Races in Shanidar

      Shanidar is primarily a human world. All of the nations of Shanidar are human controlled, with the exception of some of the old forests which are controlled by the Elkyri (see below). The following races will occasionally be found and are accepted, or not, to various degrees by the human population.

Dwarves

A short (average height 4' 9"), stocky (average weight 150 lbs.) race, dwarves are known for their greed, determined natures and fierceness in battle. Dwarves tend to be long-lived (200-400 year lifespan). While originally an underground race, a merchant class has developed, living in human cities. These city dwelling dwarves have become taken profitable advantage of the Church's prohibition against charging interest on loans. Not being part of the human religion, dwarves were able to become quite wealthy as moneylenders.

Once a powerful presence in Shanidar (the smaller NW landmass), wars with goblin-folk have all but exterminated dwarves in this area. Some families exist in the cities, and a small "kingdom" exists in the Thyatian Peaks. This "kingdom" consists of only about five score dwarves, and is slowly dwindling as the years go by.

The Church is accepting of dwarves a number of dwarves have converted to the True Faith, some even becoming priests and paladins. Dwarves do not worship in groups, rather, they tend to worship their god, as well as their personal households gods, at home and in private. Dwarves have had some powerful channelers but rarely show any ability to manipulate the Essence.

Dwarves have learned to make a very smooth tasting, mellow beer using the natural coolness of their caverns, which has become a very popular drink. These laghurs tend to be clear, rather than dark, as typical ales are.

Halflings

Shorter (average 3' 5") and less stocky (average 54 lbs.) than dwarves, halflings are the smallest of the intelligent races. Halflings tend to live longer than humans (90-110 years), but not nearly as long as dwarves or elves. The few halflings to be found tend to be innkeepers and shopkeepers. They brew excellent ales and have introduced pipeweed to Shanidar. Pipeweed is a tobacco-like leaf that is smoked by many people. Some versions of pipeweed have medicinal properties, some have less healthy properties.

The Church, as well as most humans, considers halflings to be harmless and innocuous. halflings rarely do anything to disabuse people of this notion. Halflings have never shown much ability to use magic, but are also little affected by it.

Elkyri

The Elkiri are a strange and powerful race. They live centuries and, individually, are superior to humans. While a powerful force, their low birthrate has made them unable to withstand the spread of humanity, except in terrain, such as upon the high seas and within deep forests, where they are overwhelmingly powerful.

The elkyri of the deep forest are quiet, quick, and deadly. Their warriors utilize intricate and involved skills, with no weapons, melee weapons and missile weapons. While the Elkiri have shown no ability to mold the Essence and seem to worship no Gods, they have powerful mental abilities and an inate link with nature.

The high seas are the home of the dark-skinned Sea Elkyr. Based on several large islands within the Central and Cold Seas, their narrow, lithe ships control the seas. When humans first settled in Shanidar, then made their first expansions to the richer lands to the south and east (see Origins and History), the Sea Elkyr did not interfere. After seeing humans sweep across the lands like a runaway grassfire, the Sea Elkyr clamped down on the seas.

At the present time, any ship crossing the seas must have a passport. Any ship found without such a passport, or fleeing a Elkyr craft, will, without fail, be sunk or burned to the waterline, even to the point of pursueing the ship to harbor. With the finding of octiron, the Sea Elkyr have played a big part in keeping the wealthy and powerful nations to the south and east from sending troops fleets into Shanidar.

The Changed

An unusual category are the changed. Human to all outward appearance, even to magical or clerical attempts to penetrate the guise, that have the ability to change themselves into specific animal, or half animal forms. These people carry some vestige of their animal form, although often it is not noticeable. The Church has had a quandry in determining how to handle the Changed, within both dogma and doctrine. Officially, they are still considered human (although known Changed often suffer great discrimination), but with an inborn weakness to possession by animal spirits. It is considered a sin to change forms and the halfway forms are considered to be possessed and can be killed with impunity. These Changed are not lycanthropes and when killed they retain the form they were in at the time.

Often a Changed may pass through life with his secret kept. There are small communities of Changed in both rural areas and within cities. Known changed usually live lives of poverty and hard times, so many turn to banditry, further reinforcing the prejudice against them.