in to their armor.  Thus a Crusher will use gauntlets with large spikes on the front, a helmet with a blade like that of a short sword fixed on the top, and knee and elbow joints on their armor which, when bent, expose large serrated blades.  Also, one in about a hundred will either be a part of one of the warrior guilds and the Guild of the High Priests or belong solely to the Guild of the High Priests.

    The TEKKS are rumored to be another race of a very distant island out in the Great Ocean.  No one knows their true name, and no one knows how to find them.  However, they are usually discounted as only another wives' tale or a rumor, because there is very little evidence that they exist.  Their nickname, Tekks was derived from the word Technology.  This is because they are said to use all manner of fancy gadgets, including such incredible devices as a Flying Machine, a wooden doll that walks by itself without use of any magic, and many more.  It is likely that these parts of the stories about the Tekks are the main reason few believe that they actually exist.

    The Iyenta are a strange little race of intelligent plants who inhabit only the most dense forests of Tarania.  They stand about 3 inches tall and have three arms, three legs, and three eyes.  They also often work in groups of three, which leads me to believe that they are the original cause of the superstition that troubles come in threes.  They are quite clever, and have a habit of playing mean tricks on anyone who enters their forests unless they believe that the intruder will not harm any of the forest dwellers and have some evidence to back that up.  They are not overly concerned with goodness, but they do appear to have some morality. Most Iyenta will not harm others unless they believe they have a reason.  (That is, other than greed.)  However, some pretend to be just and moral, but will try their best to cheat others if they are confident they can get away with it.

    The Muyior are a race of shapeshifters.  They can form the shape of any animal (or humanoid) that weighs about 100 pounds.  Therefore they could copy a 13-year-old human or a full-grown Elf, but not an adult Human, unless that adult happened to be exceptionally small.  They usually keep to themselves, not bothering or associating with humanoids.  It is believed that none live anywhere near Deir'tha, but one would never know by looking for them.  Many Muyior are evil, but about two thirds are good.  Precious little is know about the Muyior by any other than themselves.  If you want to know more about the Muyior I will be writing more soon.

    The Iriez are the tree-people of Tarania's forests.  They are about 18' tall and have strong, thin, legs and arms.  Iriez have long been friends of the Elves.  No one actually knows how the Iriez were created.  They speak by rubbing together the wood inside them, making a deep sound much like a cello or other wooden instrument.  Iriez are generally of good or neutral alignment, and usually worship Jalea or Iyelarno. 

    The Humans of the Air are a reclusive group of magical beings created by a powerful wizard who was wildly insane.  He wanted to be able to fly, so he threw around a few very carefully worded and planned Wish spells, and caused himself and his apprentices, plus all of their descendants, to be permanently bestowed with the power of Flight, as the 3rd level wizard spell.  The unfortunate side effect of his spells was to cause all Humans of the Air to be anything but normal.  None know what goes on in the minds of these beings, but they seem to have lost all logic, and their every action seems nonsensical.  They do not use the Human language.  They seem to speak, but in such an abnormal way that none have ever come near understanding them.

    The Jisiy (pl. of Jisie) are a race of small Halflings.  They are primarily traders.  They are known throughout the known world for their wine.  They bring the best of wines from everywhere and trade sell them at exorbitant prices.  They also sell art, trinkets, baubles, gemstones, and other things.  However, they rarely transport large or heavy items, preferring those things which can be 

    The Treletsas are an evil race of humanoid reptiles.  They are large, quick, and strong, but somewhat lacking in intelligence.  They have cobra-like faces, and large fangs which gleam visibly when they open their mouths.  Covered in thick black scales, and often armed with the best of weaponry, these fiends seek only to gain power for themselves.  They usually worship the god who is believed to have created them, Zitochke.  Treletsas are believed to live for about 35 years provided they do not go the path most Treletsas take, and die early in combat. 

    The Sayan (SIE-un) are a type of animal, which resides in Tarania's less dense forests.  They are very rare.  They eat metals, dissolving them and adding the metals as part of themselves.  The Sayan are curious, and when they are approached by strangers they often will try to find out who the strangers are.  This can lead to misunderstandings, as those who do not know of the nature of the Sayan will often attack out of fear. 

    The Sirani are large (about 7' from nose to tail) furred beasts.  They are very obedient to whoever feeds them to the point of stupidity.  However, they lack the mental capacity to carry out commands of more than one word.  They eat very little for their size, especially considering the fact that they are very fat and weigh about a half ton each.  These beasts are very useful in combat, not only as living shields (their tough hides and bony, horned heads protect them well) but to flatten enemies.  The Jisiy are noted for using them in lines to trample entire armies of foot-soldiers.  The only reason they are not used by armies everywhere is that they are extremely hard to find, and the Jisiy will tell you that the only place they are naturally found is on the icy steppes of the far south.  Sirani are also ill-suited to the warmth and humidity of Deir'Tha and the surrounding area, and thus require extra care when taken to such places. 

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Please E-mail me at Mercury27@geocities.com if you have any races you think should be here, or any ideas, comments, or suggestions.
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