Races
Races
Most of Armandy is populated by humans, but three races of nonhumans hail from the Lostwood. There are no racial skills or bonuses in Seven Virtues, but nonhumans must buy up one attribute to a higher point total at character creation. Humans are further subdivided into Armandine, who are native to the continent of Armandy, and Vahrenden, whose ancestors hail from the lost continent of Vahrende.
More information is forthcoming, including writeups for Vahrenden and Armandine humans. In the meantime, here are overviews of the nonhuman races. Thank you for your patience.
Human
Humans are far and away the most common and dominant race in Armandy, with most nonhumans residing in the Lostwood. There are two different ethnicities of human: Vahrenden and Armandine. (Albion and Torheim are Vahrenden, while Vortica and Scartha are Armandine; Braemoor combines a true mix of Vahrenden and Armandine, with a splash of nonhuman as well.)
There is great variation among individuals, but to grossly generalize about cultural differences between the two ethnicities, Vahrenden are idealistic, while Armandine are practical; Vahrenden look back to their ancestors and history for inspiration, while Armandine look forward to their plans for the future; and Vahrenden are more direct, while Armandine are more subtle. Also, Vahrenden are mostly Ancestor Worshippers, while Armandine are mostly Aetherialists.
Human: Vahrenden
Vahrenden are descended from the people of the continent of Vahrende, which was laid waste in the First Mahori Breakthrough. Legend has it that all Vahrenden are ultimately descended from King Aegir the Traveler and his 40 warriors. Perhaps for this reason, Ancestor Worship is strongly prevalent among Vahrenden, and most Vahrenden can trace their ancestry back at least a few generations — sometimes much longer.
There is, of course, great variation in the many individuals and peoples of Vahrenden descent, but usually at least one or two of their common cultural characteristics will find expression in a given individual.
Vahrenden take pride in where they’ve come from and believe in upholding traditions and maintaining family honor. They pass down family stories and legends, and often compare people to other relatives. They tend to keep histories, both oral and written, and look backwards to history both to understand the present and for inspiration towards the future.
Vahrenden often have the souls of idealists, philosophers, explorers, or poets. How this finds expression in each individual can vary widely, but they often enjoy being part of something greater than themselves or striving to become greater than what they are, often looking to an ancestor as a model to emulate or even try to better. Their culture is one of seekers, explorers, and scholars. Vahrenden sometimes experience wanderlust or longing for the sea, and are partial to the idea of the quest — be it intellectual, spiritual, or physical.
Vahrenden emotions can tend to run high, and they can sometimes be prone to act on impulse. Vahrenden culture idealizes the warrior, and the history of Vahrende and its descendants (with the notable exception of Torheim) is spotted with contests of arms on all scales.
Vahrenden are human and have no racial makeup.
Human: Armandine
Armandine are the native people of the continent of Armandy. They long predate the Vahrenden, and indeed, much of the history of Armandy documents the various clashes that have occurred as different waves of Vahrenden settlement reached Armandy and the people already there reacted to the influx in varying ways.
There is, of course, great variation in the many individuals and peoples of Armandine descent, but usually at least one or two of their common cultural characteristics will find expression in a given individual.
The Aether is strong in Armandy, and most Armandine have throughout history been Aetherialists of one sort or another. Despite (or perhaps because of) the presence of the unearthly lingering not far out of reach, however, the Armandine as a whole are very practical people. Their lack of apparent sentimentality can sometimes seem ruthless to outsiders. But their emotions run as deep as any; most just try not to let them dictate their actions when they feel it is counterproductive for them to do so.
Armandine have a great respect for sharp wits and careful planning, and often display ambition — or at least the strong desire to acheive a goal or goals, whether the goal is for their own sake or another’s. It is said that Armandine always have a plan.
Armandine often look at the world through the framework of give and take, action and reaction, and seek to understand the causal connections between things... and to use them. They are frequently conscious of social status and standing, and watch changing social relationships closely. They can sometimes be subtle and complex people, but they also have a strong sense of order.
Armandine are human and have no racial makeup.
Elf
Requirements: PC Elves must start with at least 4 Heart. (They must buy it up to 4; they do not get the extra point for free.)
Makeup: Elf characters must wear pointy ear prosthetics. Makeup to accentuate the eyes is optional but encouraged.
Most elves believe that your heart is your best and truest guide. They value love, honesty, honor, and art. Even elves from the grimmest and darkest tribes have been known to release enemies who have managed to touch their hearts with some profoundly moving tale or song.
Their emphasis on the heart does not mean that they are dominated by their passions (though some are, and some tribes in particular); nor does it mean that they are soft or sentimental (though, again, some individuals or tribes might fit this persona). It merely means that most elves strive to be true to themselves... whether that truth is dark or light, wild or reserved, simple or complicated.
Elves build their homes in aesthetic harmony with the Lostwood, often starting from something already there, whether a tree, a cave, a boulder, or even a river. They often work art into everything they create, from buildings to weapons. At the same time, they tend to view all creations of mortals as inherently temporary -- they will abandon entire villages if they just decide it’s time to move on -- and thus can have a somewhat loose notion of property. When giving gifts, they are more likely to give something like a tale, a poem, a title, a dinner, a favor, or some other intangible or consumable thing than an item (though they do give works of their own art also, as it is the act of creation that is the gift rather than the object itself).
Elves understand and believe that everything is subject to change. As one must be true to one’s heart, so one must understand that hearts change. As such, they tend not to carry grudges or alliances past the point where they really still care... but if they truly love or despise someone, there is no limit to what they will do; and if the feeling endures, so does its intensity. Elves often prefer handfasting to marriage for this reason (though marriage is therefore considered all the more significant when it does occur), and similarly try to avoid being bound in an oath, though they will do anything to avoid breaking an oath once made.
Some elves can live longer than normal human lifespans (elves do not always keep close track of such things, but it seems certain that elders can be between 100-200 years old, and there are rumors that some very few may have endured substantially longer than that). It is also not uncommon for elves to age slowly or gracefully, though they reach maturity at the same age as humans. However, PC elves may not play a character who is beyond normal human lifespan.
The elves are possibly the most organized of the races of the Lostwood, and certainly the only race with a fully organized military. There are training lodges hidden in the Lostwood for several military orders, each with a different specialty (magic, mobility, archers, black ops, etc.); these orders are responsible directly only to the elven Elders on the Council, and indirectly through them to the Forest King. These orders are not large by human standards, but are considered deadly competent.
The elves are the race most often found venturing into human lands, and are the race humans seem to get along with most easily (and vice versa). However, elves find it very hard to trust humans (or any other non-elves) due to what they see as their duplicity.
Wyr
Requirements: Wyr PCs must start with at least 4 Body. (They must buy it up; they do not start with the extra point for free.)
Makeup: Wyr characters must wear makeup to resemble a particular animal. The animal must be a predatory mammal and must be clear from the makeup. The most common Wyr animals include Great Cats (Lynx, Tiger, and Leopard), Wolf, Fox, Bear, and Weasels (Badger, Wolverine, and Ferret). PCs who wish a different Wyr animal must clear their choice with campaign staff. The player should at minimum use full face makeup, black nose, and any spots, stripes, or other patterns. Tails and other embellishments are optional. Masks are not allowed. Prosthetics may or may not be allowed on a case by case basis; please check with staff.
A Wyr’s animal form is sustained by the Wyr’s conscious spirit, as the mind and soul of the Wyr transform the Wyr’s body to become similar to the animal to which the Wyr is spiritual kin. When a Wyr sleeps, the Wyr’s appearance usually reverts to a normal human form, save for a mark on the forehead (see below for the mark, which is the same for all Wyr. Please feel free to make your mark cleaner and clearer than this sketch).

When a Wyr wakes up in the morning, it can take some time to recover full wakefulness and mental and spiritual acuity to manifest the Wyr’s true shape again; indeed, if a Wyr is utterly exhausted, sometimes they find themselves unable to manifest their animal form and are stuck in human form for a time. Wyr consider this human form mildly unattractive and embarrassing, not quite fit for public company, much as humans feel about how they look on waking up with unbrushed hair and still in their nightclothes. Indeed, a Wyr who has not yet changed into their fur-form often looks and feels not unlike how many humans look and feel before having their morning coffee, tea, etc.
Wyr tend to be superstitious (though not particularly credulous). They believe in luck, and often love small, quick rituals (such as a wyr swordswoman pawing the ground before entering battle, or a wyr gambler performing a lucky hand sign before rolling dice, or donning a lucky scarf when entering some kind of contest). They are generally a rather informal people, but do enjoy solemnizing important moments or relationships with small ceremonies; for instance, many wyr give tokens to their closest friends to symbolize their friendship, or offer gifts (sometimes as simple as food or flowers) to those they might like to court, or boast of their own or each others’ accomplishments over a drink after a battle.
Despite this, wyr tend to be very down-to-earth, practical, and informal. They value good company, good food, sleep, and anything else that brightens the moment or pleases the senses. They don’t tend to worry too much about the future.
Wyr determine rank in their own tribes through combat challenge. Whether with spell or blade, every wyr is expected to know how to fight, and if they wish to lead, they must take leadership through combat challenge. Even if they don’t want to lead, often wyr are not comfortable until they settle their relative rank through a formal combat. There are no hard feelings about these combats, even though they are almost always fought with unbated blades until one is unconscious; it is considered poor form to be upset after losing, and loser and winner will often laugh, shake hands, and share a drink after the loser has been healed. However, the loser is also welcome to try the challenge again anytime they feel they may have improved enough to have a chance.
There is one exception to the rule of combat challenge to determine status: healers. Wyr understand that fighters are nothing without healers, and they hold healers in very high regard. Healers are to be protected and respected; they often take leadership positions if they desire them, since wyr are generally quite eager to please their healers and follow their advice (unless experience proves that that advice isn’t good).
Wyr understand that other races don’t follow their custom of combat challenge, but still, few wyr can bring themselves to follow someone they don’t respect as a warrior.
Changeling
Requirements: Changeling PCs must start with at least 4 Mind. (They must buy it up; they do not start with the extra point for free.)
Makeup: Changeling characters have a symmetrical pattern in a single color (other than black or any color dark enough to be mistaken for black) on their faces, especially around the eyes. Patterns may not take up more than 50% of the face. These patterns change from day to day, or even can change to reflect strong moods of the Changeling. Sometimes Changelings will return again and again to specific patterns which suit their mood, but even in these there are often small variations. The Changeling’s particular pattern color will not change, even though the shape does.
Changelings are secretive and often subtle. They enjoy mysteries, and also games, riddles, puzzles, etc. They place very high honor on any kind of formal mental challenge, most classically a riddle-game, and will hold themselves bound to follow the rules and any agreed-on wager connected to a riddle-game or similar contest. Some Changelings develop a weakness for gambling or games of chance when travelling in human lands (though others scorn games of luck as boring and lacking an intellectual element).
Changelings guard their secrets through elaborate means. They are creators and unravelers of mazes, codes, puzzles, riddles, traps, and complex enchantments. Sometimes they delight in mystery and complexity for its own sake. Outsiders can find some Changelings maddening when they prefer to talk in elaborate and complex metaphor even about unimportant matters. Between the love of complexity and the love of secrets, Changeling politics can be truly labyrinthine; even a Vortican might be given pause by them.
Outsiders who expect Changelings to be aloof are often surprised by how personable they seem at first. Changelings often enjoy gathering information — about anything. Thus, they often seem quite interested in the lives, ways, customs, and ideas of those around them, including outsiders. However, Changelings also can sometimes impress outsiders as quite cold, since the attachments they form tend to be intellectual rather than emotional. Changelings are not remotely devoid of emotion, however; they simply prefer their emotions to be guided by reason whenever possible, and often find their emotions excited by the intellect.
Changeling elders possess arcane magics, mysteries, and powers rumored to be beyond the ken of any other race; however, even the nature of these magics tends to be shrouded in secrecy. Many ambitious humans are eager to attempt to learn Changeling secrets simply out of the belief that anything so well guarded must be worth earning. Changelings, meanwhile, do not usually take offense at someone attempting to learn their secrets or unravel their mysteries; they take it as a challenge, and seek to guard their secrets all the better... but they often lay a path to find the truth, should anyone actually prove canny enough to navigate the layers and layers of protections.
The labyrinth is a nearly sacred symbol to Changelings, and represents much of their way of life. Changelings also created knotwork (though it traveled long ago to Braemoor) and love knotwork designs, the more complex the better.
Changelings tend to map their genealogy, and power within a tribe or family is hereditary and based on birth order, descending matrilineally whenever possible (though males have equal status with females). A lower-ranked Changeling who wishes to exert influence must therefore be particularly clever, subtle, and indirect to do so. However, if they can succeed in this, their efforts and accomplishments are highly prized, and often become part of the clan’s favorite stories.
Changelings often hide their dwellings; it is considered unsafe to venture into Changeling territory without Changeling permission and a Changeling guide, as the traps, enchantments, and defenses are quite formidable and often deadly. There are rumors of a great underground labyrinth where some of the deepest Changeling secrets are concealed; if this is true, no outsider and precious few Changelings have ever knowingly even come anywhere near it.